Skullgirls GD - It's Showtime on PSN! XBLA 4-11!

I agree with the sentiment in that real life may come up when playing a match and you just want to exit fairly still. If a concede option is put in for online, then i think you should exit out of the match and out of the lobby also. The only reason i see to quit are the following reasons:

Lag - Match is laggy and you are essentially not playing to your potential because of outside factors. Game becomes un-fun and you dont care all that much about the win, so you quit out and join another person. You don’t want to play them again so leaving the lobby is obvious.

Something comes up - Something like a phonecall, doorbell or the pizza you forgot you was cooking comes up and you have to take care of it in the match. In most of these cases you’ll probably want to leave the lobby so the other guy can find someone else to play while you do what you gotta do.

Getting trolled - Guy running the clock on purpose and… thats all i can really think of. I think this is a borderline reason and i probably wouldn’t do it, but i can see why someone else might. You won’t want to play that person again so you will want to leave the lobby.

All other instances are probably because you have an inevitable loss coming. If you actually want to play again in the same lobby, then you try your hardest to do what you can and learn from the loss; use the time to experiment if you have to.

The reason why i wouldn’t want a concede option overall is because people get mad really easily. I like to play zoning and grappler characters and i will probably do that for Skullgirls; probably the 2 most hated playstyles for your average everyman. I don’t want the match to end half way through because my opponent doesn’t know how to deal with zoning characters or keeps getting ticked into 360’s and doesn’t want to adapt. I don’t really want to keep playing half matches because that would be detrimental to me levelling up my own skill. While you can look at the facts of not having a concede option, you also have to look at the facts of actually having that option and the possibility of abuse it could have and it annoying the person getting quit on each time.

Yeah it is! Sorry, School and these art things have been occupying me, I’ve been using these art works in school as practice. >o<

If conceding/quitting has a penalty like aforementioned, I think that’s a good idea. If it’s to get out of gameplay and leave to make things run smoother that’s fine, but one way or another you’re accepting the loss for that match. Definitely don’t want to make it an option people could theoretically get comfortable with for standard online play.

…That being said, I’d like to suggest making those percentages separate for ranked and standard/lobby play. Assuming ‘conceding’ ups the percentage in both cases, I can see people being more prone to doing it in private lobbies with their friends than when they go into ranked. If they do end up quitting a lot in ranked, the result will ultimately be the same.

EDIT: Alternatively, the lobby creator could have an option where he/she could flag the lobby to not penalize users for ‘forfeiting’. Dunno about feasibility, but that might be a better way to handle it on paper.

I don’t see how it’s an excuse haha. If you have a good connection, then I guess you are lucky. I know of few people who don’t get reasonably frequent drops in Melbourne.

Not going to have any problem with a 10% or more mark though, it’s just a penalty for every single disconnect I don’t like.

Since I have a good life and mental fortitude I don’t understand half of the reasoning behind the need of a forfeit option when you simply could turn off the mic, close your eyes and walk forward mashing buttons if you really want to give up.

I’m going to have to agree with this. Its kinda dumb to compare this to Starcraft, cuz those matches can take hours…its a strategy based game. Unless you have infinite time setting, you’ll get like what…4 - 5 minutes total with a fighting game (in this case, Skullgirls). And thats if you count a 1 v 1 since you can play a total of 3 times.
I really want to learn, and I want people to learn, I think adding something like a “I quit” button is just going to encourage that mentality of “Well, its there and I’m going to lose anyway, so why not?” Just because you don’t have xFactor doesn’t mean its impossible to make an awesome comeback. I’m not good at fighters, but I’ve made some pretty nice comebacks cuz I simply didnt give up. No, not everyone’s going to use the button, but thats not a good way to teach new players to fighting games in my opinion. Even if its cuz of lag, man up and take the loss and move on. Theres nothing that says you have to keep playing the same person over and over again.

I started playing competitively with online and it’s just absolutely terrible, lag or not, ragequitters or not, when you compare it to playing with people sitting/standing right next to you. Honestly, it doesn’t even matter if you don’t have a scene. Even going out there and getting people interested in FGs is more fun to me (albeit more time-consuming, but totally worth it).

I will say that living in NYC, finding people to play is not that hard, but the vast majority of the time I play with people that I got into FGs. If you really like what you’re doing, it’s not hard to show people why you like it and have them join in. This is especially true simply because I could do it and I’m an anti-social douchebag.

Ragequitting has gotten to the point( I’m playing MvC2 online XBL) that when I play a person who I know will ragequit on me since they do it all the time, I just leave that instant. I really don’t see a point in playing someone until they quit, or getting teabagged and having mail sent to me saying how bad i am if I lose.

Unless you literally are watching a slideshow trying to block magneto or get in on blackheart, I don’t see the point in quitting.

Time to jump on the group pic bandwagon and try to get into FAF one last time…

My kingdom for a wildberry poptart Cerebella…

But wouldn’t an option to quit be encouraging rage quitters? I don’t agree with that option. I never rage quit, even when I am mad. I dont quit if I have something to do either. There have been times when I was in the middle of a match and I had to go take care of something real quick. But whenever that happened, I would put my character in the corner and then put the controller down. If I came back and my opponent was still waiting for me, I would continue playing. If he beat me, I would accept that loss and move on. There is nothing sportsmanlike about forfeiting. Thats one of the reasons I stopped playing Starcraft 2 and League of Legends. My teammates would be so quick to hit that forfeit button as soon as one thing went wrong. Oh we lost a turret? Quit. Oh the enemy has super minions? quit. Oh I lost one of my bases? Quit

there’s nothing cool about that.

Yes.

You could also do it the DotA2-way and put Leavers into a different matchmaking queue, which prioritizes to meet up with other leavers.
This way everyone is free to ragequit, but if he does, he will play against other ragequitters more often - if he’s fine with that, cool, if he’s not… well, he shouldn’t be quitting.

  • It is sportsmanlike in games that take ages to finish even though they’re over (eg all RTS) - eg in Wc3 as NElf you can lose your entire army and base, but still have 4 Trees of Life up (possibly hidden in the woods, too) - you aren’t going to win this ever, but you both now are in for another 20 minutes of your opponent exploring the entire map to find and destroy your hidden expansions.
  • It is also sportsmanlike in games where comebacks are almost impossible (eg chess) because not conceding there basically is spitting your opponent in the face with a “I think I have a fair chance to at least draw this, even though I’m a queen and a rook down” which is saying nothing else than “I think you’re a retarded fuckface and don’t deserve to win”.

Well I guess maybe in that first scenario it would be ok to quit since you have no chance of winning. But in that second scenario, I probably wouldn’t forfeit. I got a queen and a rook, thats enough to get a checkmate.

A queen and a rook down, not down to a queen and a rook. Which means you got whatever, and your opponent got whatever+queen+rook. Sure you can still checkmate (as long as you’re not down to nothing/a knight/a bishop/two knights) but the likelihood of doing so is… quite low (unless this is a very specific position because you sacced the queen+rook on purpose or similar).

Well with chess is that it is a resource-driven game where your resources are directly tied to your ability to play the game. There’s a big difference between, “My character is on life support; I can still come back because I still have all my moves” and, “I’m down a queen and a rook; there is absolutely, positively ZERO way of coming back from that because I can’t do jack shit.”

Which one should get more penalized the rage quiter or the surrender?
If rage quiter > the surrender then
people will surrender instead or rage quit making quits more a conection thing
If the surrender > rage quiter then
people will rage quit and not surrender
;what I am missing?

so I think the right thing to do is punish ragers more but put notice for surrenders that fade after 10 matches stackable

OH. pfft there’s no way I would quit then. Yeah Im down 14 points, but that is not an impossible situation. I just have to play cautiously and smart, and wait for my opponent to make a mistake.

No offense, but do you actually play chess?

If you’re down a queen and a rook, you are not only down two major pieces as far as material (aka “score”) is concerned, but it directly hampers your ability to play the game.

Imagine a fighting game where the following happens:

Lose 10% of your health, jab is disabled.
Lose 20% of your health, cr.LK is disabled.
Lose 30% of your health, j.HK is disabled.
Lose 40% of your health, both st.HP and st.HK are disabled.
Lose 50% of your health, your fireball (or whatever QCF motion you have) is disabled.
Lose 75% of your health, all your specials are disabled.
Lose 95% of your health, you can’t block.

That’s kinda how resource-driven games like chess and Starcraft work. You fall behind, it triggers a positive feedback loop of falling ever further behind as you lose the ability to play the game. And when you fall further behind, you suffer even worse setbacks.