But can it distinguish between someone who is forced to quit and someone who quits for silly reasons? How does one decide which reason is 'good enough'? Can feedback tell them when a person is having so much lag they cannot even play? Can it tell them when a player is stuck in place, fell through the floor, has the no-firing glitch or a graphics glitch leaving them blind? I've quit for all of those reasons. I've never quit because I didn't like my team/map/enemy/odds or because I was some kind of troll that likes leaving others shorthanded.JXS nWp wrote...
LemonStimpacks wrote...
You can't distinguish a disconnect from a quit.
you can infact distinguish choosing to quit from disconnect
With player feedback turned on, all your activities are tracked. what classes you use, maps played, weapons chosen.
A player has to actively select "quit mission" which bioware can see much like youtube can see "audience retention" to see how many people watched a view all the way through
It would not take much to implement a system which gives players negative rewards for choosing to quit as opposed to someone who gets disconnected and loses xp and credits.
There's already a penalty for quitting. It's called not getting your XP/Credits. Anything more is unnecessary.





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