I could argue that I didn't see much quitters in H5 ranked play either but that's simply a case of ranked play in relavent/hot games. People are likely to quit in a vested ranked context.
In social maybe but there's join in progress so that doesn't matter. I only tend to get quitters on overwatch in plat/diamond once every 10 games or so. Which is a lot less than on Halo.
It does not "slow quitters down" and people quit in Overwatch all the time.
That’s a huge exaggeration.
And it never stemmed quitters. Ever.
Or actually have a quit penalty for people being afk or quitting. Like pretty much every other game out there does.
I don't support it at all. The game already has playlists suffering as is and this just furthers it. I'm all for the idea if the mcc had the luxury of a good sized pop but I'm not seeing that when half the time it takes 30 minutes to get Into games depending on what you're playing. Why not at least try it?
What I'd suggest is sure, implement it for now, but as time goes on players will have to untick things just to get games or not play at all. I'd also suggest the matchmaking system to bypass the feature if games aren't found in adequate timing as not everyone has countless hours to waste on searching for a game.
The game is suffering precisely because of quitters and afkers. Let people play what they want and the population will grow.
It would be fair to say it doesn’t eliminate quitting. But it does at the very least slow quitters down.
And quit penalties work very well in other games. I can vouch for Overwatch. Quitting is extremely rare there.
But so we're clear, I say this all the time: No penalty on earth will make somebody play a match they don't want to.
Say it all you want, but to me and many others, it's simple common sense that these kinds of penalties have some sort of measurable impact on the frequency of quitting.
I can prove it. Let's take a hypothetical player who quits 100% of their games (I know, that's not realistic, but it illustrates the point). If they quit game A, immediately queue up again, and then enter/quit game B, let's say that whole process takes 5 minutes. Take the same scenario, but add a 15 minute cooldown after quitting before they can queue up again. Well now the process takes 20 minutes.
There. Less quitting over time.