Why do people afk in ranked




















I play ranked because I want grandmaster and the rewards that go with it. I want to get there as quickly as possible. My time is valuable. Unfortunately someone who afks or deliberately acts in a nonproductive manner wastes everyone's time including mine. I could be using my time to eat or get sleep or do something else. If you are not very good at the game but try then that's okay, that's what happens. It is what it is.

But if you do stupid stuff like afk because you want to be a part of a group event but don't want to be active and want others to carry you That irritates me. If a player wants to be selfish then i suggest they get off wot, go to their bathroom and sit on the toilet and read the forums for hours and block off access to said toilet.

Pit Friend-x, on 06 September - PM, said:. Yes, the player in last place on the winning team receives points. However, the player in last place on the losing team loses 90 points. Because the AFK player is creating a 6 v 7 match they are more likely to lose. Posts are displayed here in chronological time, oldest first, newest last order, like a regular web forum.

Exception is loss prevented activated for everyone during a server issue. And probably some messed up ways to abuse with smurfs and win trading. I just started play paladins and i see there is bots on low level?

Bc players cant be such casuals. People go AFK in rank matches because they think they lost a match so why should they have to try to do anything, It's not their fault after all they are so much "Better" then everyone else it's clearly their team's fault! There's an auto disconnect in ranked too, usually it'll go off around 30 sec after being dormant not moving, attacking, checking tab. Just leave the screen. So it's very obvious your optimizing towards business and not player experience or behavior policing.

With an unlimited amount of resources essentially, How is player behavior not prioritized over the last years? Business and monetization decision get made and executed on the daily. You guys made more money last year than any of your previous fiscal years. I find it really hard that you guys lack the resources, people, endeavor, and gumptious effort to fix the incredibly toxic player base.

Ok regarding skin quality, I think that's a broad statement to say it's all lower. But for context, if our skins are seen as lower quality we lose money. So if our goal is to gain money by losing money You can see why that wouldn't be intentional, right. We've got some awesome ones coming and I hope you love them.

There's a bit of taste in here. Regarding the EU price increase, I know it wasn't popular but I at least think we tried to be direct about the reasons why and transparent about them when we announced the change.

Agreed that it's hard for that decision to 'spark joy'. That is a case where we need to think about the business. As an idea though, here's something: I wish our business didn't have to interact with currency effects. If we didn't we wouldn't have to communicate this stuff or make these choices. I really wish we didn't have to. But we do Of course we've made many types of decisions: Runes reforged resulted in us giving away millions of dollars of revenue, and our rate of content earn rates is higher than ever before None of that matters to players in specific cases where they are upset.

But in aggregate it matters. There's a lot of behind the scenes work going on with the client. But being frank with you, I wish we could figure this one out better sooner. It's a strange case where some computers are fine and others are not. And there is a limited group of engineers who have to prioritize other things like Clash, etc.

I wish we could will this one away. Regarding player behaviour stuff, we actually do a bunch of stuff behind the scenes



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