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Penalties for Leaving Early#3348

This has probably been suggested multiple times in the past, but I just want to gather my main reasons and build up the groundwork for a possible new system in a clear and concise manner.

Why do players leave prematurely, or very early into the match?
The primary reason for this is because most players when loading in may usually dislike their roles (usually survivor, twins, etc). Another possible reason is because of bugs such as the “launched from another device” bug or “black screen” bug, which also ties into normal disconnecting. I do not think someone should be punished because of a bad internet connection, and I will be sure to address this in my solution.

Why does leaving deserve a penalty?
1. Since survivor is often seen as the most boring/powerless role, it causes many people to leave(as mentioned in the above paragraph). Fewer survivors mean a greater evil to good ratio, negatively impacting the good team. In my personal experiences, it was not uncommon for 3-5 players to leave at the beginning and throughout every match, directly causing harm to the good team.
2. Let us assume that a player has left because they do not want to play a role such as survivor, suppose they enter a match a few minutes later and recieve a role they highly enjoy such as the murderer or detective. While they would choose to stay, other players who did not enjoy their roles would leave, indicating the perpetuation of a constant cycle of unhappy players who either have too small of a lobby, or a role they do not enjoy. With a penalty introduced, players will be encouraged to stay in their lobbies even as survivors (or another unfavorable role), this keeps players with roles they enjoy content, as they can enjoy a full lobby.
While those with “boring” roles will have to “suck it up,” it is important to realize when they get a good role, they also recieve the benefit of a full lobby, therefore benefiting everyone.
3. Another issue with leaving is that surprisingly there are many players who will leave even with important roles, such as the detective or dark psychic, simply because they do not “like” the role, or just for the sake of being an annoyance. For example the journal of a player who left before the first flicker:
“I was the detective (emoji) BYE LOSERS”
This can be seriously detrimental to good or evil teams based on what role is lost, and not only that, the game does not tell players what role they had, causing further unnecessary confusion.
I think the ability to lie in your journals and the game concealing your role at death is an interesting and strategic concept (and it should be kept this way), but important roles or people without journals leaving prematurely damages the integrity of this game mechanic.

Proposition
This is just the basic groundwork, I would be interested to hear suggestions. Note that if this system DOES get implemented, it should ideally be implemented with the “ranked” system mentioned in other more popular suggestions, as more experienced/competitive players already refrain from leaving prematurely by nature.

There will be a 5 minute penalty for leaving prematurely as survivor, adding 2.5 minutes based on the importance of the role.

Scout/Witch/Ambusher: +2.5 minutes (7.5 minutes total)
Dark Psychic/Assassin: + 5 minutes (10 minutes total)
Murderer: + 7.5 minutes (12.5 minutes total)

Medic/Savior/Spy: + 2.5 minutes (7.5 minutes total)
Detective/Psychic: + 5 minutes (10 minutes total)

I think these punishments are reasonably fair, with murderer being the highest at 12.5 minutes. What is even the purpose of Flicker with no murderer?

I am not a scripter, if there is a way to detect involuntary disconnects please implement a feature that caps the penalty at 2 minutes, which is less harsh and is perfect amount of time for the player to fix their connection. Hopefully the other bugs mentioned in the beginning will also be fixed over time.

3 days ago