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HUGE DESIGN FLAW: The loosing side has nothing to do!

HUGE DESIGN FLAW: The loosing side has nothing to do!

I've made a number of posts on the rage quitting phenomenon and even a topic arguing for it.

The reason in Demigod is the fact that if you allow the other team to get a head start in levelling, there is more often than not no way of making a comeback.

This is a design flaw in the game.

It is made worse by the fact that there currently is quite difficult to judge if you are facing a team of good opponents or not, and if the other side is full of beginners or not.

It is also made worse by the fact that the in-game communication options are very poor, with no quick-command for signalling for help on the map and no voice chatting or even a permanently displayed chat window.

And this is a newly created flaw, in my opinion:

FPS: In the classic deathmatch, you often respawn at a different place on the map, allowing you to switch tactic (perhaps pick up a sniper gun instead of a close combat fun) and get a new angle of approach (sneak up from an unexpected position, etc).

RTS: With classic resource gathering and base building, you often expand and build a backup base, so if your first one is destroyed, you can regroup and launch a new attack from your secondary (hopefully hidden) position.

Arcade type racing games also often have a "catch up" feature that gives the loosing player a slight speed boost, to give him a chance to compete and retain the fun of the game, but perhaps that is stretching it a bit.

If nothing else, the game badly needs a "team concede" option, though that is not actually a solution to the root of the problem.

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Reply #76 Top

Also for god's sake, there's one 'o' in lose and all its conjugations.

Reply #77 Top
All the feedback defending the way the game is, explaining why certain things are fair, reasonable, well-implemented, etc. are missing the point. The point isn't what you think is fair, it's about what's causing the rage quits. The word implies the subject is being irrational. You tales of comebacks mean nothing, because clearly someone who's losing fairly badly isn't concerned about the 10% chance of pulling out a win, they're concerned with the more probable scenario of getting trounced for the next 15-30 minutes and would rather do something else. Rage quitting is about PERCEPTION, not facts.
100% agree, good post +1
Reply #78 Top

Quoting StAcK3D_ActR, reply 2
All the feedback defending the way the game is, explaining why certain things are fair, reasonable, well-implemented, etc. are missing the point. The point isn't what you think is fair, it's about what's causing the rage quits. The word implies the subject is being irrational.

You tales of comebacks mean nothing, because clearly someone who's losing fairly badly isn't concerned about the 10% chance of pulling out a win, they're concerned with the more probable scenario of getting trounced for the next 15-30 minutes and would rather do something else.

Rage quitting is about PERCEPTION, not facts.

100% agree, good post +1

 

Yes... the rage quitting is about perception and the rules u play make u have the perception of losing in minute 1 or make u think that u can win until the end.

We are not going to enter into if some person have this kind of perception or the otherone but u can have rules to play that makes ppl know that they are going to lose at 5 minutes of the begining of the match no matter what they do or have rules that helps that people can continue playing until the end because they thing they can still try a good comeback.

Im not saying that DG is one or the other case but the fact is that the game philosophy is the "snowball" way and a lot of rague quiting is because of it.