Rage Quitting is out of control and Rage Quitters are not being punished
In my previous matches both as killer and as solo survivor, there has been at least one rage quit per match in more than half of all matches. This results in everyone losing blood points and being stuck in an unfair, unenjoyable match.
If these rage quitting survivors had disconnected, I could at least rest somewhat easy knowing that they're timed out for five minutes and their penalty will increase for further rage quits. However, instead of disconnecting, survivors just attempt to escape from a hook three times and then refuse to do the struggle skill checks. Using this method, the survivors that just doomed four other people to an unenjoyable match are able to immediately queue up again and either have a normal match or even straight up ruin another one.
People killing themselves on hook just because they performed poorly in their first chase and are now tilted is extremely unhealthy for the game and CANNOT go unpunished. There need to be actual consequences for reports of rage quitting, we can't allow these people to just ruin match after match.
Comments
Sure, trying to unhook yourself shouldn't get you banned. Neither should actually messing up and missing two struggle skill checks in a row. But doing both of those things at the same time is obviously rage quitting.
If someone dies on their first hook within 10 seconds then that should easily be flaggable as ragequitting by the game code.
I think it'd be easy enough to limit this to within the first 2 minutes of the match, or when all other players are alive. Because yeah, there are situations where suiciding on hook is the right play, or otherwise pretty understandable.
But otherwise, 3 struggle attempts + no attempts to hit second stage skill checks seems fairly trackable. And this is a massive oversight that's allowing people to ruin slews of games without penalty.
Good point. As a solution you could only punish people for hook suicides when all other survivors are still alive.
5 minute bans do nothing.
1 hour bans do nothing.
72 hour bans do nothing.
If you want to stop people from DC'ing at every opportunity, you have to come down hard on them.
Month-long bans for people who do this kind of thing.
The game doesn't need those players and maybe four weeks off make them learn to actually play out the game. Or they'll leave and find a new game to Rage-Quit mid match. Either way, the rest of the player base wins.
I agree with you in the sense that 5 minutes aren't enough of a penalty. However, this post is about the fact that survivors circumvent the DC penalty by killing themselves on hook instead of DCing. As long as you can just avoid rage quit penalties altogether, it doesn't matter what the punishment would be.
One possible way to mitigate it is make it so failing an escape attempt doesn’t lower the first hook timer. That would actually do two beneficial things
That's an interesting idea. I don't know if I like the idea of everyone getting a decent chance of unhooking themselves for free.
Regardless, this would only be a bandaid fix to the ragequitting issue. Sure, it would be nice to have the rage quitters waste more of their own time but it would still be incomparable to the amount of everyone else's time that they wasted.
I don't think that this kind of complicated rework to make ragre quitting less convenient would be very effective. The only thing that has to happen is that people are properly punished for rage quitting.
Just as a follow up, a nice thing about Luck is, if they made that first hook escape change I mentioned, it’s very easy to tweak a numerical parameter like Luck if they want to make it more or less likely for a self escape to occur. For reference, though, your chance of escaping is
So base kit you still would only normally escape first hook about 1 in 9 games this way. Using a Luck offering or perk doubles or triples that to 1/5 or 1/3 games, which still is more likely to fail than not but worth a shot! And if you went all in on luck you would get off the first hook more often than not if you had the opportunity. (That’s a bit of investment in the loadout though, two perks plus an offering).