Post by Xeiros on Feb 6, 2015 22:52:34 GMT
These will be old hat to anyone whose played any competitive online team oriented game in the past 10-20 years. It all starts from the same basic scenario. What happens when your team is losing or someone gets fed up with being splattered repeatedly, has enough, and essentially rage quits. This basically results in a stressful, frustrating experience for one side and a boring empty victory for the other. In many team based games that/those player(s) would temporarily be replaced with (a) bot(s) until an actual player could come in to take its place in order to help preserve the numbers balance mid match. It's not a perfect solution acting more as a band aid fix than anything else, but there isn't one to begin with.
This of course won't be the case with Splatoon. I wonder whether or not if and when players quit or DC mid match the game will allow new players to come in to replace them if they so chose. If they could, how would the game and encourage and compensate the player for joining a team that may be 1-3 members down? In that scenario his/her ink score potential, the factor by which both experience and gold is calculated, would be much lower than if he/she had simply joined a new game. So why should they bother? The game will probably just force them into a match whether they like it or not.
So if and when players quit and you're left with a lopsided situation what if anything will the game do to deal with the obvious imbalance? The player or players remaining on the smaller team could stick around to up their ink score, but of course any chance of victory in the match itself would be nothing but a daydream. You can't exactly prevent players from quitting mid match if they absolutely don't want to play anymore. Part of me wonders if they'd perhaps discourage it in the first place with some kind of penalty such as docking gold or experience points whenever they did so. They certainly won't be rewarding you for it. That's for damn sure.
The key factor in regards to Turf Wars is that this game mode heavily relies on the other team actively trying to paint over your team's ink. To explain further, there's only so much actual ground surface area in a given level. With little resistance your team can easily cover it long before the three minutes are up. The game mode works because both sides are constantly painting over each others ink. This allows everyone on both sides to increase their ink score in a symbiotic back and forth relationship. When players quit, that means less re-coverage occurs which in turn results in less for the other team to actually do. Worst case scenario (1 on 4) would essentially result in the latter with nothing better to do than farm splatters on the lone remaining player should they even bother to stick around at that point. That's no fun for pretty much anyone.
So how do you feel about this? Perhaps it won't be an issue at all and I'm concerned over nothing. I'd be thrilled if that turned out to be the case. The potential for it is still there though. The lack of bots merely adds salt to the wound. How do you think the game will deal with this assuming it does at all? Whether it be due to rage quitting, a connection issue, or some real life distraction players are going to drop out mid match. Let's see how the developers chose to deal with this assuming they did anything at all.
This of course won't be the case with Splatoon. I wonder whether or not if and when players quit or DC mid match the game will allow new players to come in to replace them if they so chose. If they could, how would the game and encourage and compensate the player for joining a team that may be 1-3 members down? In that scenario his/her ink score potential, the factor by which both experience and gold is calculated, would be much lower than if he/she had simply joined a new game. So why should they bother? The game will probably just force them into a match whether they like it or not.
So if and when players quit and you're left with a lopsided situation what if anything will the game do to deal with the obvious imbalance? The player or players remaining on the smaller team could stick around to up their ink score, but of course any chance of victory in the match itself would be nothing but a daydream. You can't exactly prevent players from quitting mid match if they absolutely don't want to play anymore. Part of me wonders if they'd perhaps discourage it in the first place with some kind of penalty such as docking gold or experience points whenever they did so. They certainly won't be rewarding you for it. That's for damn sure.
The key factor in regards to Turf Wars is that this game mode heavily relies on the other team actively trying to paint over your team's ink. To explain further, there's only so much actual ground surface area in a given level. With little resistance your team can easily cover it long before the three minutes are up. The game mode works because both sides are constantly painting over each others ink. This allows everyone on both sides to increase their ink score in a symbiotic back and forth relationship. When players quit, that means less re-coverage occurs which in turn results in less for the other team to actually do. Worst case scenario (1 on 4) would essentially result in the latter with nothing better to do than farm splatters on the lone remaining player should they even bother to stick around at that point. That's no fun for pretty much anyone.
So how do you feel about this? Perhaps it won't be an issue at all and I'm concerned over nothing. I'd be thrilled if that turned out to be the case. The potential for it is still there though. The lack of bots merely adds salt to the wound. How do you think the game will deal with this assuming it does at all? Whether it be due to rage quitting, a connection issue, or some real life distraction players are going to drop out mid match. Let's see how the developers chose to deal with this assuming they did anything at all.