This is a carry on from the thread posted directly in the Heat forum here:
https://boardgamearena.com/forum/viewto ... 36&t=34457
There are a number of issues here. Firstly how the system handles quitters in some games is completely nonsensical. The majority of quits/disappearance acts, at least at Heat: Pedal to the Medal are taking place either on the last turn of the race or quite literally when the race is already over and several cars are on the podium. Someone then quitting then voids the entire race, neutralising the results, and wasting an hour of everybody's time. How can this possibly be a fair system? The obvious solution is after a certain time if someone quits it should just be they are last place, and the game goes on if it's more than 2 players,
The next problem is the punishments for these players are nowhere near severe enough. One of the things you will be told when you complain is to set your reputation levels high and block players, the problem is this has no effect at games with large player pools that are prone to quitters like Heat is. I have my reputation levels set as high as possible, I have a block list that must have over 100 players on it at this point, yet I still can't escape the endless supply of quitters out to ruin the experience for everyone else. One point I've seen made elsewhere is you can't issue bans, as people are subscribers, but the fact of the matter is that 90% of the quitters are not premium subscribers, and they are actively ruining the game experience for your premium subscribers.
The ELO neutralisation system is also completely flawed and not fit for purpose. Even if we ignore what I said about the system being flawed because the result is already known the system as it currently works is still flawed. A high ELO player cannot gain ELO from a void game, no chance. Because what happens is you gain ELO for beating the player who quit, but then lose ELO for "tying" all the other players, so you would end up in net negative, but the system then neutralises your overall change to 0. Not only is this nonsensical, it's also open to abuse. As documented in that thread I've seen players who know they're about to lose desperately trying to time players out at the end, and what's the worst thing about is they succeed they gain ELO for succeeding, so instead of losing, they are now gaining off "tying" me, a total nonsense. At an absolute bare minimum ties in void games need to result in 0 ELO change vs each player you tied with, so you actually gain from beating the quitter in multiplayer games, not you gain nothing, while everyone else gains from "tying" you when they'd actually lost.
The system should be for honest players, not stacking it against them. I find it hard to believe any honest player actually wants to play with these types of players, as all they do is ruin the game experience.
https://boardgamearena.com/forum/viewto ... 36&t=34457
There are a number of issues here. Firstly how the system handles quitters in some games is completely nonsensical. The majority of quits/disappearance acts, at least at Heat: Pedal to the Medal are taking place either on the last turn of the race or quite literally when the race is already over and several cars are on the podium. Someone then quitting then voids the entire race, neutralising the results, and wasting an hour of everybody's time. How can this possibly be a fair system? The obvious solution is after a certain time if someone quits it should just be they are last place, and the game goes on if it's more than 2 players,
The next problem is the punishments for these players are nowhere near severe enough. One of the things you will be told when you complain is to set your reputation levels high and block players, the problem is this has no effect at games with large player pools that are prone to quitters like Heat is. I have my reputation levels set as high as possible, I have a block list that must have over 100 players on it at this point, yet I still can't escape the endless supply of quitters out to ruin the experience for everyone else. One point I've seen made elsewhere is you can't issue bans, as people are subscribers, but the fact of the matter is that 90% of the quitters are not premium subscribers, and they are actively ruining the game experience for your premium subscribers.
The ELO neutralisation system is also completely flawed and not fit for purpose. Even if we ignore what I said about the system being flawed because the result is already known the system as it currently works is still flawed. A high ELO player cannot gain ELO from a void game, no chance. Because what happens is you gain ELO for beating the player who quit, but then lose ELO for "tying" all the other players, so you would end up in net negative, but the system then neutralises your overall change to 0. Not only is this nonsensical, it's also open to abuse. As documented in that thread I've seen players who know they're about to lose desperately trying to time players out at the end, and what's the worst thing about is they succeed they gain ELO for succeeding, so instead of losing, they are now gaining off "tying" me, a total nonsense. At an absolute bare minimum ties in void games need to result in 0 ELO change vs each player you tied with, so you actually gain from beating the quitter in multiplayer games, not you gain nothing, while everyone else gains from "tying" you when they'd actually lost.
The system should be for honest players, not stacking it against them. I find it hard to believe any honest player actually wants to play with these types of players, as all they do is ruin the game experience.