One of the more experienced players tactics is to let the time run out when they are about to lose.
Whilst I do not think the Urban Rival team will penalise the offenders in any way, since this practise is common from years ago, at least give the recieving party some sort of bonus.
I do admit I sometimes walk away from the PC after a bad beat (a.k.a. ragequit) and would be more then willing to accept consequence, I am not doing it for stat padding.
Since I realize the team would not penalise at least give the recieving end a bonus for the wasted time. (After all these years)
It doesn't have to be a big reward or anything, just something.
I feel the recieving end is eventualy penalised aswell, but it is out of their control.
If the abandoning is penalised why not when the timer runs out X-ammount certain x-timeframe?
I'd rather have it reversed since abandoning cost the recieving end less time.
I do realize that it is just two minutes but it happens often.
In the end all I want is more fairness.
Not going to agree or disagree (I have no issue if they will or won't penalise players) but I can share what I know or think.
Of all Modes, I think it can happen more frequently in Fight Club and Tourney.
For Fight Club, most have nothing to lose, for Tourney, I admit I can let the thing time-out if I don't play within 50 seconds in Round 2 or 40 seconds in Round 3.
While time is an important factor, I can understand that for some players, they might need more time to think when they play in a poor situation to achieve their objectives. (E.g. Montana vs Raptors hand)
The common complaint was: Timeout or Running away from matches when KO Missions were involved. It is particularly that area where players voice their frustrations.
I understand that say 35 KOs with Kuei, 50 KOs with Kinjo or even 10 KOs with Bunny is no easy feat in UR Today, but if an opponent ran away than accept the KO, I admit I would be somewhat upset.
Supposedly it was removed due to I believe staff back in 2017-2018 mentioning they do not want to punish players for having poor network connection between matches when a similar question was brought up as to why the timeout was removed.
In the past, the penalty was -20 Points (Tourney and player XP) for timeout where 3 consecutive timeouts/abandon I think it prohibited players from playing for 15 minutes. I don't recall abandoning and time running out not having the same penalty. In Tourney, it is a heavy penalty.
I do somewhat think its possible to work without penalties only if players are going to be responsible to finish their matches or play with stable connection. On the other hand, penalties help minimise chances of unnecessary quitting. For Training, I somewhat believe there should be no penalty since the purpose is to level up cards.
Again, it's pretty much the Admins who have the power to fix the timing scale/penalty. I can only give my input on the area.
While I do understand and to a certain degree agree with your post Rowdy MOB Cr, a bad connection or a bad attitude(?) should not be the problem of the person on the recieving end.
I have come back after many years and this issue is something that has been in this game a long time.
I do feel for those with a poor connection and the more people playing the merrier, thus why I innitially promoted compensation for those on the recieving end.
The fact remains, people are abusing the fact that timer running out is more benefitial then for example abadoning the match.
At least make abadoning the match not giving a penalty, let everything remain the same, so that option is also viallable for stat-padders(?).
Can't you agree that wasting time for the timer running out is just… a waste of time, for both players in a match.
This is not only happening in ELO or Tourneys but also free fight matches and I have even seen it in practise(training) matches.
As I have said before if there would be a penalty I would be more then happy to pay the consequences when rage-quiting myself but at least give the recieving end some sort of compensation for wasting their time.
It doesn't have to be a big gain, 1 clintz would be enough.
I understand every functionality has a way of being abused but how it is atm is frustrating for those playing legit, are about to win, and have to wait for 2 minutes without proper reward just so that it might happen again the very next match.
I do feel that a bonus to the player who won would work better than punishing the offender. It would make it so the offender would gain no benefit in anyway from all the options other than getting to the next game faster, but there is in a sense a pseudo punishment that their competitor now has more points and is slightly higher in ranking. However, I feel that it needs to be accompanied with a repeat abandon penalty like the 15 min timeout because in the end we play the game to have fun and it is no fun if all your opponents dip out before the finishing blow or that ko you need for missions.
On a side note since others have brought up needing KOs for missions before I wish that they could install a system for forfeits and time outs to count as a KO to missions only and not for tournament points since I personally hate it when we get timed KO missions and when you can finally set up that ko they just dip making you farm for kos even longer than it needed to be, but I feel people would abuse extra accounts to farm mission rewards since KO missions usually give good rewards credits, clintz and rare/uncommon cards on top of similar missions that already counts them like win with 2+ clan members on team missions it would just be too worth it to not cheat the system.
Timeout and abandon both do compensate you in Tourney. Your opp gets -20 points which puts you ahead in the big picture.
When someone Times out in EFC I don't care as long as I get the win, especially in matches where my opp has me beat and then times out.
Winning by time out in tournaments awards as many points as you would receive if you won by KO in the fourth round with 1 or more pillz remaining.
Tournament rounds are made shorter to provide players the opportunity to play dozens of matches within a single hour for optimal points.
Those who time out receive less than nothing for the match played. They are penalized heavily for it and should they time out too often or abandon too many matches within a certain time frame, they are prevented from joining additional matches for several minutes, denying them a chance to repair the damage they inflicted on their own score.
In EFC, timers are increased to allow players time to think rather than be rushed into making hasty moves that might prove to be a mistake. Abandoning a EFC match is generally considered acceptable behavior if the outcome is decided within the first 1 to 3 rounds as it saves both players time. Running out the clock, however, is a desperate attempt on a loser's behalf whose only hope for victory is their opponent losing connection.