There are a lot of players who cannot tolerate either Skirmish or Conquest without some manner of release valve, which I propose we try and come up with. It's been suggested several times that there should be some manner of Surrender or Withdraw option for MWO, a means by which a player can jettison themselves from a match which has grown actively painful for them to continue. There's been arguments against it, mostly in the form of “This would be too easy to abuse” and “This already exists – just go Esc. > Quit.”
Here's the thing – I don't care. I want to devote this thread to discussion of ideas for implementing a Withdraw mechanic into MWO, so that players such as myself who can't in good conscience vote “Yes” to Russ' match quality proposal can do so because we'll have the release valve we need. This isn't a “L2P, NUB” thread, or an “I'll play till the timer's bitter end and F*** YOU if you think I'll suicide into the enemy for your sake” thread. This is a thread for rationally and civilly discussing how we might implement a Withdraw option in MWO for those players who would very much appreciate that option.
So.
I think that starting with two simple rules for a Withdraw function would handle ninety percent of abuse cases, with further tweaks down the road as needed. Will there be times when the Withdraw function is abused anyways? Probably – but they'll be no more frequent than the times when players abuse Conquest or Skirmish to make games into nightmares for their fellow players, methinks.
First of all, it strikes me as being the obvious case that a player who withdraws from the match is conceding it, and as such a Withdraw counts as a loss for that player, regardless of the actual outcome of that match. The player still gains any rewards they earned through the rest of the game, assists and spots and such, but no victory credit even if by a miracle of awesomeness their team pulls it out without them. This should hopefully keep Withdraws from happening in close games that look like they could go either way, keeping players invested in Good Fights – which Russ says would happen with much greater frequency with a vote-based matchmaker anyways – until those fights are finished properly.
Second of all, the Withdraw option should only activate after eight minutes have elapsed within the game. If the enemy team can just utterly pwnooblerate your squad and walk over you 12-2 in the first four minutes of a match, they deserve their kills. The entire notion of a Withdraw function irritates the victorious side in one of these foregone-conclusion matches, as it means the defeated players get to escape with their hides intact instead of falling to their enemy's guns. Everybody wants kills, everybody wants to fight, and nobody likes seeing someone turn around and withdraw except the guy doing the withdrawing. As such, I propose that each match be given eight minutes in which to try and do just that – if you can find him before those eight minutes are up, then feel free to take him.
What these two rules combined do is permit nearly half the match timer to be lopped off for players who find themselves on the bad end of the sort of Skirmish game that ruined Skirmish for me, as well as giving that last player in a match who wants to spend fifteen minutes harassing enemies in his Jenner and seeing if he can Go The Distance (or his increasingly frustrated dead teammates) an option for an honorable withdrawal if life intervenes or if their patience runs dry. Seven less minutes of bullscheiss is a goal to shoot for, at least as a starting point of discussion.
What about you folks? What would you like to see in a Withdraw option for MWO, how would you implement it to try and be fair to both sides in a match and limit abuse?
Edited by 1453 R, 22 September 2014 - 03:10 AM.