Maybe a check system that shows how many times a player left, DC'd ect that you can see when you sign up for groups. Would also show completions and highest completions and most recent?
Then again, this brings up the whole gear score/can't get into a group because I haven't done X thing. It isn't as totally simple as folks want it to be. Thankfully, I run + with folks I know only and leave the randoms to my heroics and regular Mythics.
Anyone who thinks they'll add penalties to people leaving is dumb. Stop suggesting it because it's a terrible idea and will never happen to any content in the entire game that's formed with a premade group. It isn't a queue, you don't get to have queue penalties when you invited them to a group with you and opted to run with them.
The only good solution is to not deplete a keystone unless a run is actually completed. Literally the only reason depletion exists is to prevent looting a dungeon at the same keystone level more than once. If you haven't gained any loot from a keystone, there's no reason to deplete it. The system will function the same as it currently does: You can only loot a dungeon once at a given keystone level, and you have to beat the dungeon in time if you want to upgrade it and keep going. People might reset if they bone up a timer early on and plan to keep trying til they upgrade the keystone, but that hardly matters since you can already just complete a run in any amount of time to get loot and then try as many times as you want to to upgrade it.
The solution is to stop trying to do difficult organized content with pugs.
Get some friends. Get some guildies.
"but I don't have time/friends/guild/insert excuse here"
Sounds like hard organized content isn't for you then.
If you must pug, you have to be ready for the consequences.
Sometimes they're shitters, sometimes they DC, sometimes their cat is on fire and they leave randomly.
It's the risk you take pugging ANY content, except in this case its even more risky since you chance messing up your keystone.
Get reliable people, or roll the dice.
Seems like this would make the situation even worse.
At this point I can reasonably predict whether or not the team will beat the timer before the first boss, if not after the first ~2-3 pulls. Even if I'm positive we won't beat the timer, I always stick around because one chest is better than none. I doubt I'm the only one with this mindset.
Take away the completion chest and now there's no reason to waste 30 minutes with a group that won't beat the timer. Throw a bunch of draconian penalties to prevent leaving and there's no reason to bother with the LFG tool at all.
The end state of all this would essentially be the same - m+'s exclusive to friends list.
Easy Solution :
Enable Replace System, the dude joining the party will get no chest but it will count for weekly chest, so we avoid the "replace X with Y friend and let him gear", + an ap token 10k for "helping"
Otherwise there are 2 simply solution
if you left -> weekly chest will be disable and a debuff for early left (yes you can join an alt and think how fucking retard you were )
if you kick someone (and there is no replace system) that used the key, you will get no weekly chest.
Last edited by Ehuehuecopter; 2016-10-17 at 07:24 PM.
1. Add M+ keystone based loot lockouts.
2. Give party the ability to reset instance if somebody leaves/disc before first boss is dead(number of enemies < 10%(or better number), etc.).
3. Person that leaves can still join group with same keystone but will not get loot if group progressed.
Two solutions that i can see working good and not abused is...
1.Instead of the key depleting it instead downgrades 1 lvl and rolls for a new dungeon.
2.Reset it while inside and you would need to put the key in again to start which would keep people from key stealing.
i did dozens of mythic+ dungeon and it never happened to me.. not even once..
to be honest there is no reason to leave, even if the group is bad and not making the timer, you still get loot in the end.
BETA CLUB
Mythic Plus is a party system, not LFG. A random disconnect would not kick that player from the group. Maybe have a 5 minute timer or something to get back into the game / dungeon before the debuff incurs?
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Well aren't you special... I've had people leave a mythic plus on two occasions. Both times we still finished the dungeon with 4 people, but obviously not on time, and it was painful.
Multiple keys introduces way too much loot into the game. Mythic+ are already the best way to gear up and the only thing even trying to stem the tide of loot flowing in from them is the scarcity of keys.
Timer pausing introduces situations (a lot of them) where you constantly replace people based on their particular strengths (bring in your DHs for trash then sub them all out for single-target classes for bosses, for example) or, heck, even if their cooldowns are up. Just imagine taking this to the extreme - you have 30 people (with lots of mages/shamans) all doing 1 mythic dungeon. You change out your 3 dps every single pack so they can get a fresh heroism for every pack. Even more realistically, you have 3 spare dps waiting outside, maybe even alts of the players. You rotate them in/out every single pack so their CDs are always up. Yes, it'll be tedious, but it'll also make really high mythic+ levels significantly easier.
well arent you radical.... if someone had to suddenly leave due to family emergency, power shortage, just a random isp dc. do they need to be punished? even you said it happened to you just twice. its not a widespread thing, it happens rarely because shit sometimes happens. there is no need to change everything because of that. calm your tits special kid.
Infracted - Djriff
Last edited by Djriff; 2016-10-17 at 07:38 PM.
BETA CLUB
Yeah but chances are people won't be leaving. Let's be real, if you're signing up for a Mythic+ you already know you're gonna be there for a while, if you leave that is on you. There are plenty of trolls who join groups and drop out right after to waste keys for other people, and at the very least it will stop that from happening. The likelihood of a d/c that isn't a quick one that allows you to be right back is a very small chance.
To be clear, this idea needn't automatically give you such a mark--you'd probably have one chance before your mark would show in case you DC. That way someone who accidentally DC's doesn't get a mark automatically; they have time to erase it. This would at least cut the problem down a bit.
this is not a problem. the devs should not change anything. if you are worried about people leaving mid dungeon then dont invite random players you dont know. learn to live in a community join a guild or start a chat channel for mythic + dungeons where you can police your own group. blizzard does not want to implement a zero tolerance policy if its going to affect innocent players negatively.
The best solution would perhaps be to either lock that specific difficulty, remove their keystone or make them redo normal and up. But then again, this goes beyond mythic. Leavers are everywhere and cause all sorts of trouble for other players and that's how it's always been, though depleting other peoples keys is a bit too far.
I'd be very curious to see how often this happens in actuality. It's pretty natural for the outlier negative experiences to come to mind over the others. I mean, would it really be worth adding an imperfect fix if it only happened, say, 5% or the time?
Then you also have the much larger grey area of "who is right?" when someone does leave due to "poor performing group". At what point of failure is it acceptible to drop group?
how do you come up with a solution that does not get abused? what if you get into a group and it turns out to be ass? Solutions arent as simple when you have a player base like this. Remember a lot of the things we have in place are in place because we cant play nice with each other.