There are certain matches that even sincere and committed players want to leave.
This is especially true in games where you’re inserted to replace a player who has already left.
In these situations, the enemy team has already secured strong positions, and you’re forced to start from the base spawn point and try to fight back. This puts you at a severe disadvantage, and no player wants to be placed into such an unfair match.
Or imagine a game where your teammates refuse to cooperate and play as a team. You’re left trying to win the match all by yourself. Being forced to play under such circumstances can cause enormous stress for any player.
Avoiding these kinds of situations should not be something that deserves punishment.
The real target of penalties should be players who habitually leave matches just to find the map or game mode they prefer. Most of the issues related to quitting come from this kind of behavior.
However, applying immediate penalties after a single quit—regardless of context—ends up punishing regular, honest players. This effectively forces them to endure unbalanced or toxic matches, which is both tiring and unfair.
To address habitual quitting without placing unnecessary pressure on normal players, I suggest a more measured system:
- Track a player’s quit rate over a number of recent matches.
- Apply penalties only when a player’s quit rate exceeds a reasonable threshold.
- Gradually increase the penalty severity if the quit rate continues to rise over time.
This kind of system targets truly problematic players while protecting regular users from being unfairly punished.
On the other hand, applying a flat 20% penalty for every quit may have little to no effect on players who intentionally abuse the system.
If a player has played sincerely many times and only deserted a few times, it would be better not to impose penalties for that.
Please consider reevaluating the current quit penalty system with these points in mind. Thank you for your attention and continued development.