fargone wrote:Would a better suggestion be to further reward a player for losing, but playing through anyway?
+1 vote for this approach.
Penalizing someone for quitting a match isn't a good solution, particularly when it appears that attracting and retaining players is a major concern around here. The more you beat up on players, the more you'll discourage them from playing at all.
I like the idea of some sort of "sliding scale" reward system, where the more "damage" you do to your opponent, the more XP and/or FM you qualify for. Forms of damage include:
-Number of opponent cards in the cemetery / removed from game
-Percentage of LP opponent lost
-Number of turns played (ie. you made it harder for your opponent to finish you off)
Actually winning the game would then award you a "bonus" on top of what you earned during the course of the duel (as per the above).
I think this works a numbers of ways:
1) It gives better rewards to those who go down fighting;
2) Could potentially limit the rewards given to players whose uber-powerful files stomp all over players that have just set foot out of Crest.
This would work best if the match-ups in Folrart paired up opponents that were as close as possible in RP (so hopefully the number of times players were thoroughly outmatched would be minimized). Not sure if this already happens though (and there just aren't that many players to go around).
On the same topic, why penalize the Iczer on the other side of the field when their opponent quits? I believe most of us play in good faith, so why disqualify us from reward (ie. Underdog wins, the 5 of 7 events, etc.) when our opponent takes a course of action that's beyond our control?


