I see relatively often posts here asking for penalties for leavers. Often with ideas for harsh punishments and such. But what about following idea that aims less at immediate punishment but more on a pressure-system that is totally based on player behavior, resuling in probably lower interest overall to leave keys because it hurts your play for the season…
What if Blizzard adds a tracking system for leavers in the game, that displays the amount of leaving they did in the current season next to your item level and your rating?
That way players can identify just by looking at their listing numbers if they are reliable and/or friendly people that are a good choice to pick for your group.
And since the track record would reset every season people are not forever marked as bad players and can work towards being better team players.
Alongside this, having such a rating score in the game would also put social pressure upon such players to not leave because it can result in the consequence that people don’t want to have them in their own groups anymore.
Thoughts?
Edit:
Edit 2:
Reading some of the responses here, I want to add some compromises that could be made with my suggested system to ease the worries of critical voices:
Rating is ONLY displayed within the LFG tool window for applicants in a group!
Rating resets every mid-season patch (x.5.0 patches)
Rating is only counted on the key-range between +2 and +10
Rating is of course not applied when leaving before the key did start
Rating is first applied after crossing a “minimum keys left” line (could be around 5-8 keys per [half] season).
For clarification:
You ONLY get a a leaver rating (flag) IF you leave manually the group during the key run
You WILL NOT get a leaver rating (flag) IF you have a real disconnect and get removed from the group due to that via “un-invite” or “vote to kick”.
Rating is NOT applied for the remaining players IF the key host (or current group leader) manually resets the instance with all players outside of the dungeon, degrading the key voluntarily, before leaving.
Pretty much nobody leave keys just because. There’s always something preceeding it.
Like I was going to do a +18 vortex earlier, by the 3rd pull we had 17 deaths because the tank couldn’t keep aggro. A DPS left, because who wants to stay in a dungeon where you die every pull. Guy even gave him 5 seconds before he started dpsing the last death before he left. I got melee’d by the mobs on the first pull, as the healer, after DPS died to getting melee’d but I faded when I noticed I had aggro, so they want back to the tank and DPS comes back and grabs aggro again and dies again. Complete clownfiesta.
Tanks like that really ought to get a note “Can’t hold aggro, don’t invite”.
Leaver data without context isn’t really much use. Who is the leaver? The first person to leave the group? So if someone fake’s a d/c do they not count as the first leaver as they are still in the group? Removal from a key would count? If that was the case the lead cna just decide who is going to take the penalty. Does the whole group have a leave counted against them?
As someone who mostly plays with friends, but does pug a little, there are keys we abandon as a group because we are looking for score and we’ve messed something up early on to the point it’s not going to happen. So who counts as the leaver, do we have to sacrifice someone as the first leaver?
Another key a friend had an emergency and just shut his pc down. Technically he was still in the group when others abandoned it but he wasn’t the first to leave. So who gets the black mark?
Whilst it’s not something I do myself I can understand if someone has signed up for a key that is advertised as a push and no one is interrupting, too many failing tactics, etc, then that person may feel their time is being wasted in something that isn’t what it was advertised to be.
We all find it frustrating to have leavers. I rarely leave keys myself, unless someone has already left or we’ve decided it’s not any use carrying on.
Manual leaving while inside the instance, irrelevant of who leaves first. If you leave during the run, you get a score entry. Only way to not get the score entry is collectively as a group going outside of the instance and then leaving (all players must be outside of the dungeon) or by giving the leader a “disband group” option and the other players a “requesting disband” option. If the group agrees to disband, no one gets an entry. Key still gets downgraded tho.
This sounds like a great system but people will fight it cos they want to screw people over. I should be able to know if I invite whether you will stay or ditch out at the first hurdle
either this or rating cuts/time penalties to people who leave dungeons. i don’t care about their reasons tbh , if they don’t care about my key depleting, why should i care about them having a valid reason to leave or not .
I can see the appeal of having such data, something like:
1247 Keys Attempted.
356 Completed Timed.
3 Completed Untimed.
But you’d need a lot more detail before you could draw major conclustions from this. How high were the keys? How often was it your key? What was the Highest Key?
You could add in this detail but you’d have quite a list of stats to read through.
Although were such info available perhaps folk might leave less often, but probably not.
Players might run more lower keys to buff their stats a bit.
Aren’t people already leaving keys to make their depleted/timed ratio look good? I’m starting to think that all these tracking addons and systems are the reason why people are so difficult to play with.
nah . the reason why peopel are hard to play with is that m+ is a genuinly chalenging content where you cannot carry as many bad players as you can do in 20-30 man raids.
and as in every chalenging content sometimes things go wrong.
if you stick to like 11-13 keys then you can play in much better stress free enviroment.
yes you wont maximize gear but ask yourself is it really worth it for you ?
if yes ? well then you have to accept that things will go wrong
if no ? then just chill in 11-13 keys till the end of season ( which is what i will do on most of my alts i dont mind ending this season on 437 gear on them )
imo with how current gear works its really amazing choice for players to make.
I still think it’s had an impact; forming groups generally feels more tedious now than it used to (maybe it’s improved since S1, I didn’t play much then), but there are probably a bunch of other factors in play.
You got a point though; M+ is a fairly punishing system where one single mistake or DC will ruin your run.
I’m also very happy with how the new gearing system works; I find myself playing with friends a lot more as we can help each other progress.
people thinking that they make “small mistakes” when they in fact do “big mistakes” which either get picked up by others or they dont and it results in full team wipe.
ofc with time it can be offset by gear. but not in highest keys like 20+ which you simply cannot outgear if you are not top of top players.
There’s already a tracking system. It’s called Raider IO. Just look up the character’s profile there, and if all (or most of) their completed runs are in time, there’s a high chance they’re going to leave as soon as something goes wrong.
Aren’t all those issues immediately solved, if blizzard removes deranking from keys? Why make life so complicated? Just ask them to remove the derank mechanic
Yeah you get +5 fragments instead of +12 at the end. Maybe they should also only fill vault slots for timed keys? But I mean the deranking mechanic just makes people behave hostile/anxious/frustrated. I don’t really see the value in that