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Game design issue I have: Fixed Multi-player game modes should have compensation whe players that l

MMOExposedMMOExposed Member RarePosts: 7,400
I seen this across multiple games, both MMO and MO games. Thus bothers me. 
In fixed population game modes, we're the number of players are hard set to a fixed number of players. When a player leaves the instance, that can throw everything off for the players remaining.      

This can be both PvP and PvE.      

For example in a 5v5 PvP match up. A player leaving forms a 4v5 situation which can be much more detrimental than say a 39 vs 40 player mismatch.      
But if developers don't have an option to replace players that leave with players willing to join a battle that already started, the chance of recovery is slim to none. 
     
The thing is, developers usually don't have any sort of compensation for these players. The players that remain and still try to carry on, should be compensated for the uphill battle. Players that are willing to jump into a already started battle should also get a compensation for willing to join.

Same in fixed group PvE content. Iam playing First Descendants and in playing one of the wave defense PvE modes I ran into a similar situation. After a certain number of waves the players can opt to leave or stay. The issue is, the mode gets progressively harder but when players leave the rest of players left have an even harder uphill battle. Again this could be mitigated by allowing players to queue into the match to fill those holes left by other players. Or they can compensate players that stay and try to continue the fight.



Philosophy of MMO Game Design

Comments

  • QuizzicalQuizzical Member LegendaryPosts: 25,483
    The problem is that if players are compensated for a teammate leaving by enough that it makes sense to stay and fight on, then players will try to find creative ways to game that compensation to intentionally have someone leave so that others can get the compensation.
    Sovrath
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