1 |
Review the common reasons why people go afk during gameplay:
|
1 |
Review the common reasons why people go afk during gameplay:
|
2 |
- Crash
|
2 |
- Crash
|
3 |
- Lag (Cannot keep up with sim / network slowdown / etc)
|
3 |
- Lag (Cannot keep up with sim / network slowdown / etc)
|
4 |
- Low amount of things that need attention (IE: Building big thing in rear): Non-engagement (Common when building large things or having few units)
|
4 |
- Low amount of things that need attention (IE: Building big thing in rear): Non-engagement (Common when building large things or having few units)
|
5 |
- Life Happening: Door, phone, baby, emergencies, biological needs, etc.
|
5 |
- Life Happening: Door, phone, baby, emergencies, biological needs, etc.
|
6 |
- Pregame caching / long loads.
|
6 |
- Pregame caching / long loads.
|
7 |
- Running to get food/drink/bathroom/etc during pre-game, expecting to return before game starts.
|
7 |
- Running to get food/drink/bathroom/etc during pre-game, expecting to return before game starts.
|
8 |
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|
8 |
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|
9 |
Out
of
all
the
above,
I
see
[b]zero[/b]
reason
to
punish
anyone
for
these
events.
A
delay
before
units
are
given
back
is
just
wrong
because
all
that
will
do
is
encourage
further
afk
/
frustration
(
See
reason
3)
,
especially
when
the
suggestion
is
"a
minute
or
two".
This
defeats
the
purpose
of
the
solution
by
reintroducing
the
problem.
Nobody
is
going
to
wait
a
minute
or
two
to
reengage
with
the
game,
instead
you're
going
to
see
more
quits,
which
is
even
worse
than
AFK
->
returning
because
it
is
a
permanent
reduction
in
team
attention
capacity.
|
9 |
Out
of
all
the
above,
I
see
[b]zero[/b]
reason
to
punish
anyone
for
these
events.
A
delay
before
units
are
given
back
is
just
wrong
because
all
that
will
do
is
encourage
further
afk
/
frustration
(
See
reason
3)
,
especially
when
the
suggestion
is
"a
minute
or
two".
This
defeats
the
purpose
of
the
solution
by
reintroducing
the
problem.
Nobody
is
going
to
wait
a
minute
or
two
to
reengage
with
the
game,
instead
you're
going
to
see
more
quits,
which
is
even
worse
than
AFK
->
returning
because
it
is
a
permanent
reduction
in
team
attention
capacity
and
risks
collapse
of
that
lobby.
Given
one
room
culture,
this
can
lead
people
to
actually
quit
the
game
for
the
day,
which
is
terrible
for
engagement.
I
do
not
see
this
being
remotely
healthy
for
the
community
or
the
game
in
the
run
long
in
any
form.
|
10 |
\n
|
10 |
\n
|
11 |
I
do
not
see
this
being
remotely
healthy
for
the
community
or
the
game
in
the
run
long
in
any
form.
The
only
acceptable
part
of
this
suggestion
is
the
"track
metal
input
into
a
unit
to
determine
ownership",
but
even
then
this
risks
perf
issues
because
of
the
nature
of
AllowBuildStep.
You
could,
perhaps,
track
afk
nanoframes
at
~1-2hz
to
reduce
the
perf
cost
and
I'm
sure
that
might
get
approved
since
they'll
probably
be
few
and
far
between.
|
11 |
The
only
acceptable
part
of
this
suggestion
is
the
"track
metal
input
into
a
unit
to
determine
ownership",
but
even
then
this
risks
perf
issues
because
of
the
nature
of
AllowBuildStep.
You
could,
perhaps,
track
afk
nanoframes
at
~1-2hz
to
reduce
the
perf
cost
and
I'm
sure
that
might
get
approved
since
they'll
probably
be
few
and
far
between.
|