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t3chDzyn
12 Jul 2009, 21:17
I've played a number of ranked matches where just before the end of the match, the other player quits when they realize their worm is going to be killed, or even between when their last worm takes damage and before they self destruct. I'm pretty sure I still get the win and they still get the loss, but I don't get to see the awards at the end since the session has ended. Maybe it's just that I think they shouldn't be able to get out of seeing themselves fail ;)

Anyway, I think it would be nice to see an update in the patch that won't let players quit unless it's their turn.

Wriggles
13 Jul 2009, 11:57
I know what you're saying but, it happens in all games, it's just unsporting. All I ever do is review people as avoided if, I'm sure they did actually quit, as opposed to having some other problem such as, network issues or console freeze.

Galrikh
13 Jul 2009, 16:16
The same Problem here. Yesterday I played many matches of Worms Armageddon over XBL in the Ranked Matches and when I was winning 50% of the opponents quit short before the end of the game

I was really angry about this and quitted the game.

Please make a fix for these " I can not lose" - Guys!

Shadowmoon
13 Jul 2009, 18:19
Getting quite a lot of these now, its pretty annoying.

t3chDzyn
21 Jul 2009, 02:32
Ok, so actually, it's not just about making them taste defeat. I was playing through Fort and Crazy Crates simply to get my 17 wins each, and according to the lobby, I have done that... but got no achievement. So looking at the achievements, it's telling me I only have 14 wins, not 17 for Fort and 8 wins for Crates... because people quit at the last second. Now I have to play through these two detestable game types EVEN MORE and hope that these poor sports don't quit at the last second. This is really my only first real complaint with how this game has been done.

Flavius
21 Jul 2009, 03:04
This is should be standard for every game... quitting = instant win for the remaining player and instant loss for the quitter. Bad network, tough luck! Although you would THINK that with all the programming brain power in the game industry they would have developed a way to differentiate with some accuracy between quitters and network issues by now.

KRD
21 Jul 2009, 03:11
This is should be standard for every game... quitting = instant win for the remaining player and instant loss for the quitter. Bad network, tough luck! Although you would THINK that with all the programming brain power in the game industry they would have developed a way to differentiate with some accuracy between quitters and network issues by now.

It's called a central server that's used to host games rather than having players do so themselves. It solves all this and comes with a few other neat extras.

No Worms game so far has had one, I believe.

wickedfool
21 Jul 2009, 04:18
I like the idea, the problem is that the game may not know who disconnected from whom. You may see them as quitting, they see you as quitting in the event of a network comm problem. When the game is P2P, simply unplugging the network cable can show up as the two players not being able to communicate therefore confusing the system. That would mean that they would have to go through the effort of disconnecting themselves from LIVE which honestly, if someone is doing that they are pretty sad.

The very big up side to this is that when that person is getting beat handily, and then "network issues" arise, you are probably seeing what really happened...........a player with their worms tails tucked between their legs and hitting exit game rather than disconnecting. More times that not, the person knows they will lose and would rather just end it and move on. If T17 implemented this I think it would solve a large amount of this.

This should be implemented even if it doesnt fully solve the problem.

Muzer
21 Jul 2009, 07:55
I could have sworn all games weent through live and not p2p. What else would M$ need your $ for?

Wriggles
21 Jul 2009, 10:19
It always seemed to me that it must be possible to determine that a player quit by going through the game menu or exiting to the dashboard because, that requires buttons to be pressed? Although, maybe it's more complex than it seems. There isn't much you can do about someone pulling the cable or hitting the power button though.

xe-cute
22 Jul 2009, 14:31
I have given up playing Crazy Crates as everyone who I play against quits if I am winning. It's so frustrating as I;ve won so many games but none show up for achievement.

I can understand it doesn't count to stop people boosting but ffs, they could let it count once per gamertag you play against (so to boost you would have to get 17 different people to let you win... the same as boosting now).

Then there would be no need for peeps to quit and if they did then you still get the count anyway.


Also there should be a quitters board with a list of those who quit the most and you should be able to filter people out of your game dependant on how many times they have quit.

I'd filter out joining any games with anyone who has quit more than 'x' amount of times.

Eddy_
7 Aug 2009, 12:19
Us legit players will never get the Achievement because of these punks quitting. :(

franpa
7 Aug 2009, 13:46
even without a central network, the remaining player (still in the game) should still report a win if they manage to make a shot that kils the player even if the enemy quits before impact.

the game shouldn't just pause/quit the moment connection issues occur (unless you lose connection with xbox.live instead of the other player), it should play out the current turn.

Boggy M.
11 Aug 2009, 16:20
Hi, my name is Michael, I'm from Romania, I am new to this great forum ;), my English is not 100% perfect but I'll try my best to talk in a way so that you can understand me.
This problem of players quitting isn't new for me cause i have experienced it since W4M. Back then I didn't care that much but seeing that there are achievements by winning more matches online, it's a big problem. Team17 might fix this by adding a "statistics menu" were it can be viewed by other players in the multiplayer lobby that would show how many matches he won, lost, surrendered and left the match just cause he knew that he will lose and not let the winning player get the achievements. That's just the fist idea, the second is by leaving a match right in the middle of it, the guy that left might lose some points or achievements and add to the guy that was winning.
Hope that Team17 can fix this problem on the XBL and the future release for PC and Mac and also future "Worms" games :)