Let me help you to get the picture straight because your real world analogy doesn’t really fit. Its rather like this: How would it feel to play in a team where half of the players are just trying to show off because there are some scouts in the stadium instead of actually trying to win the game. They just play to impress someone or themselves and don’t bother their own team. I can actually understand the other half being unwilling to play with those type of players. If you join an opr and your goal is to win - then you can just leave when you see 50% statpadders wearing bow/musket. You will never see them capturing anything anyways…
Sport??
Right. Even if it were ok to abandon your team like this, which I don’t think it is, who decides if a player is just “stat padding” or if a player is actually helping to clear enemy defences? I guess you decide this based on all the data you have gathered from the first person point of view of your character? Seems a bit limiting to me. I’m not saying stat paddlers don’t exist, but they can certainly help to kill your opponents and let you take a base!
You know that team composition is random right? When you que to play, sometimes your team has more muskets and sometimes the enemy team has more muskets. That’s part of the game. What you seem to be doing is this:
When your team randomly assembles a more favourable population of players, you fight with them and help to win.
When the enemy team assembles a more favourable population of players, you leave the game mode , leaving your team down player.
Does this not seem wrong to you?
Your issue with bow and musket, in my opinion, is a weapon balance issue which is seperate to the issue of good sportsmanship. I think musket shouldn’t exist in its current state in the game, but that’s a seperate topic to this. Here we are discussing systems that disincentivise bad sportsmanship. And praising systems that encourage good sportsmanship.
Sorry. I could have used the word “game” ? In other “games” ? “Team games” ?
This could be a semantic issue sorry. People can often have different meanings for the same words and meaning can be lost in translation. Please let me know if you are having trouble understanding anything in my post and I will try to clarify things as best as I can ![]()
Well actually i rather have an issue with the opr design. People tend to use the least effort approach: Goal: get your 3k points to maximize rewards. Easiest way to get there: play ranged and target any larger crowd from safe distance preferably with ae damage. I guess its save to say that most people just don’t care about the objectives, but their score. And quite some people just go afk when they actually got their 3k because rewardwise it makes no difference - on the contrary the longer an opr takes the lower the rewards/h gets. There is just no real incentive to win an OPR. Sad but true…
Yea so now we have half the team on AFK and afk replaced are not replared. Where if they would leave game - they would be replaced if we have ppl in queue.
Thanks for the reply @Sardane
I agree. And I think most of the opr issues could be solved by introducing a new, well designed map. One that has places for ranged players to thrive, but also has places where ranged players can’t perform well (such as narrow, winding passages with high walls)
There needs to be a variety of environments that allow all classses to shine in all their different ways. Currently, ranged players have too much presence and can shoot everywhere on the map from a variety of safe places.
Let’s hope ags can address that in the future as well so that people can enjoy playing the game mode in a variety of different classes.
Doesn’t the afk timer kick them from the game?
If they alt+tab and move from time to time - no, they stay in game till end of match. So its normal you have 5+ ppl on afk in spawn and team that had hard time since start now is 15 vs 20.
For that I think the best solution would be a report system where you can report players that you think are afk and they will get a 25-30 second timer where if they dont respond get kicked.
I dont think anything else is possible tbf. If you add something like reported by X amount of people = kick from the OPR this would immediately be toxic and premades would abuse it to get rid of people they dont like.
Edit: Perhaps a small idea if you get reported by anymore people then just 1 the timer might shrink by a certain %. I mean if you are actively playing even if the timer would go down to 8 seconds you can immediately move or click on something or whatnot.
I think this could work
Right… I’m confused sorry.
Why would a player alt tab the whole time? Some opr games go for 35 minutes!
Are you saying players alt tab and stay in the game just so that they can que for opr again?
What would Someone get out of this?
Couse you get penalty if you leave game you dont want to play.
So what they do is:
- famr pve to get min score for reward
- go afk (watch yt or sth)
While before they were just leaving game and queuing up for next hoping it will be more balanced one.
This is interesting. Do you know which rewards they are seeking? Would it be the gypsum?
I can’t imagine how boring this must be for those players lol but then, I guess they have YouTube.
So , just to be clear, we seem to be talking about 2 different type of players n two different problems.
The “time ban” is a solution to people leaving a losing opr game (without seeking any rewards). These people want to have fun or want to win, and either aren’t having fun or winning, so they leave.
What I think you are talking about now is people who r seeking rewards without effort. These people would behave exactly the same way regardless of the time ban.
You seem to be making the claim that the time ban is turning the first group of people (who want wins or fun) into the second group of people (who want rewards) but I don’t u see that link.
Can you please help me understand? How does the introduction of “time bans” make players who didn’t want rewards, begin to want rewards?
OPR main issue is no matchmaking. So most of the games 1 team is crushing other - for few different reasons why this does happen.
And when it does happen some player feel there is no reason to try, so they would leave game but they can’t - couse of penalty. So now they afk.
If they are missing score to get rewards some of them will go farm pve and afk after then reach min score. But some dont care and just afk to not get penalty in game they feel they cant win no matter what.
The opr leave penalty is pointless. The game replaces people that leave. There have been many oprs that turned out better because some people left and the people that filled their spots improved the team. Leaving oprs increases the quality of the games because of how random the match making is.
Endgame best experiencei by AGS
They removed penalty cause there was a bug related to some “feature”
It was not intented to be like this, and then time passed by , a lot of time and now they reenable that penalty and increase it. Amazing clueless devs
its not about the penalty or whatever
its all about a random endagame mode trashed by bad design. Whoever made this mode and aproved it clearly doesnt play NEW WORLD and clearly doesnt play any other mmorpg, or if he plays, i doubt it went behond spawn area
Random player doesn’t = better player though …
Team assembly is a different issue, but I agree. I think players should have to select a role when que and their weapons r locked in the game mode. That way the game can distribute roles more evenly
But as I say, that is a different issue seperate from “leave bans”. Players should have some sort of incentive to stay (rewards) and a disincentive to leave (punishment)
Quitters never win.
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