As a dedicated Smite 2 enthusiast with countless hours invested into this thrilling and immersive game, I can’t help but feel disheartened by the recent surge of AFK players that seems to be plaguing our community. It’s become a common occurrence where I find myself waiting for a teammate who is nowhere to be found, often leading to a frustrating experience that drags down my enjoyment of the game.
For quite some time, Smite has been known as one of the most captivating multiplayer online battle arena games, captivating players with its distinctive mix of strategy, quick-moving gameplay, and vivid character aesthetics. However, a heated argument among players erupted on the Smite subreddit due to their dissatisfaction over the high occurrence of AFK (Away From Keyboard) players spoiling their matches. The initiating post revealed that an alarming 40% of games involve someone going AFK, leaving teammates to fight the odds while feeling trapped in a tiresome situation. Besides damaging gameplay pleasure, this issue also brings up concerns about the necessity for an early surrender option, especially when essential roles such as solo laners and supports are absent, making players endure 10 minutes of a seemingly lost match. Numerous players share these concerns, advocating for improvements that would enhance their gaming experience and establish a more rewarding atmosphere.
Smite 2 needs something to be done about the frequency of people who AFK
byu/BesideTheDyingLight inSmite
Summary
- The post author claims that around 40% of Smite 2 games have at least one AFK player, leading to negative experiences.
- Players suggest implementing an early surrender option for those who remain inactive for a set period, like 3–5 minutes.
- The overall sentiment in the comments suggests widespread frustration over both the high rate of AFK behavior and poor matchmaking.
- Some players argue that the game’s small player pool makes it difficult to see meaningful improvements.
The AFK Epidemic
The heart of the debate surrounding Smite 2 clearly lies in the growing prevalence of AFK players, causing many to feel like they’re spinning their wheels in a game that often feels unwinnable. Commenters like Omega458 note that “You can now surrender at 5 minutes if someone leaves,” providing a sliver of hope, yet many still feel the need for a more proactive solution. Players have described evenings where they played multiple rounds only to find that nearly each match featured one or more AFK teammates, often after a series of unfortunate deaths or simply as a rage quit. “Way more than just 40% 😭 like 70% in my experience,” lamented user IPiedKevinOwens, highlighting a common sentiment that the initial post’s claim might even underestimate the issue. With a sizeable portion of players finding their fun ruined by these AFKs, it’s hard to ignore just how this behavior is impacting the player base’s enthusiasm for Smite 2.
The Call for Early Surrender Options
Many players are urging for the ability to quit games early if an opponent is not responding, especially within the crucial first few minutes, as they exclaim, “Why should we waste 10 minutes just to lose?” This idea of incorporating a quick-quit option in situations where an AFK player is present has gained popularity among players. User Deci_Valentine points out that currently, all one can do is report and hope for a temporary or permanent ban, which seems less than promising when dealing with toxic behaviors. Suggesting a pause function could bring more humanity to the game by giving an absent player time to return and re-engage. While this idea has been generally well-received, its practicality in competitive settings is still a matter of debate.
The Matchmaking Quagmire
Though AFK players pose a significant challenge, players also express concerns about the matchmaking system in Smite. User OzymandiasTheII voiced his frustration, suggesting that those who bought early access should theoretically be top-tier players, but many seem to struggle significantly. This sentiment is shared by others, who feel the matchmaking system isn’t creating balanced teams effectively. They also noted that with a small player base, there’s often a wide gap in skill levels, leading to one-sided games they refer to as ‘stomp matches’. As a result, players are increasingly customizing their experiences to avoid these unbalanced matches, indicating a need for specific improvements.
Community Responses and Reactions
To truly understand the feelings and thoughts of our community members regarding AFK behaviors and game experiences in Smite, it’s essential to carefully examine the diverse range of opinions shared. Some users have shared captivating stories that help visualize the dominant sentiments. For instance, randomemes831 recounted an incident where a player went AFK after “the jungle helped clear the blue camp at the beginning of the game,” suggesting that some players feel unfairly treated in this team-based game and seek solitary experiences. On the other hand, other users humorously described their encounters with AFK players as a repetitive theme, with Blindguy40 echoing the sentiment “SAME AS IT EVER WAS.” This recurring sense of familiarity suggests that these frustrations have been brewing for quite some time, even before Smite 2 was launched. The urgent calls for resolutions and a desire for community-led improvements appear to strike a chord within our subreddit members.
In essence, with players consistently expressing concerns about AFK team members and perceived unfairness in the matchmaking process, the question persists: what steps could be taken not only to rectify these problems but also maintain Smite 2 as an entertaining and satisfying experience? It remains to be seen if developers will respond to the community’s pleas for assistance. However, it is clear that relying on inconsistent teammates may cause players’ enthusiasm to dwindle more swiftly than an AFK player can impact a game.
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2024-11-04 07:13