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Add a forfeit function

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  • Best leaver protection: Reward players for staying till the end.

    Also, Valve will implement a system never suggested/seen before *fingers crossed*.

    In the end it'd be best if there weren't intentional leavers in first place. And I think that it's possible to do that.
    So Imho building a system without considering that leavers aren't a given fact for this genre would be wrong. Treating the root of the problem is a real chance here.

    edit: on a sidenote, removing the "leave game" button has worked great so far.
    Last edited by mr.ioes; 10-08-2011, 07:15 AM.

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    • Originally posted by mr.ioes View Post
      Best leaver protection: Reward players for staying till the end.

      Also, Valve will implement a system never suggested/seen before *fingers crossed*.

      In the end it'd be best if there weren't intentional leavers in first place. And I think that it's possible to do that.
      So Imho building a system without considering that leavers aren't a given fact for this genre would be wrong. Treating the root of the problem is a real chance here.

      edit: on a sidenote, removing the "leave game" button has worked great so far.
      Actually I agree with that, rewarding people who stay until the end can be a good way to fix all that...
      Just make it big enough to be reaaaaally wanted

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      • What about players that idle at their base?
        www.dotaiki.com

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        • Originally posted by acdervis View Post
          What about players that idle at their base?
          Easy enough, if no racks has been destroyed, any hero that stays in base for more than 60seconds will be flagged as afk (voluntary).

          Unless of course the hero get in a 1000 range of another enemy hero (meaning they are close to the base and you wait for them to arrive in)

          After 30 seconds of afk, just kick the guy and award him... with a leave =)

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          • I agree with Alienufo. We should implement a 45minute concede function in my opinion.

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            • I think 45 minutes may be too late. At that point its so late, and if the game was over at the 30 minute mark, the other team will waste 15 minutes just to farm kills.

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              • That's my idea of a forfeit function:
                - You can't surrender before 35 mins or before you lose a rax.
                - Need 5 vote of your team
                - Anti-AFK

                Reason:
                - No early give up, you can win a game even if you feed on early game ( turtle, gank, good teamplay, better teamfight heroes etc.. ) but when lategame "starts" you can decide to surrender or you can do it before if they did a fast rax and you can't see any hope.
                - In a team game all must agree, still need a report system for " I won't surrender because you suck "
                - " GG I afk fountain till we can surrender " No there is always hope for a victory, even if only one on you team still belive on it.

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                • Forfeit, is it coming?

                  Yeah, we've got numerous threads on the topic, you don't need to remind me or tell me to use the search function. These threads however don't seem to have done the job, I really don't know what to say at this point, its obvious that even a very basic form of forfeit could be put in at this point but it is being deliberately excluded from patch updates, is there a reason for this?

                  I mean, do they plan to have a forfeit function at all? Surely if they did we'd be the ones they'd test it on first? Some of you may have - what I would call absurd - arguments against the forfeit feature, but the fact is people en masse expect it, they really do. It is an intuitive and mandatory quality of life feature, and at the very least is a necessary evil in dealing with this type of game.

                  I love this game already, and I want it to succeed. The last thing it needs, imo, is to be released without a feature like concede/forfeit and suffer the player and critical fallout that such an oversight would result. I can just imagine the press: "While its a great looking game, plays well and is a worthy successor to Dota 1, it is missing key features that its competitors have made industry standards, such as forfeit/concede function. It is a real nightmare having to sit through a game for 20 minutes after it is obviously over. 8/10."

                  Obviously thats a brief summation, but that is a very real possibility should forfeit be excluded. Not to mention what the hundreds of thousands of players who have never played a dotatype game without the luxury of a forfeit are going to say.

                  Of course, Valve may have no doubts about forfeit and will absolutely be implementing it before they release the game, if that's the case it'd be nice to see it sooner rather than later.
                  Last edited by dogsdogsdogs; 10-27-2011, 06:20 PM.

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                  • Offcourse it would be
                    Dota 2 Content

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                    • Valve can really take a queue from HoN here.

                      Also, pause function desperately needs countdown timer.
                      [Tweak] Chen - Holy Persuasion | [SUGGESTION] Inventory Undo | [SUGGESTION] Select All Units | [Suggestion] Show Shopkeepers portrait over hero potrait when at the Shop. | [Store] Sell different teleport animations $$$

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                      • I think that it is a necessary feature, but at the same time, there has to be other options for ending a game.

                        A perfect example of this is the switch function. I think that this goes hand in hand with the forfeit idea. Rather than killing the game for everyone, why not enjoy it a bit more and balance it back up?

                        Of course there are times that forfeiting works better in situations like, when you're playing with 5 friends or they've base raped and are holding back etc.
                        sigpic

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                        • To turn your response and take it from a developer's perspective, if you were dealing with a person who refereed to the feature as

                          "Some of you may have - what I would call absurd - arguments against the forfeit feature, but the fact is people en masse expect it, they really do. It is an intuitive and mandatory quality of life feature, and at the very least is a necessary evil in dealing with this type of game. "

                          What could you say possibly ether way that would be constructive.

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                          • Originally posted by Ladar View Post
                            To turn your response and take it from a developer's perspective, if you were dealing with a person who refereed to the feature as

                            "Some of you may have - what I would call absurd - arguments against the forfeit feature, but the fact is people en masse expect it, they really do. It is an intuitive and mandatory quality of life feature, and at the very least is a necessary evil in dealing with this type of game. "

                            What could you say possibly ether way that would be constructive.
                            a sane developer shouldn't be trying to convince me forfeit function isn't needed.

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                            • OP: I heard there's a huge debate within the DOTA 2 development team about forfiet. I have idea why this would even be debated; like you say, "it is an intuitive and mandatory quality of life feature". It's really aggravating seeing patch after patch without it.

                              Totalfrenzy, the switch option can come later. I really don't care to switch one of my real life team-mates for an online player I don't know "just to balance the game".

                              Valve, I feel the exact same way as the OP, please implement this ASAP.

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                              • Originally posted by dogsdogsdogs View Post
                                a sane developer shouldn't be trying to convince me forfeit function isn't needed.
                                I think you answered your own question about why they won't be responding.

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