Jack of all trades, master of none.
Published on May 15, 2009 By T-Man In Demigod Journals

Frogboy seems to be about the only one making posts in the development journals so I figured I'd put my  two cents in for once.

Most of you are well aware that there are errors and bugs in the stats on the Pantheon website.  So I will start out by saying that we are working on fixing the problems.  However it has been a slow procress.  As mentioned in other posts, the stat side of things sometimes takes awhile to get addressed because some of the developers required to fix a problem have also been working on the much higher issue of network connectivity. 

So we have slowly been getting items fixed here and there but one thing we are not doing right now is going back and fixing data that has already been submitted.  But as new data comes it is more accurate and up to date.  Once we feel comfortable that we have the stats working where we want it to be we do plan on Resetting most or all of the data.  This way everyone will start with a clean slate and will be on equal footing.

One particular area that was worked on this week was how to deal with Rage Quitting.  In an effort to help give people an incentive not to rage quit we have made some adjustments to their stats for that game. So what we have done is set up a rule that if a player rage quits that he will automatically get marked as a loss and lose all favor points and achievements earned in that game.  Most cases a person is rage quitting because they are losing anyway, so the loss wont be that big of a deal. But any additional favor points they may have earned will be tossed out.

That's all I have for you now. I know there was a couple other items I wanted to report on but seem to have forgotton what they are.  If I remember I will be sure to update this thread or post a new journal entry.

 


Comments (Page 1)
on May 15, 2009

One issue is that going to Menu->End Game looks like a disconnect to peers--everyone has to wait 30 seconds, etc. Will you not be distinguishing between someone dropping due to connection problems, and ragequitting? If it's End Game, there really should be some message sent to other players that they've actually left and we shouldn't have to wait and make it count as a loss. But a true lost connection or crash becoming a loss will be a guaranteed frustration for many players. On the other hand, there is ALWAYS a way to ragequit and make it look like a lost connection (and not actually ending game as normal), so perhaps this is the best way to go (at least after all connection issues are sorted out).

on May 15, 2009

ShunKeets
One issue is that going to Menu->End Game looks like a disconnect to peers--everyone has to wait 30 seconds, etc. Will you not be distinguishing between someone dropping due to connection problems, and ragequitting? If it's End Game, there really should be some message sent to other players that they've actually left and we shouldn't have to wait and make it count as a loss. But a true lost connection or crash becoming a loss will be a guaranteed frustration for many players. On the other hand, there is ALWAYS a way to ragequit and make it look like a lost connection (and not actually ending game as normal), so perhaps this is the best way to go (at least after all connection issues are sorted out).

 

Agreed I hate waiting for 30 seconds to continue =

But thanks for the update most appreciated and I like the idea's you proposed

on May 15, 2009

I say fix the connectivity issues first, then make punishments like that.

on May 15, 2009

Mortissia
I say fix the connectivity issues first, then make punishments like that.

Just thinking, What if you quit because of unbairable lag?

on May 15, 2009

I would like to see some sort of karma number or ratio of disconnects a player has next to their name so i can know if i should kick them from my custom games.

on May 15, 2009

It's a really hard problem to fix.  (Quit via lag, or quit via rage).

I think the best option is to make it such that a player has an obvious incentive to keep playing, but isn't so penalized as to make them hate the game if they lag out or have other connection problems.

on May 15, 2009

Mortissia
I say fix the connectivity issues first, then make punishments like that.

I simply don't think 'punishments' are the answer for rage quitting. An 'incentive' approach to having people stick it out and go down heroicly may be better.

For the most part I stick even the worst losing games, but there are times where you are getting rolled so bad there is simply no fun to be had. Perhaps we could look at that?

on May 15, 2009

ZubaZ rage quits this thread. 

on May 15, 2009

I believe the proper term is Rage Quilting, but I shall forgive you just this once.

on May 15, 2009

I have a large collection or rage quilts on my bed. I kind of view them as trophies. In L4D I try to goad people into quilting, thereby making them mad at me and sticking around. Reverse psycholosis or somesuch.

on May 15, 2009

There are several issue that need to be addressed before implementing something like this.

 

1. Connection issues and crashes.

     It would not be fair to punish someone because the game crashes as seems to be happening alot atm. I was crashing alot and have figured out  that mcafee corporate 8.5 does not like demigod as of 3 updates ago, and was causing me to crash in game.

 

2. People playing with a system that is operating WAAY to slow to play the game

    Had a game the other day where one of the opposing teams players sime speed would hover around 2 then spike down to -2, -5, etc. The game was literally nerveracking to play because you would take 2 steps then freeze for a second, rinse and repeat. My entire team left the game due to the silly amount of "lag" due to the one players sim speed and one of thiers left as well. Should someone be punished with a loss because your playing on an archaic machine and cause eveyones gameplay to be unbearable?

3. Game crashes at loading screen

    Once again your name will be in the game but due to a game code failure your now going to get a loss?

 

 

I hate rage quitters like everyone else, but punishing people with legitimate problems seem a bit harsh, especially when you can look at a forum and see so many people having disconnect issues and crashes. I would agree not to award them the favor points, but not with adding the loss.

Perhaps if we had a function to see what your sim speed would be prior to launching the game, as well as ping thats would help with one of the issues, but there is alot to be considered before implimenting something like this. I mean someone with a 2 to -5 sim speed should not even be able to get in a game IMO. Its just unbearable.

If this had been in place when mcafee was crashing my system I would have alot of losses when i was testing the crashes with a bud trying to figure out what was causing them.

on May 15, 2009

If your team is losing, why not allow people to quit so it's not dragged out? Counts as a loss sure, but no reason to continue a game once the outcome is obvious.

on May 15, 2009

To bad you don't have a stat for "disconnects"

To willfully choose to quit a game should count as a loss but it may be informative to see someone with (insert number) of disconnects.

on May 15, 2009

I'd say that quilting and amicably parting ways are (logically) two different things.

You never hear someone call a dude a quilter because he said "gg" and left the game in Starcraft. However, he fully deserves the quilting title if he up and quits. It's one thing to coordinate with your team and get them to agree to be done and then EXPRESS it to the other team. It's a completely different thing to get super pissed off and hit the quilt button and go wallow in your newfound warmth.

In the end, it's not a problem that is solvable.

on May 15, 2009

nah they just need to make them get like -1000 favor ands -500 favor then they leave or disconnect from a game

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