I agree. Furthermore, ensuring that the individual's experience is good consequently ensures that the groups experience is good. This, naturally, isn't how Blizzard sees it. To Blizzard, your not a individual, you are a player base that must be expanded and monetized. This is why Blizzard games have been declining in "fun" ever since Activation took over and also why they will eventually burn themselves out.Bindal said:So me ruining the experience of others by leaving is bad - but ruining it the exact same by not giving a fuck is fine. In other words, I get punished for giving other people the exact same thing either way but not wasting my own time. Which means the result of forcing me to stay is actually worse for at least one player than letting said player leave.
Or they could just add dedicated server support and return control over the gameplay to the player so the player can fix all their problems for them. TF2 was a lot more fun when dedicated servers existed and "leavers" were never an issue, but no, Blizz gotta get that MOBA e-sports money. Its a saturated market Blizzard, deal with it.
As for leavers, you will never solve the problem. There will always be, a phone call, doorbell, or bodily function to get in the way. IMO punishing your player base for not being dedicated enough is poor practice when you can just design you game around reducing the impact of "leavers." More players per side, shorter matches, substitute systems (like team sports, where only a portion of the team is active at a time) are all more effective at dealing with this issue than banning people because life got in the way.