Team Switching's got to go.
A lot of people are concerned about hotjoin in general being the “standard” PvP mode for new players, because of the issues you describe as well as others. Currently, the devs are testing a new “single match” mode that’s extremely popular.
Right now the single match mode is only for premade teams, but given how popular it is, I expect the current “free tournament” will be changed to a “solo join single match” in the very near future.
I don’t know what’s so hard about implementing the hot join system similar to the wow battleground system:
1) Don’t allow players to choose a server
2) Wait until there is a full roster of players and then start the game
3) Penalize players who quit matches early
4) Implement some sort of team balancing (by rank and by profession so that experience and profession is equally distributed across the teams)
The only issue is that rank applies to account instead of player – so a high rank player might start experimenting with a new profession and end up at a disadvantage because the system assumes experience.
Feel like we are beating a dead horse here… oh well.
What you are describing would literally kill hotjoin. It is already sad enough how few servers are running compared to launch. Right now the only redeemable part is the fact that if you are playing with friends you CAN switch to their team. Lets be honest no one is interested in trying to get premades for hotjoin. And implementing penalties for leaving would be awful. Too few people play already and if there was even a 10 min cd after leaving prematurely no one would play. A lot of times you get sent to a low population server anyway and if a few more players left you would either be stuck in there alone or be forced to take a penalty yourself. As for map morale? Who cares! Winning gives you a measly few points. I actually find I am far more likely to get more points on the losing team via back capping and smart skirmishing it is very easy to avoid most mobs. As for skill, I rarely see players over rank 20 in hotjoin leaving usually maybe 1/5 of the team at 30+. Unless more players join sPvP (unlikely seeing as the game additions announced will have little/no draw for casual players to start playing, just a little better environment for those here now) there will always be higher rank/skilled players with newbs.
And seeing as matches are currently cyclical how would you leave without penalty? If everyone bailed at the beginning of a new match, those left would once again be forced into depressingly low server numbers or take the penalty. I currently disagree with disallowing players to join a server because unless customs come in Feb (oh god please) there would be no way for teams or players to get any good dueling or counter class experience. If we had more players it would not be terrible to wait for a full roster to start playing. But we dont…surely you dont want to suffer through the tourney Q waits for something that is far less rewarding and right now just a grindfest (what happened to an innovative grindfree game?) I don’t think the system is working, but I don’t see these suggestions doing anything other than burying GW2s casual PvP crowd. Pro players are nice but you can’t build the game around them.
(edited by reedju.5786)
What you are describing would literally kill hotjoin. It is already sad enough how few servers are running compared to launch. Right now the only redeemable part is the fact that if you are playing with friends you CAN switch to their team. Lets be honest no one is interested in trying to get premades for hotjoin. And implementing penalties for leaving would be awful. Too few people play already and if there was even a 10 min cd after leaving prematurely no one would play. A lot of times you get sent to a low population server anyway and if a few more players left you would either be stuck in there alone or be forced to take a penalty yourself. As for map morale? Who cares! Winning gives you a measly few points. I actually find I am far more likely to get more points on the losing team via back capping and smart skirmishing it is very easy to avoid most mobs. As for skill, I rarely see players over rank 20 in hotjoin leaving usually maybe 1/5 of the team at 30+. Unless more players join sPvP (unlikely seeing as the game additions announced will have little/no draw for casual players to start playing, just a little better environment for those here now) there will always be higher rank/skilled players with newbs.
Well, friends should definitely be able to join and play together I’ll give you that. I respectfully disagree with pretty much everything else though. I’m not sure if the server browser is server specific or what but I always see plenty of games going and having the system place players to promote even teams will make it a LOT less frustrating for new players. Right now, the majority of games I join (even when I’m specifically joining games that have an odd number of players) are always uneven which gives the team with more players a huge advantage making it not fun at all for players on the other team – which then leads them to quit.
I would think it would not be too difficult to implement a penalty system that had some basic logic to it that would not penalize players who leave because they are on a team of 2 against a team of 5 or in the first or last few seconds of a match or something along those lines… I’m sure there are a simple set of rules that can be put in place to increase the effectiveness of the penalties so that people don’t just leave as soon as the going gets rough.
3) Penalize players who quit matches early
This is just a bad idea. In GW1 I played Alot of Random Areana.
Some days I spent more time not playing due to deserter penalty, cause every matchup we didnt have a monk and the oposing team did. and in that game having the monk was a free win.
So after awile of being denied the ability to play I lost interest and only played when I had absolutly nothing better to do.
dont punish players like there children standing in the corner for 15 min cause they were bad. If the player wants to leave let them, someone else might join to take there place or auto balance.
but team swaping to imba the teams thats the real problem.
(edited by Shanos.2459)
3) Penalize players who quit matches early
This is just a bad idea. In GW1 I played Alot of Random Areana.
Some days I spent more time not playing due to deserter penalty, cause every matchup we didnt have a monk and the oposing team did. and in that game having the monk was a free win.
So after awile of being denied the ability to play I lost interest and only played when I had absolutly nothing better to do.dont punish players like there children standing in the corner for 15 min cause they were bad. If the player wants to leave let them, someone else might join to take there place or auto balance.
but team swaping to imba the teams thats the real problem.
Other ideas then? Because I feel that something needs to be done as players quitting games is a big problem. Perhaps the auto player placement idea will mitigate this somewhat by prioritizing matches that have an uneven number of players so the spot gets filled quickly. I feel like any kind of incentive to stay, like a “short team buff” or something will somehow be abused…
u cant switch teams if they are not even and u are the only uneven!
red 9 vs blue 8.. red is winning: nobody on blue can switch
red 9 vs blue 8 blue is loosing. only 1 from red can switch
red 9 vs blue 6 nobody from blue can switch.. 2 from red can switch
red 5 vs blue 5 nobody can switch
so even if u are with ur friends on the same server. its unlikly that they are all on the same team.
so there is no real problem with teamswitching. the only problem is that u can pick a server so that for a certain time teams are unbalanced with 1 player more on 1 side.
there is also no problem with leavers ( who maybe are in a tournament queue that is popped ) cause after 10 seconds teams are autobalanced.
ppl who quit match early already get a penalize. they dont get all that extra glory for “killing” capturing and reviving at the end of the match.
(edited by hooma.9642)
1) Don’t allow players to choose a server
2) Wait until there is a full roster of players and then start the game
3) Penalize players who quit matches early
4) Implement some sort of team balancing (by rank and by profession so that experience and profession is equally distributed across the teams)
This, this, a trillion times this. If there’s one thing WoW did right, it was definitely battle grounds.
I would also like to bring up the point of parties getting seperated in sPvP. I’m sure this has been discussed an innumerable amount of times, however I’m unaware as to why we can’t have this?
1) Don’t allow players to choose a server
2) Wait until there is a full roster of players and then start the game
3) Penalize players who quit matches early
4) Implement some sort of team balancing (by rank and by profession so that experience and profession is equally distributed across the teams)This, this, a trillion times this. If there’s one thing WoW did right, it was definitely battle grounds.
I would also like to bring up the point of parties getting seperated in sPvP. I’m sure this has been discussed an innumerable amount of times, however I’m unaware as to why we can’t have this?
cause its impossible to tell for anet who is on the same teamspeak on this hot join server?
also nr2. its stupid.. there will always be a server where the rooster is not full. so u want that they dont can play?
3) Penalize players who quit matches early
This is just a bad idea. In GW1 I played Alot of Random Areana.
Some days I spent more time not playing due to deserter penalty, cause every matchup we didnt have a monk and the oposing team did. and in that game having the monk was a free win.
So after awile of being denied the ability to play I lost interest and only played when I had absolutly nothing better to do.dont punish players like there children standing in the corner for 15 min cause they were bad. If the player wants to leave let them, someone else might join to take there place or auto balance.
but team swaping to imba the teams thats the real problem.
Other ideas then? Because I feel that something needs to be done as players quitting games is a big problem. Perhaps the auto player placement idea will mitigate this somewhat by prioritizing matches that have an uneven number of players so the spot gets filled quickly. I feel like any kind of incentive to stay, like a “short team buff” or something will somehow be abused…
I wouldnt do a buff just let the spot get filled by a joiner or if 2 leave autobalance.
Typically it goes like this.
one team gets a strong start and caps 2 points right away.
imedietly a player swaps teams and now that team outnumbers and easily holds those 2 while caping the third.
next a player or 2 on the lose team imedietly drops and the team thats outnumbered has absolutly no chance to win.
If the player that swaped teams right off the bat wasnt alowed to do that then this chain of events would not happen, as it is right now it hapens 9/10 games.
if the teams couldnt be fudged like this less players would drop as they still have a chance to make a comeback but the dropers happen after the team fudging in the start and leave cause they know there about to get rick roled.
was tempted to link the rickroll video but as funny as that would be Ill keep it serous.
3) Penalize players who quit matches early
This is just a bad idea. In GW1 I played Alot of Random Areana.
Some days I spent more time not playing due to deserter penalty, cause every matchup we didnt have a monk and the oposing team did. and in that game having the monk was a free win.
So after awile of being denied the ability to play I lost interest and only played when I had absolutly nothing better to do.dont punish players like there children standing in the corner for 15 min cause they were bad. If the player wants to leave let them, someone else might join to take there place or auto balance.
.
Well, what do you suggest instead?
Ragequitting rarely does good to team based game modes.
I didn’t mind the GW1 punishing for early quit feature as it did have the /resign feature You could try to convince your team to /resign or just commit suicide against enemy if you had a hopeless combination e.g. 4 healers… well, once I got fast 10 wins with me as Rt/P hybrid heal + 3 monks, so it seems 4 healers can sort of semi-work, far from my preference.
In GW1 RA monks were overrated. I got lots of 25 wins (theoretical max) without any monk in my team. I was usually playing Rt/P, a hybrid ritualist healer damage dealer using my own build. I was often the only healer in team, while scoring most of the kills for the team with spread pressure and devious life steal + spear attack spike. If you think I only got lucky and very weak opponents you are wrong. We often faced high ranking sync teams with balanced team or abusing the most overpowered builds of the month. I know some of those sync teams also use voice chat and farm the gladiator points all days. I consider syncing as cheating.
I think having no monk in team is not a good reason to quit, but I also wanted to leave the team I saw some people usually disfunctional builds e.g. healing hands W/Mo or really not contributing to the team e.g. an attacker doing way too little damage or rushing into his own death. I liked to have teams with good pressure damage and denial (interrupt, hexes etc), because that is fast wins. Still a good monk, me as Rt/P + good damage was the 25 wins in an easy mode. Very hard to counter two healers and having do much pressure damage. Even the best enemy monks (and 2 monk) team lost their energy in the long run.
But in RA really anything was possible. You could get 3-4 mesmers against you. You could e.g. get a Mo/W to your team and it first looked “wow, now I finally got some good monk to my team” and then it turns out that the monk is waving his hammer, smiting and attacking the enemies first and dying in <10 seconds. Or W/E spamming flare and using meteor shower until they energy run out, which was really fast. LOL
Oh those days, back then pvp was fun!
Deniara Devious
(edited by Deniara Devious.3948)
also nr2. its stupid.. there will always be a server where the rooster is not full. so u want that they dont can play?
Have… Have you played WoW before? The system works. In fact, it works very well. There are never any unfilled rosters (I sincerely hope you meant roster anyway, filling roosters would be unpleasent). This is because the match isn’t formed until the roster is FULL. Once the roster is full, your queue pops and you get to join. Short wait, full games, life is good. If you wait until the roster is full, then the roster will always be full.
also nr2. its stupid.. there will always be a server where the rooster is not full. so u want that they dont can play?
Have… Have you played WoW before? The system works. In fact, it works very well. There are never any unfilled rosters (I sincerely hope you meant roster anyway, filling roosters would be unpleasent). This is because the match isn’t formed until the roster is FULL. Once the roster is full, your queue pops and you get to join. Short wait, full games, life is good. If you wait until the roster is full, then the roster will always be full.
so u will always has ppl waiting… nope bad decision! just put the ppl in the next server with place.. so nobody will wait!
3) Penalize players who quit matches early
This is just a bad idea. In GW1 I played Alot of Random Areana.
Some days I spent more time not playing due to deserter penalty, cause every matchup we didnt have a monk and the oposing team did. and in that game having the monk was a free win.
So after awile of being denied the ability to play I lost interest and only played when I had absolutly nothing better to do.dont punish players like there children standing in the corner for 15 min cause they were bad. If the player wants to leave let them, someone else might join to take there place or auto balance.
.Well, what do you suggest instead?
Ragequitting rarely does good to team based game modes.
You could e.g. get a Mo/W to your team and it first looked “wow, now I finally got some good monk to my team” and then it turns out that the monk is waving his hammer, smiting and attacking the enemies first and dying in <10 seconds. Or W/E spamming flare and using meteor shower. LOL
Oh those days, back then pvp was fun!
Deniara Devious
lol this brings back memories.
but as far as what to do i dont know, I just know that punishing players for wanting to leave a match is bad buisness.
WoW never punished players for leaving a BG and it was all good, never disliked that system. ANet needs to learn a thing or 2 from them.
they should go buy a copy of WoW, level to 19 and go to Warsong Gulch.
Document everything they see and use that here.
better game type, better team system etc etc.
so u will always has ppl waiting… nope bad decision! just put the ppl in the next server with place.. so nobody will wait!
Yes, you always have people waiting, but I promsie you there are people out there that would trade the wait for fair, balanced teams. Let’s actually put this into practice. Let’s say you are a newly made, rank 1 PvPer. You random hotjoin, and get in immediately! All right, score! Let’s get to PvP.
Oh, you just got killed by a rank 45 because the random hotjoin is a terrible feature. Oh well, you’ll get the next one.
Well darn! Was that a rank 67 you just saw? You never even had a chance, he killed you before you could even turn.
Well, screw this, this is unfair. You leave, and hotjoin again. Instant queue pop, yay!
Except this new game is 7 on 6. Your score is lagging 200 points behind, and you can’t really do anything because they have more people. They will, 8 times out of 10, win just because of their superior numbers. Wave goodbye to skill, and greet your new friend Mr. Graveyard camp.
Now, here’s scenario 2, with my suggested feature.
A newly made, rank 1 PvPer clicks the “join a game” button. He goes to to look at runes and armor, maybe buys things with his glory. Who knows? Lets say he looks at the auction house, or talks to his guild mates. Maybe he just sits there bored. He’s there for about two minutes, and the queue pops.
Suddenly, this new PvPer finds himself among other, low rank PvPers whom he actually has a chance against. He gets a few kills, and dies a few times, but stays the whole match and doesn’t ragequit. Wanna know why? Because it’s FAIR, and it’s fun. Sure, he had to wait longer, but in the end he didn’t damage the team more by leaving. In a few days he won’t even notice the queue time.
What’s fun about about being mercilesly ganked by uneven teams, or vastly greater opponents? It’s not, there’s no joy in it. I should know, I’m rank 27. I get paired with low ranks all the time and there’s simply no fun slaughtering legions of lowbies. They don’t know how to play, it’s like playing chess with a baby. I’m not belittling them, they’re just new to the game is all. I would gladly wait for people who are my own rank and are a challenge. I don’t want to go against 40s who are vastly better than me, because being destroyed is no fun either.
3) Penalize players who quit matches early
This is just a bad idea. In GW1 I played Alot of Random Areana.
Some days I spent more time not playing due to deserter penalty, cause every matchup we didnt have a monk and the oposing team did. and in that game having the monk was a free win.
So after awile of being denied the ability to play I lost interest and only played when I had absolutly nothing better to do.dont punish players like there children standing in the corner for 15 min cause they were bad. If the player wants to leave let them, someone else might join to take there place or auto balance.
.Well, what do you suggest instead?
Ragequitting rarely does good to team based game modes.
You could e.g. get a Mo/W to your team and it first looked “wow, now I finally got some good monk to my team” and then it turns out that the monk is waving his hammer, smiting and attacking the enemies first and dying in <10 seconds. Or W/E spamming flare and using meteor shower. LOL
Oh those days, back then pvp was fun!
Deniara Devious
lol this brings back memories.
but as far as what to do i dont know, I just know that punishing players for wanting to leave a match is bad buisness.
WoW never punished players for leaving a BG and it was all good, never disliked that system. ANet needs to learn a thing or 2 from them.they should go buy a copy of WoW, level to 19 and go to Warsong Gulch.
Document everything they see and use that here.
better game type, better team system etc etc.
Lies and slander. You get a 15 minute penalty for leaving a battleground in WoW. But I agree with you; Anet could, and should, learn from this. Specfically this feature.
hmm i dont remember a penalty for leaving. did they implement that after TBC cause I quit after TBC
also I hardly ever droped a BG game there wasnt reason too.
(edited by Shanos.2459)
According to WoWWiki, the Deserter debuff was added in patch 1.5.0, which was very early in the original game.
http://www.wowwiki.com/Deserter
If WoWWiki is accurate, which I think it is, the Deserter buff has existed nearly as long as the game itself.
(edited by Aurum.8793)
Hot join itself needs to go. It is simply a terrible idea and terribly implemented. Replace it with a matchmaking system comprised of solo-able queues. No more 8v8 zergs, no more uneven teams, no more team balancing, no more veterans stomping on new players. This will also essentially replace free tourneys, which is good as you don’t want to separate the player pool queuing unless you have to. Then adjust the rewards and recipe for creating tickets so that people can farm tickets in this new solo-able queue (but still allow premades but match with other premades – player pool should be big enough to do this).
Leave paid queues for full teams, and keep the ticket/barrier to entry low.
Modify the hot join browser into the browser for custom servers. Add as much options for the players to adjust the game mechanics as possible (e.g. allow the ability to create dueling servers, deathmatch servers, etc.) and suddently GW2 becomes a thriving PvP community.
Hot join itself needs to go. It is simply a terrible idea and terribly implemented. Replace it with a matchmaking system comprised of solo queues. No more 8v8 zergs, no more uneven teams, no more team balancing, no more veterans stomping on new players. This will also essentially replace free tourneys, which is good as you don’t want to separate the player pool queuing unless you have to. Then adjust the rewards and recipe for creating tickets so that people can farm tickets in this new solo queue.
Leave paid queues for full teams, and keep the ticket/barrier to entry low.
Modify the hot join browser into the browser for custom servers. Add as much options for the players to adjust the game mechanics as possible (e.g. allow the ability to create dueling servers, deathmatch servers, etc.) and suddently GW2 becomes a thriving PvP community.
Why don’t you work for Anet? You’re my favorite.
One major thing I have never understood about hotjoin is the numbers. We clearly see from tournaments that these maps are NOT made to be played 8v8. Zerging is not fun. But new players like the comfort zone. I am sure many of you have noticed the cooler gear you have, the more new players with starter skins gear follow you around in hotjoin. I think that even without matchmaking if teams were 5v5 new players would at least get the chance to see mistakes, even if it isn’t perfect. And I don’t want to hear about the few 5v5 servers at the end of a poor browser. Most new players hit play now and there have never been enough players to fill all 8v8’s and into the 5v5’s. And if you specifically join one, 90% of 5v5’s in hotjoin are filled with guilds/duels who will bite your head off if you join or interfere with what is essentially a public map. What were they thinking?
Spvp doesn’t need balancing.. the only reason wow does this is because they flood their own system with gear imbalancing issues. Gear isn’t an issue here.
They need to penalize people for leaving (10 min deserter buff will do just fine), up the base rewards for winning/losing across the board, and kitten put something in spvp to incentivize actually playing spvp besides your lil spvp only number going up.
More and better titles, shorter gaps between cometic gear changes, maybe even unlocking weapon options that don’t exist in pve. kitten do SOMETHING, because I don’t remember the last time I hotjoined and proceeded to play a game with full teams on both sides.
also nr2. its stupid.. there will always be a server where the rooster is not full. so u want that they dont can play?
Have… Have you played WoW before? The system works. In fact, it works very well. There are never any unfilled rosters (I sincerely hope you meant roster anyway, filling roosters would be unpleasent). This is because the match isn’t formed until the roster is FULL. Once the roster is full, your queue pops and you get to join. Short wait, full games, life is good. If you wait until the roster is full, then the roster will always be full.
so u will always has ppl waiting… nope bad decision! just put the ppl in the next server with place.. so nobody will wait!
I don’t think I explained it clearly in my first post – my idea was that when a person queues for hot join the system will look for a server with a free spot and uneven teams and put the player there, otherwise, wait for an even number of waiting people and put them into a server with a free spots such that the teams will not go uneven, otherwise, wait for a full 5v5 or 8v8 (depending on what player chose) and then start a new game.
Chances are the players waiting will end up getting moved to a game that has a free spot(s) instead of waiting for enough people to start a whole new game… basically – how wow does it in BGs – prioritized balanced teams over everything.
I think with this system there is definitely less of a need for penalizing players who leave. However, even in wow, when players leave when they’re getting their kitten beat, a poor sap in the queue gets stuck on taht team – I don’t think there is any perfect solution really but what’s going on in gw2 is clearly crap.
I have been thinking about the sPvP issue this past week. The following is roughly what I would try and see how it works out:
1) Choose to join 8v8 or 5v5. You no longer pick the server.
2) Joining as a group will be allowed though we will need to find ways to encourage teams to go to tournaments.
3) Servers continue to rotate maps and the same groups of players continue to fight each other.
4) When one or more players leave the server, and after a match ends, it then rotates to the next map. The match does not start and players are free to treat the server has deathmatch (no point control) until the server becomes full. Then the match starts.
5) If two or more servers become half full or less then they will be auto-merged and follow the same rules as outlined above. This will only occur before and after matches. It will not occur while a game is in progress.
My logic for the above rules are so if people love the players they fighting and working with then the fight continues. It just repeatedly cycles through maps. Better matchmaking would be a tremendous help in keeping the same groups of players fighting each other on different maps.
I sometimes wonder if hotjoins should go.
-_-. Maybe single/duo q frees 1on1. and team frees .
i dont know. -_-
1) Don’t allow players to choose a server
2) Wait until there is a full roster of players and then start the game
3) Penalize players who quit matches early
4) Implement some sort of team balancing (by rank and by profession so that experience and profession is equally distributed across the teams)
Agree with everything…leaver debuffs and full static teams, and for sure some balance…actually there are many many really bad 50+ farming hot join all day just to rank up, put them vs some experienced players and let’s see how they perform there…
Stomping nabs it’s just too easy…you shuold get an amount of honor points per kill based on rank difference…the more you outrank someone the less points you get. Wanna see less nab farming bears and more good players playing for the team around.
3) Penalize players who quit matches early
This is just a bad idea. In GW1 I played Alot of Random Areana.
Some days I spent more time not playing due to deserter penalty, cause every matchup we didnt have a monk and the oposing team did. and in that game having the monk was a free win.
So after awile of being denied the ability to play I lost interest and only played when I had absolutly nothing better to do.dont punish players like there children standing in the corner for 15 min cause they were bad. If the player wants to leave let them, someone else might join to take there place or auto balance.
.Well, what do you suggest instead?
Ragequitting rarely does good to team based game modes.
You could e.g. get a Mo/W to your team and it first looked “wow, now I finally got some good monk to my team” and then it turns out that the monk is waving his hammer, smiting and attacking the enemies first and dying in <10 seconds. Or W/E spamming flare and using meteor shower. LOL
Oh those days, back then pvp was fun!
Deniara Devious
lol this brings back memories.
but as far as what to do i dont know, I just know that punishing players for wanting to leave a match is bad buisness.
WoW never punished players for leaving a BG and it was all good, never disliked that system. ANet needs to learn a thing or 2 from them.they should go buy a copy of WoW, level to 19 and go to Warsong Gulch.
Document everything they see and use that here.
better game type, better team system etc etc.Lies and slander. You get a 15 minute penalty for leaving a battleground in WoW. But I agree with you; Anet could, and should, learn from this. Specfically this feature.
We already had leaver debuff in gw1 random arenas…so why in hell they didn’t put it here?
many people here dont even know what is the purpose of hotjoins and try to make it a serious mode with matchmaking… its a bit funny
many people here dont even know what is the purpose of hotjoins and try to make it a real mode with matchmaking… its a bit funny
Hotjoin must not be a honor farming zergfest….already have wvsw for unskilled zerg rambos, we don’t need them in spvp too. Do you like roflstomping nabs just because you outnumber/outgear/outlevel them with no skills needed? Fine…get an uber pve gear and join the biggest wvsw zerg you can find and you’re done, they’ll probably call you “pro” too and you earn gold while doing so…but, please, clean up spvp from those kids already…we don’t need them…srsly
many people here dont even know what is the purpose of hotjoins and try to make it a serious mode with matchmaking… its a bit funny
A large contingent of pvpers are casual players that don’t have time to establish set teams to play in frees/paids and prefer to hop on and jump into hot join. Maybe I’m misinterpreting but your post sounds elitist and dismissive of these types of players which everyone knows are important for the health and popularity of the game – especially if they want it to become an esport. To say that hot join is not worth improving is really narrow minded in my opinion.
I’m actually coming around to the other side of the penalty discussion – I can see how there may be better alternatives such as a simple balancing approaches where the system prioritizes keeping games balanced – so if someone leaves it can quickly pull someone from the queue (assuming there is a queue) or put the next person that queues up into the now unbalanced game. However, it would still be nice to discourage people from leaving – but this system alone may actually result in that because the teams may end up unbalanced for less time. I don’t know – I hope they do something soon.