To forfeit or not - carrot or a stick
Simply put, some people decide to forfeit the game if they see the game is going bad for them or even they see a bad hand and they prefer to start again with better hand. I found this to be annoying and disrespectful practice. Bacouse of that i never forfeit the game even if i know i will lose. After all it just few minutes and i can give somebody a moment of joy when they are winning.
I do realise in Gwent its not gonna be as bad as it would be in 8v8 match as in that instance you are also screwing a game for your teammates (sadly that often happens in other games) However I still like Gwent to have mechanic that encourages players to stick and play instead of forfeiting. The easiest solution, is to punish players for doing so, hence the stick. You can do that by implementing short bans (10 mins) or reducing he number of in game currency etc. You can also do it by offering players rewards for finishing the game (that also prevents players from being punished if they crashed or had any other technical problems). Not as much as for winning a game, but enticing enough for players to stick around.
Simply put, some people decide to forfeit the game if they see the game is going bad for them or even they see a bad hand and they prefer to start again with better hand. I found this to be annoying and disrespectful practice. Bacouse of that i never forfeit the game even if i know i will lose. After all it just few minutes and i can give somebody a moment of joy when they are winning.
I do realise in Gwent its not gonna be as bad as it would be in 8v8 match as in that instance you are also screwing a game for your teammates (sadly that often happens in other games) However I still like Gwent to have mechanic that encourages players to stick and play instead of forfeiting. The easiest solution, is to punish players for doing so, hence the stick. You can do that by implementing short bans (10 mins) or reducing he number of in game currency etc. You can also do it by offering players rewards for finishing the game (that also prevents players from being punished if they crashed or had any other technical problems). Not as much as for winning a game, but enticing enough for players to stick around.