quote: I think as long as you're not deliberately sabotaging your team |
As an observer, its extremely difficult to know if its deliberate or not when a someone newish is playing especially bad. When it comes to team trolling, I get the impression there is a ton of false positives and false negatives. False positives suck because a newbie gets yelled at by a 'toxic community', and false negatives suck because an entire team of players have their match ruined, and no-one does anything to prevent it. There are depths of ineffective play that basically force your team to lose, especially in small teams. In a 3v3 or 2v2 there's usually no way to win with someone who doesn't make troops, regardless of elo. Weak players are fine with elo, useless ones break things imho.
There's no way to ask people why they leave ZK, but based on what I see in the teams room, I'd say false positives and false negatives are one of the biggest sources of frustration and bleeding of the playerbase in ZK, for teams players at least. Of course, by its nature, no-one can prove that either way, but certainly storage-building-like behaviors and frustrated responses to them are very common.
An optional minimum skill level for a room is, in theory, a way to solve this. If you see a player spamming storages and terraform here, you can be a lot more certain they are trolling (less false positives and negatives). Plus, its optional no-one is forced into anything. However, this solution also sucks because it locks out new players out in the wilderness where they might never learn from good players.
I'd like an option on a room I create that requires players to have played a specific single player mission. That mission would be designed to quickly assesses and requires whatever the best minimum bar for teams rooms should be (eg. make at least some kind of troops and expand). Newbies don't get locked out of anything, and false positives and negatives are greatly reduced. And anyone not willing to take 5 minutes to learn a game before entering a teams match isn't worth the trouble.
Maybe you could claim its a still a barrier for potential players, but if its brief and optional for rooms, the argument for me is that its a lot less of a barrier to fun than the constant stream of false negatives and false positives, and all the frustration that arises from them.