My new RPG obsession has a toxic player problem, but its dev refuses to “whack on a leavers penalty” and call it a day

As the gaming landscape continues to evolve, the challenge of managing player behavior remains a pressing concern for developers. The recent launch of Fellowship, a multiplayer online dungeon adventure (MODA) from Chief Rebel, has not been without its hurdles. Despite initial server issues, the game has found its footing on Steam, maintaining a steady player base of approximately 9,000 to 11,000 peak users daily. However, the community’s feedback highlights a significant issue: player interaction and the toxicity that can arise within it.

Addressing Player Interaction Challenges

Negative reviews often cite frustrations with player behavior, particularly regarding the lack of penalties for those who leave groups or queues. One player noted the game’s potential but lamented the absence of consequences for leavers, which can lead to prolonged wait times for matches, especially in roles like DPS that are in high demand. This cycle of abandonment can detract from the overall gaming experience.

In a recent discussion with community director Hamish Bode, the focus turned to how the team plans to tackle these issues in future updates. Bode emphasized that several key features are currently prioritized, including the highly anticipated Eternal matchmaking system and enhanced communication tools aimed at reducing toxicity. “Right now, people can only whisper to each other if they’re in the same Stronghold instance, and that sort of thing. That’s a fix that absolutely needs to happen,” he explained. The goal is to create a more cohesive environment where players can connect with like-minded individuals, ultimately enhancing their gaming experience.

Bode acknowledged the complexities of implementing punishment systems alongside communication improvements. He pointed out that while providing players with avenues to connect can reduce toxic behavior, the approach to penalties must be thoughtful. “If we just do that without considering it, people won’t leave; they’ll just grief the dungeon,” he remarked. Drawing parallels to systems in games like Dota 2, he noted that while penalties can deter negative behavior, they must be carefully designed to avoid unintended consequences.

Encouraging Positive Player Behavior

As the team explores potential solutions, Bode highlighted the importance of not only punishing negative behavior but also incentivizing positive interactions. One idea in development involves rewarding players who complete dungeons together, offering bonuses such as increased gold and resources for those who choose to stay in a group. “Can we refine those systems so we can encourage people to forge stronger groups?” he pondered, recognizing the need for a balanced approach to player engagement.

Bode’s commitment to understanding the player experience is evident in his own gameplay habits, as he frequently participates in solo queues to gain insight into the community’s dynamics. He expressed frustration at the tendency of players to leave groups after successful runs, indicating a cycle that needs to be addressed. “We need to tweak that user experience, and it will be through small steps,” he stated, emphasizing the importance of a comprehensive suite of tools to manage player behavior effectively.

As the gaming industry continues to grapple with the challenge of toxicity, Chief Rebel’s approach with Fellowship reflects a nuanced understanding of player dynamics. By focusing on both rewards for positive behavior and thoughtful penalties for negative actions, the team aims to foster a more enjoyable and engaging environment for all players.

If you haven’t tried Fellowship yet, you can get it for 20% off (.99 / £16.79) on Steam until Thursday, December 4. Just click here. You won’t regret it.

AppWizard
My new RPG obsession has a toxic player problem, but its dev refuses to "whack on a leavers penalty" and call it a day