Frogboy Frogboy

Rage Quits and v1.1 of Demigod talk

Rage Quits and v1.1 of Demigod talk

Developer Gas Powered Games and publisher Stardock are working on version 1.1 of Demigod which we hope to be out in the next few weeks.

Next week we’ll have a more formal preview of v1.1 but one of the things we’re going to be focusing on is the issue of rage quits.

Here is how we plan to handle them:

Team Concede

A team can concede the game. If the majority of a team chooses to concede, the game ends. No harm no foul.

Rage Quits

If a person quits the game without the team concede and the game lasts more than 10 minutes longer, that person gets a rage quit. In the connection dialog, that person’s rage quitting percentage will be displayed as “Disconnect %”. Players with a high Disconnect % will likely get booted in lobbies and will be put further back in line for skirmish and pantheon games.

Early Quits

Games that last less than 3 minutes aren’t counted. If you get into a game where it’s lagging or you have an obnoxious partner or opponent or someone has a very slow sim speed, you can quit in those first few minutes, no harm, no foul.

547,203 views 192 replies
Reply #76 Top

It might be hard to keep track of when 3 minutes is up.  Is there any way that after 3 minutes the "are you sure you want to quit?" dialogue can be changed to "are you sure you want to ragequit?"?

Reply #77 Top

"The fact is that if you're clearly the best on your team, and you've already lost, then why stick around?"

Sportsmanship? Good manners? To help the other players improve?

+1 Loading…
Reply #78 Top

Quoting Ginger, reply 2
"The fact is that if you're clearly the best on your team, and you've already lost, then why stick around?"

Sportsmanship? Good manners? To help the other players improve?

don't waste your time, he won't understand it^^

nevertheless k1 for you

Reply #79 Top

Quoting NDWolf, reply 2

An additional suggestion that may keep players around after someone leaves, instead of causing a string of quits, involves taking away the rewards players get for killing the "pinch hitter" AI.  If there is no gold/experience reward for killing the AI that starts playing midgame, I don't have to worry about my AI partner feeding the opponents massive gold and levels.  I think this is a better alternative than removing the demigod because the AI can still contribute.  Even if the AI isn't much for teamwork in a fight, it's still helpful with paying for citadel upgrades and taking flags.

No.

Reply #80 Top

The only problem with "Early Quits" is that players will do it in Pantheon and maybe Skirmish games any time they encounter an enemy who they recognize as a good player to try to force matches where they can smash lesser players.

Reply #81 Top

Yay, Frogboy used my idea!

Question, though. You said, "Players with a high Disconnect % will likely get booted in lobbies...". However, does this imply that you are going to impliment a method of seeing that percentage in the lobby room? Or are we expected to look everyone up on the stats page. If it's the former, I refer you to the thread I linked to above. :D

Reply #82 Top

Out of every way that you could have fixed the problem, I feel like you guys picked the best and most logical way. I like it :).

Reply #83 Top

I think what you are doing will be a good implementation.


However, to make it work you will need to fix the innumerable ways the game can crash, disconnect, server split and the like so as to not place false disconnects on people's records.  If you went live with the system today everyone would have a fairly high percentage (with the real leavers having it even higher, but still).

The fact is that if you're clearly the best on your team, and you've already lost, then why stick around?

Consider the opposite case - The fact is that if you're clearly the worst on your team, and you've already won, then why stick around?

Never seen anyone leave for that reason.

Reply #85 Top

Anybody else noticing a pattern here?  If someone thinks they MIGHT lose (and the list of reasons they say they "might" lose the game seem to be infinite, and are irrelivent in the end), then suddenly they "don't have the time to waist", or they will go afk ("rage pout" seems like a good term for that, and again, because they don't want to get a "Loss" on their record), or they don't want to play with noobs (again, because they might lose).  Or the game is an awful, horrendous, "getting my face kicked in" (again, they are in horrible pain because they might lose).

But if they perceive they might win, then, miraculously, they have the time to play the entire game through, and would never think of quitting.  They're having a great game suddenly.

It all seems to boil down to winning or losing.  Finding exuses to stomp off at the first sign you might lose; gleefully staying if you might win.  People should try to have the same sportsmanship regaurdless if they might win or lose.  I usually try to use calm, mature launguage, but the perfect thing to say in this case is: If you think you might lose (reguardless of the reason) then GROW A PAIR (sorry Ladys) and finish the game like a mature adult; don't rage quit/rage pout.

Man, could you imagine being on a football team with some of these guys: "Coach, that new player missed 3 passes, and were behind by 6 points, I'm not playing any more, I QUIT". Coach: Son, if you quit I'll put it on your playcard that you quit. Player: Well then, I just WON'T help then *Stomps off next to end zone, folds arms, holds breath, and stands there the rest of the game*.

Reply #86 Top

I don't understand the purpose of forcing players to continue playing after the game is pointless and no longer fun.

Every other RTS out there lets you quit whenever you want - it's called taking a loss.  The rage quit tally sounds childish (come on, rage quit is an internet meme like ICAN HAZ CHEEZEBURGERZ) and your goal here is to do what exactly?  Force players to play beyond when a game is fun?

Just dole out losses when someone quits, or figure out a way to make the game fun when your team is getting rocked, because you know full well in 2s and a fair amount of threes you'll have people who refuse to concede the most hopeless of games.  Either that or give a personal conecession option and let them take the reins of your hero.

Regardless, the system is silly.  Players who acknowledge they've been defeated shouldn't be forced to wait out a 30 minute game.

Reply #88 Top

Quoting Obscenitor, reply 11
I don't understand the purpose of forcing players to continue playing after the game is pointless and no longer fun.

Every other RTS out there lets you quit whenever you want - it's called taking a loss.

 

This is primarily a team game so if you quit, you are really hurting your team.  That is why they want to add a team surrender vote.  If it is actually hopeless a majority will likely vote to quit and take the loss.  The problem is a lot of times there are 3 good people on each team and one person quits cause he got illed.  Now you have 2 good people with an AI feeder against 3 good people and the game is quickily lost.  This is what everyone wants to avoid.

Reply #89 Top

If a good player that only cares about having the higest rank sees another good player in the game, he will just quit within the first 3 minutes and hope to play a noob next game. This player could possibly be higher rank then a better player, just bc he decides what battles he wants to fight.

If you quit, it should be a loss, no 3 minute window.

Reply #90 Top

Every other RTS out there lets you quit whenever you want - it's called taking a loss.

In many other RTS' out there you gain control of the units and resources of people on your team who leave.  In Dota you got their hero and a share of their money.

In Demigod you get screwed.  That's why one leaver kills the game, usually.

Reply #91 Top

Quoting InfiniteVengeance, reply 15

Every other RTS out there lets you quit whenever you want - it's called taking a loss.
In many other RTS' out there you gain control of the units and resources of people on your team who leave.  In Dota you got their hero and a share of their money.

In Demigod you get screwed.  That's why one leaver kills the game, usually.
So you've identified the real problems and you still support this solution?

Doesn't that spur any sort of introspection for the Stardock guys?  In the end they've still implemented a system which relies on people not having fun.  Of course some losses are still fun, some are close or you can just enjoy being a pain in the ass as you go down, but but some aren't and in those cases you should be able to quit and have more fun somewhere else.

When you assume every time you quit it ruins the game for someone else, there's a few implied assumptions I don't agree with:

  1. Your partners are always reasonable people who would concede when it's hopeless
  2. The other team needs to steamroll people instead of AIs to have fun
  3. Every game has some hope of a turnaround (ignoring miracle disconnects)
  4. You have a duty to play a video game.  The worst example in this thread so far has been the football example...  pay me 10 million a year and I'll sit through anything you want me to.
  5. Winning players play to win.  Players who have outgeared you and can kill you nearly instantly have no obligation to finish the citadel if they're having fun farming you.

I just don't see why there isn't a personal concession option.  I'd love to see a lot of the people here go to a chess tournament and shout "RAGE QUITER," "NOOB!" at people who concede before checkmate.

Reply #92 Top

Quoting Tassadar, reply 14
If a good player that only cares about having the higest rank sees another good player in the game, he will just quit within the first 3 minutes and hope to play a noob next game. This player could possibly be higher rank then a better player, just bc he decides what battles he wants to fight.

If you quit, it should be a loss, no 3 minute window.
How would that work?  You get more xp for fighting higher ranked players.  You may get a prettier record, but I don't think you can bottom feed your way to the top, but correct me if I'm wrong.

Reply #93 Top

You dont get as much xp for beating people with lower xp, but you still get some.

Reply #94 Top

"Players who acknowledge they've been defeated shouldn't be forced to wait out a 30 minute game."

If there's still 30 minutes to go before you're going to lose, you clearly haven't been defeated yet.

 

Reply #95 Top

Quoting Tassadar, reply 18
You dont get as much xp for beating people with lower xp, but you still get some.
I hate to be so harsh, but so?  It doesn't matter if someone gets "some" exp, it matters if they get enough to get anywhere on the ladder, and if they do then that's a problem with the ladder itself.  No other game I've heard of lets you climb a competitive ladder without fighting other players near the top.

Reply #96 Top

Quoting Ginger, reply 19
"Players who acknowledge they've been defeated shouldn't be forced to wait out a 30 minute game."

If there's still 30 minutes to go before you're going to lose, you clearly haven't been defeated yet
If it takes 30 seconds to lose you clearly haven't been defeated yet.  My point wasn't about a specific number, it was about being 10 kills, 4-5 levels, and several unit upgrades behind.  Even at that point it can take a good 10 minutes to finish up.  Hell, look at the last patch, it made it so you don't have to wait a whopping 30 seconds to access your menus when someone quits, and that's a huge improvement, so don't pretend 10 minutes doesn't matter.

Reply #97 Top

PurplePaladin:

Why should I spend time losing the game? I've already lost and I play to win. If there were replays, I could already watch them to see why I lost. I've got no reason to stay. 20 favour? I already have all the favour items I want.

Reply #99 Top

Quoting PurplePaladin, reply 10
Anybody else noticing a pattern here?  If someone thinks they MIGHT lose (and the list of reasons they say they "might" lose the game seem to be infinite, and are irrelivent in the end), then suddenly they "don't have the time to waist", or they will go afk ("rage pout" seems like a good term for that, and again, because they don't want to get a "Loss" on their record), or they don't want to play with noobs (again, because they might lose).  Or the game is an awful, horrendous, "getting my face kicked in" (again, they are in horrible pain because they might lose).

But if they perceive they might win, then, miraculously, they have the time to play the entire game through, and would never think of quitting.  They're having a great game suddenly.

It all seems to boil down to winning or losing.  Finding exuses to stomp off at the first sign you might lose; gleefully staying if you might win.  People should try to have the same sportsmanship regaurdless if they might win or lose.  I usually try to use calm, mature launguage, but the perfect thing to say in this case is: If you think you might lose (reguardless of the reason) then GROW A PAIR (sorry Ladys) and finish the game like a mature adult; don't rage quit/rage pout.

Man, could you imagine being on a football team with some of these guys: "Coach, that new player missed 3 passes, and were behind by 6 points, I'm not playing any more, I QUIT". Coach: Son, if you quit I'll put it on your playcard that you quit. Player: Well then, I just WON'T help then *Stomps off next to end zone, folds arms, holds breath, and stands there the rest of the game*.
First off, this game isn't football.  When you're losing in football you have things like turnovers, onside kicks, running extra points, hail maries, going on fourth down, etc.  There's plenty of risky options that could conceivably turn a game around.  You don't start off with leather caps from the 19th century and gear up with modern equipment and gain strength as you play.  In fact, managing fatigue is an important part of the game, so it's actaully the opposite of demigod's leveling system, if it's even related at all (which it really isn't).

Second, demigod is a game.  Football you're talking about is a job and a culture.  Now if you want to compare a friendly game of flag football to demigod, then fine.  See how popular you are when you try to force people to keep playing when they're sore, tired, and down by a lot.  However, if you want to compare high school football which the majority of us never cared to be a part of or professional football where people get paid millions of dollars to stick it out, you're wasting your time.

 

p.s. get a dictionary, your spelling is terrible

ladies

regardless

irrelevant

waste (doesn't mean the same thing as waist)

and more I'm sure I missed

Reply #100 Top

So you've identified the real problems and you still support this solution?

Of course I support the better solution - leaver's gold should be distributed to everyone else, you should get control of their hero and all future gold they get should be redistributed too.

They've said they can't do this currently.  And look at the game interface - it's clearly not going to work right now.  So I think the leaver hero should just be gone period, no AI.  Distribute the gold and drop the hero to give the remaining people a chance.

Of course this would be in addition to the disconnect stat they're implementing.  A one-two punch, if you would - the people who stay have a chance, the leaver gets his due.