Actually, in terms of gameplay it's fairly similar to a MOBA game against bots (except, of course, the leveling/items are handled outside of the match and help in future matches). Four champions (the humans) working together against AI champions (the elite enemies) with minion back-up. Your group of four has to work together to defeat the other side...which also means someone suddenly leaving can cripple your team.
Actually, it's pretty similar to chain running dungeons in WoW, for example. And just like losing a person in those dungeons can cripple your team, the same can happen in DAMP.
DAMP is not a shooter, but seeing as we are apparently talking about games that are not even in the same genre as DAMP
DAMP is awfully awfully awfully similar to ME3MP in a lot of ways.
But what genre would you consider DAMP to be part of? "RPG" isn't the answer because I've never seen an RPG work how DAMP works.
In PVP, if the opposing team quit (or even if only a few players quit), because my team was crushing them badly enough for them to make that decision, I would view it as an even greater victory than if the opposing team stuck around to finish the match. When some of my teammates quit, I saw it as an opportunity for me to gain a larger portion of the kills.
That's nice. And since your viewpoint is so common, everyone from Blizzard to Riot to Bioware and beyond decided that most people think the complete opposite of what you do.
In PVE, if a teammate quit, then I and the remaining players were short a man, and the enemies would generally get a little bit easier, but not in a noticeably larger amount.
Enemies don't get easier in DAMP when someone quits (as far as I know, and we're not talking about three players with a fourth faded here). Enemies didn't get easier when a player quit in ME3MP either. This really isn't a hard concept -- the person who leaves is effectively forcing the other three people to wait around until someone joins that game assuming that the group is doing a reasonable difficulty. He's wasting all of their time by doing so -- they'd much rather have had someone who was going to stay join from the start.
And as punishment you feel it is just to strip them of any compensation for their time spent helping you out. Punishment may be a strong motivator, but it runs counter to the reason people play game; I play games to have fun and be rewarded, as I would assume most people do. Punishing someone because they may have something else to do or have more pressing needs to see to does not a happy gamer make.
I never said, not once, that people should be punished for leaving DAMP. In fact, the only time I used the word punish was referencing LoL -- where people who keep leaving will actually get *banned* (which I am not advocating for DAMP).
You seem to be confusing the terms "reward" and "punishment." Punishment would mean something like losing gold, XP, or promotions as a result of leaving (or being suspended/banned, of course). And, of course, that's not what happens -- at an absolute minimum you stay exactly the same and, in fact, you currently keep gold/items obtained.
And yes, people play games to have fun. Having to sit around and wait for a new person to join your group because someone else bailed on you is not fun. That does not a happy gamer make either.
Hell, if people could keep XP after leaving in private lobbies I wouldn't care -- those are made by friends with friends and they can handle any potential social fallout. But public games? That's another matter.
Ask around in-game about peoples experiences with crashing as opposed to people leaving early. Look at posts here on BSN about people complaining about game stability as opposed to people leaving early. I cannot recall many instances of people complaining about "leavers". What do you think is the bigger issue? You shouldn't have to think very hard.
Hang on, what exactly is your position here? Because you've stated two mutually exclusive ones:
A, stability/connection issues are significantly problematic in DAMP to the point where they outweigh the problem of leavers
B, even if there were zero (or as close to it as possible) stability/connection issues, people should still be rewarded with XP/gold/items despite leaving early because leavers aren't a problem
So which is it?