The First Descendant Players Come Up With a Suggestion for Void Intercept Leavers

The First Descendant Ajax standing next to Colossus Grave Walker

The leavers are a constant problem in TFD. You’ve probably seen this a hundred times: you start a tough Colossus battle with a “random” squad, the fight commences and after 10 seconds, someone leaves. The leaver probably hoped to be carried and when they realized that the Colossus would not be destroyed in mere seconds, they promptly left, on to find another squad hoping to get piggy-backed there.

Of course, that leaves the rest of the squad in a bad place and most probably ruins their chance of a victory, basically wasting their time. Unsurprisingly, no one is a fan of that and players have asked Nexon to do something about it for a while now. Players offered some suggestions on how to fix this problem time and time again and nothing has been done. The reason probably being that any solution requires a lot of work to implement. But now, the fans came up with a pretty simple way to “punish” those leavers.

A Time-Out For Leavers

One player, named TheMadRubicante on Reddit, proposed a good idea of implementing a wait time for leavers. Their idea is that if a player leaves within 30 seconds of the battle’s start, they will be penalized with a “wait time” for their next Void battle. The wait time can gradually increase, starting with, for example, 60 seconds, then three minutes, then five minutes, etc.

This would at least deter levers from, well, leaving as they please. If the wait time is longer than the fight itself, then the leavers would be motivated to at least give it a shot.

The First Descendant Hailey aiming
Image via N4G Unlocked

Fans Split Over Punishing Leavers

Of course, this solution is not the best one ever, as everything can be abused. And let’s not forget that sometimes the game crashes for some players, and punishing them for it is unfair. 

Some players agree with the OP, like alec_mc saying: “It’s crazy to me the lack of patience the community has in this game. I’d say about like 20-25% of my intercepts one or two people will leave if the shield isn’t broken or boss is not down within 30-45 seconds,” or beeXpumpkin adding: “If you want to clear in less than a minute go private and find you a maxed out speedrun team to run with don’t join pugs to ruin the gameplay for everyone else cause it’s not some hard carry speed run team everytime.“

The majority blames the current state of the game, saying that everything is geared toward instant-clears and dealing as much raw damage as possible. “Let’s not blame the players for how poorly designed intercept battles are. Because they are poorly designed. The more mechanics you can skip the better. Additionally, content creators promote glass cannon builds with no defensive or resistance mods.” said TheBetterness, and “That’s what devs and content creators pushed the game to: burst everything in 30 seconds or bail. Mechanics? Puzzle? Nope, burst everything.” added Jiaozy.

Alternatively, there are a lot of players that “defend” leavers. “After banging my head against the wall with randos on Molten Fortress, I fully understand why people leave. It isn’t my job to carry someone,” said SinistralGuy. If you happen upon a chaotic squad where it is obvious that the fight is going nowhere, some players actually encourage leaving. “Sometimes, you just know a run is going to fail. And yes, I know, sometimes people leave for seemingly no reason too. But I should be allowed to leave rather than waste my time.” said KarasLegion.

As always, this is a tricky situation. Sure, players shouldn’t be allowed to abuse the leaving mechanics, but the design of the Colossi fights kinda encourages it. Any way you look at it, there is not a good solution that will please everyone.

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