I was recently given a temp ban (1 hour) for “bad conduct” in Clash Royale 2v2. Said behavior was closing the app in the middle of a battle. This was actually fairly surprising, on multiple levels.
For one, I had never even heard that this feature existed. After some Googling, it appears that they added this feature back in April 2018. I’m not sure how much it scales up, or when it triggers, or when it might reset… but it’s there. Supposedly it happens when you quit two battles in quick succession, but that doesn’t seem to always be the case. I have certainly quit plenty of times mid-battle before this, but perhaps it only trigger specifically off closing the app.
For two, this explains why I have seen a lot more people not drop games. Instead, they will sit there at max mana and do nothing, or activate the opponent’s King Tower – which I actually see as polite, if you’re giving up – or perhaps be extra fancy with Tornado to end the game faster.
For three, it has been surprising how filled with (self-)righteous fury I am over this.
The 2v2 format in Clash Royale is not competitive. By which I mean there are no penalties for losing. The format exists for fun purposes, and Crown/Chest purposes. You always want a chest to be unlocking when you aren’t actively playing the game, and to get chests you either need to play 1v1 on ladder, risking your trophy count, or you can play 2v2. I can also maybe see the 2v2 format being conducive for deck-testing purposes. No penalties for losing, so you can save your trophies until you’re sure your off-meta deck has a chance.
So we have three reasons: fun, rewards, testing.
I left the game I did because my random partner played a level 10 Wizard directly into a level 13 Tesla. Like not accidentally played, but deliberately played, as if the Wizard would destroy it and live. The max level is 13. I am level 13 with a trophy count of 5023. At this trophy count, pretty much everyone has max-level cards; anything less is generally a liability given card interactions. For example, a level 13 Fireball will one-shot a level 12 Wizard (or Musketeer). For this reason, I actually did not run a level 12 Musketeer for months until I leveled her up the rest of the way.
My partner brought a level 10 Wizard to battle. I almost can’t even blame him, because when I looked at his profile afterwards, it turns out he’s level 10. I was paired with a level 10 against two level 12 opponents with an average of 5139 trophies each. In this scenario, which has repeated for the game before this one and the one after, it was bad conduct of me to concede the fight.
I am not sure what sort of matching algorithm Supercell has going on behind the scenes. It could be that this is a method of enforced win-rate balancing working against me, pushing me down closer to 50-50. It could be that the enemy team is currently in the “losing bracket” and I just happen to be their free win. Or perhaps my historical bad behavior has placed me in some kind of circle of purgatory until I atone for my sins.
All that I know, what I feel in my very bones, is that the true bad behavior is “matching” me with a teammate with a fucking level 10 whatever in their deck. It isn’t fun, we have a zero chance to win, and they aren’t testing anything. It’s difficult to even suggest that, had I played seriously and poured my heart and soul into that battle, that the opponents would have even had fun. They had level 12-13 troops! If fun was to be had, they would have the same experience with neither of us playing anything at all.
But, whatever. If Supercell wishes to discourage rage quits by requiring the app to still be running, I shall set my phone down for a few minutes, still running. If Supercell wishes to be a bit more clever and require spending elixir during the entire battle, I will acquiesce with some mindless troop drops too. But if Supercell continues matching me with literally useless teammates? I shall craft a deck with my own, lowest-level cards and spread this misery as far wide and deep as it can go. Because if I cannot have real, legitimate fun, all that’s left is mischief and cruelty and trolling.
Well, I certainly feel better now.
Essentially, almost all of my concerns surrounding Fallout 76 have been addressed in several follow-up interviews with Todd Howard and others. There is something to be said about the failure of BGS’s marketing department that there needed to be three days’ worth of interviews and a 40-minute documentary to explain what kind of game the studio is even putting out, but whatever. It’s a Bethesda game, so if we can successfully log into it and the game not immediately explode, things are going well.
Here are the videos I have watched lately:
- Original E3 Presentation/Reveal
- Todd Howard Interview (No NPCs)
- Noclip Documentary (Making Of video)
- Peter Hines Interview (PvP)
- GameSpot Interview (PvP)
The summation? The griefing potential in Fallout 76 is limited.
You do not lose any items when you die, and you can choose were to respawn afterwards. When you log off, your base disappears with you. Anything you build can be repaired if destroyed. You can pack up and move your base pretty much at any time, and potentially save the layout as a blueprint for easy re-setup. Nukes do destroy everything in the area (for a time), and they also drop a endgame zone with high-level monsters in the blast radius, but there is apparently enough time for you to pack up and scoot out of the area. Plus, with the nukes, there are actual high-value areas (monster-spawning zones) for which the nukes are intended to destroy. Ergo, for every pack of sadists collecting launch codes for trolling potential, there will also be a group of PvE players interested in grinding loot and otherwise competing to Do The Right Thing.
Oh, and there will be areas (including the beginning area) in which no player bases can be built, specifically to avoid scenarios where you cannot find/complete a quest.
There are still some areas of mild concern – presently all players are visible on the map all the time – but honestly? I’m good now. People may indeed track you down and murder you from afar. There are systems in place already, apparently, to prevent them from being able to continue harassing you thereafter. And… I kinda get it. If other people were impossible to attack, griefers would just find another way to grief. But this way, there is a little bit of drama. Would you implicitly trust every person you ran into after the apocalypse? Maybe if you needed to supplies, or felt contact was inevitable. So now, there will be stories.
I will still, of course, be rolling on a PvE server if those are available.
Speaking of, I already pre-ordered. That’s not something I do but Amazon offers 20% off preorders, and more crucially, preordering grants access to the beta. Member of Press©, and all that, right?
So we’ll see how things go soon.
This past week I ended up running the dreaded early dungeon gauntlet in FF14 again – you know, the three early dungeon Square Enix requires everyone to do in order to move the Main Story Quest forward. Things more or less went as well as last time.
The first dungeon run went comically bad. As soon as we zoned in, the healer just ran through half the dungeon and aggroed all of the mobs. This, of course, resulted in a wipe. The healer never rezzed themselves though, which is pretty indicative that his/her behavior was intentional trolling. Unfortunately, you cannot Vote Kick someone within X minutes of zoning into the dungeon, so we all had to wait.
Then it turned out that the healer and the other DPS voted to kick the tank, which happened to be frequent In An Age commenter, MaximGtB (who offered to help me through these early dungeons). It took me a while to figure out what even happened though, because FF14 does not allow you to Whisper or receive a Whisper while in a dungeon. And I did not know if there was an easy way to teleport out of a dungeon you were in.
So, yeah, comically bad.
After that, MaximGtB shepherded me through the three dungeons without major incident. In two of the dungeons, we had a Thaumaturge or Black Mage or whatever that insisted on using a knockback in their spell rotation, much to my Pugilist’s (and the tank’s) annoyance. It was also kind of annoying fighting 3-4 mobs at a time with zero AoE abilities. I suppose that might be a feature rather than a bug at this stage, as it would be easy for new players to spam that sort of thing and get aggro.
My overall impression about FF14’s dungeons have not really changed. There is zero reason for these early dungeons to be mandatory and/or exist. They are apropo of nothing. I don’t remember if Wailing Caverns had any lead-in, but other early WoW dungeons like Deadmines were the culmination of zone-wide storylines. That the devs required these three irrelevant dungeons for the MSQ simply boggles my mind. Mandatory is one thing, zero story is another.
In any event, further progress on my character will have to wait, as Square Enix is “moving data centers” and that apparently requires two full days of downtime. Which is almost enough time to be tempted to pop another WoW Token.
…think I’ll start Mass Effect: Andromeda instead.