This may have been discussed earlier, if so, please reply with the link to the other thread.
If an attacking team is doing so horribly that they reach a point of no success with the timer, shouldn’t the game end once that point is reached instead of wasting everyone’s time trying to push along an EV that will never make it to the end by the max time, aka the “Mercy Rule”? Maybe my tired 1AM brain is missing something, but I see this as a problem in the game for release. Once attacking players know that “Oh crap, we’re not even 25% done and there’s only ~5 minutes left”, then they’ll all start to drop out and it’ll turn into an empty server instead of wasting their time just to lose.
Unless the XP and GC benefits are too attractive to let the Attacking team quit. Like, keep playing and earn your 100 GC win or lose, leave and only get 50GC. But this may cause frustration if the Attackers are “forced” to hang around and get mauled for their XP and GC gains over the last 5-10 minutes.
I dunno, am I making sense here?
For a normal non-F2P game, players have nothing to lose by quitting and joining another server, but if either the “Mercy Rule” finish or XP and GC penalties aren’t in place for quitting players, then they’ll always leave to try and make XP and GC for a WIN somewhere else.
I’d prefer it if the game just ends when it is logically over with the Mercy Rule. Then the attackers will say, “Oh well, at least that was a quick death. Next game please.” and stay on the same server. This will also keep everyone happy by not forcing the Attackers to keep getting mauled for the entire 16-20 minutes in a game that they can NOT win vs a team of uber Defenders.
Yes? No? Maybe? I went to http://yesnomaybe.info/ for the answer:
The oracle has spoken.