CriticKitten said:
No, your time is not "wasted". You got your win and you got it faster than you would otherwise have gotten it by playing through the match. If W/L matters at all to you, then you have no real reason to complain.
I think I have a better idea of when my time has been wasted than you do. Wins and losses don't matter at all to me. If I have time to play ten matches in a given session and two of those people quit partway through the matches then 20% of my time has been wasted. I'm not getting it back. I play online to get experience. There isn't any positive experience to be had when someone quits.
No, you assert that it doesn't work based on your personal experience, but you don't have metrics to prove that it doesn't work. Yes, there is a difference between anecdotes and data.
Ok, fine. Anecdotally Netherrealm Studios' attempts to curtail ragequitting (via a method similar to what you suggested) was a colossal failure. From a data perspective I'm not sure what you're looking for here. A cursory glance at the leader boards would indicate that even the games most prolific players disconnect an awful lot. Also if we're going to go this route do you have any evidence (data) to suggest that merely sticking people with losses that where most likely coming anyway does anything to reduce dickish behavior?
Good to know that the
roughly 100 million people who have below-broadband levels of quality on their internet connections don't deserve the same "right" to enjoy their game as you do. Yes, they should absolutely be punished for the poor decisions of the ISPs that provide their services.
Or did you actually think that the entire continental US really has access to high-speed internet and just
chooses to deal with shitty connections?
I don't think that they chose to deal with shitty internet voluntarily. I also don't think that it should be my problem. That becomes an issue of the developer created netcode and matchmaking that can compensate for those sorts of issues (it is doable). That isn't what we're discussing. I'm saying that people with highly unstable connections are acceptable collateral damage for isolating a games less savory players. Note that I said highly unstable. While it certainly helps broaden your matchmaking a top tier connection is not a pre-requisite for fighting games. Stability is key. I have no sympathy, for example, for someone trying to play a fighting game over a wireless connection or while a roommate torrents porn (or, god forbid, both). Even ignoring the previous extreme (but not, sadly, terribly uncommon) examples if you've got a dedicated connection you can play fighting games on pretty much any connection that isn't dial-up or satellite.
Don't you worry, this discussion's done as far as I'm concerned. I can't stand it when people are dismissive of the significant portion of the world's population that lacks access to high-speed internet and treats it like it's their fault that their connections are bad. I didn't like it back when Diablo 3's white knights paraded that argument around (or any of the other Always-On games), and I don't like it being used here, either.
I like how you bring a completely unrelated topic that was (apparently) a sore subject for you in the past up here. Another game having stupid requirements has nothing to with this discussion. This is about how to best deal with those who would make the experience worse for other players.
Those players have every right to an equal level of enjoyment as you, and do not deserve punishment because the connection choices provided to them are poor. This system unfairly punishes those players because the rate of DCs is far, far too low. That sort of threshold is easy to cross with a bad connection. And I suspect this is going to result in a lot of people eventually giving up on the game because they are being discredited as "malicious" when they may just be unfortunate.
I already said that I think that the number of matches for when Jail becomes an option is too low. That said the threshold for jailing someone (15% DC rate) might actually be too low. Everyone has the right to try and get equal enjoyment out of a product, but when someone's attempts at meeting that criteria are making the experience actively worse for everyone they encounter, then, whether it's their fault or not, something needs to be done about it.