I have a "one mistake" rule, meaning that everyone is entitled to one mistake per game because shit happens. So if they make a mistake and use quick chat to say "sorry!", I'll say no problem. If they just repeatedly make mistakes and we're not playing well (down 3 goals) by the 3:30 mark, I usually call for a forfeit, because we're wasting each other's time.
Other times I'll be the one that makes one mistake 30 seconds into the game and my teammate starts berating me in the chat while the game is 0-0 or 0-1and I'll "throw" the game because I don't have the energy to deal with that. Sometimes I just don't say a word and try to outplay them, but for the most part, I respond to toxic teammates by intentionally throwing a match and if they request a FF, I don't accept it and let them pay for their toxicity with their time.
Basically, the OP is the sort of player that makes me wish Psyonix had an ignore/block system in their matchmaking systems to avoid them in the future so I could immediately add these sorts of people that call for a forfeit 30 seconds into a match because we gave up a goal and are down 1-0. He's also the sort of player that calls his teammates trash despite having the lowest score of the trio.OP sounds like a miserable teammate. I assumed this topic would be about verbally disruptive/abusive players (which I mute, then ignore/avoid and report depending on their actual behavior), but the set of expectations (and "remedies") sounds like every mal-adjusted personality you end up trying to filter out of matchmaking. 90% of those people are seeking validation from the game in a weird way, so they feel compelled to blame others when they make mistakes or just aren't succeeding. That deflection is obvious to everyone else, and it's the seed of most toxicity I see.
I understand everyone carrying their own weight in a game (and yeah, a poorly matched player can be annoying), but the explanation in the OP sounds like the exact kind of player I avoid if at all possible. It's just a terrible attitude all around.
...so you're one of THOSEI have a "one mistake" rule, meaning that everyone is entitled to one mistake per game because shit happens. So if they make a mistake and use quick chat to say "sorry!", I'll say no problem. If they just repeatedly make mistakes and we're not playing well (down 3 goals) by the 3:30 mark, I usually call for a forfeit, because we're wasting each other's time.
Exactly, no win tastes sweeter than a huge comeback. I hate when team based competitive games have a forfeit feature to begin with. Tried to play League of Legends a bit, the forfeit option only added unnecessary drama when people get pissed when you don't want to give up. "Forfeit or I'll report you *slur*!" And even if the situation would be so dire that comeback would be literally impossible because of the time left, it's still a chance to hone your skills. Or maybe try out a new strategy/build etc. that you might not otherwise do.Oh so you're quitter...game is not over until the final second.
Exactly, no win tastes sweeter than a huge comeback. I hate when team based competitive games have a forfeit feature to begin with. Tried to play League of Legends a bit, the forfeit option only added unnecessary drama when people get pissed when you don't want to give up. "Forfeit or I'll report you *slur*!" And even if the situation would be so dire that comeback would be literally impossible because of the time left, it's still a chance to hone your skills. Or maybe try out a new strategy/build etc. that you might not otherwise do.
Exactly, no win tastes sweeter than a huge comeback. I hate when team based competitive games have a forfeit feature to begin with. Tried to play League of Legends a bit, the forfeit option only added unnecessary drama when people get pissed when you don't want to give up. "Forfeit or I'll report you *slur*!" And even if the situation would be so dire that comeback would be literally impossible because of the time left, it's still a chance to hone your skills. Or maybe try out a new strategy/build etc. that you might not otherwise do.
There was a lot of people asking for it when Dota 2 got really popular, to Valve's credit they never caved and added it. There probably are times when a forfeit feature could be usable, 15 sec left and you're down 0-12 in rocket league. But being able to call for a forfeit when it's like 0-3 and 2 min left...just play the game and at least try to win instead of giving up.
You can't give up sometimes even when they're hitting your ancient:
Oh I know Moba matches can go for a long time, I've played over 80 minute games on Dota 2. Some of the best matches usually. Could be that big comebacks are more viable in Dota than LoL. But yeah Dota pros forfeit too, still happy it's not a feature in regular games (not that I play anymore though). Winning one team fight at the right time can turn it around.The value of it in LoL is that the games can theoretically go on forever. I agree, short matches should never have a forfeit, but there are tons of times in LoL where you're definitely screwed by 20-25 minutes (you can't surrender earlier than 15 minutes (unanimous) or 20 minutes (4 to 1)), but you have a team comp that can still just stall out for another 40 minutes before finally losing (basically just going dead-weight on somebody). There's no skill being learned by just farming waves unless you're literally Iron or Bronze, and you can always just use the practice tool to practice your PvE farming anyway. For that reason, I like the surrender option because you could all just fit another game in instead where you can legit practice.
Famously, pros in LoL often surrender very quickly at the top of the ladder just for efficiency's sake.
Yep, I had a guy on APEX yelling racial slurs at our other teammate so when the other guy that was getting yelled at dropped out, I left a message wishing him luck with his solo career in game and in life and then dropped too.