My proposal to ease ragequitting

My idea is not new because several other RTS games use this feature. If any of you here was a fan of Age of Empires 2 or Age of Mythology, you will know what I am talking about. The feature Demigod really needs is a "rating score" that is displayed next to each player's name in game rooms. This accomplishes many things, it makes the game competitive because everyone wants to be the best (higher the score, more reknown you are), and it inhibits ragequitting. How does it reduce ragequitting? Because quitting a match before it has ended will result in a substantial loss to your rating score.

 

Here's an example:

Every player starts at 1500 points. When a player (or team) wins a match, they get +X amount of rating points. When a player loses a match, they are deducted X amount of points. If a player decide to quit a game before it has ended, they are deducted X plus an additional X amount.

 

I am not savvy with math equations but Age of Mythology determined how much rating points you earn base on the rating score of your enemey team.

 

What do you guys think!? Honestly if they somehow copy Age of Mythology exactly it would be very good.

3,355 views 5 replies
Reply #1 Top

That actually sounds like a good system. The only problem I forsee is people creating fake accounts, but on the other hand, it would most likely evolve to a point where people would only play with 2000+ or some such.

Being that 1500 or below would effectively represent a new or bad player.

Reply #2 Top

What does this score actually 'do' for the player?  If the player who's quitting the game doesn't care about favor, why are they going to care about this?

If this is just a score for other players to look at and determine whether they want to play with you, how is this different from the typical "X wins, X losses, X disconnects" model?

Reply #3 Top

Well, it's a bit more simplistic and likely understandable to the average player. Instead of debating a disconnect/loss ratio or "doing the math" it's all reduced to a simple and easily identifiable high/low system.

Reply #4 Top

This sometimes works, and sometimes not.


The griefer/lossbotters then end up playing nearly exclusively with new players whose accounts start off at a low rating.

Goodbye new players.

Reply #5 Top

true, but the good ones should be weeded out and move on up past the kiddies. Loss bots on the other hand are a whole different problem, one that we likely will not see in Pantheon anytime soon.