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Match Ended Due to a Player Being Unable to Connect

A problem I found to be increasingly frustrating since the implementation of Draft Pick is when a match ends because a team voted to concede early due to a player being unable to connect. The reason this is frustrating is because so much of everyone's time was just wasted and nothing was accomplished. A solution I'd recommend is to pause the entire lobby when the match loads if the server detects a player hasn't connected. This would inform the lobby that a player hasn't connected and give everyone the opportunity to anticipate the match ending.

Currently, the match runs for an entire minute before the disadvantaged team is given the option to concede, all the while, the opposing team is unaware that a player has not connected. If the disadvantaged team agrees to concede the match, the match ends rather abruptly and unexpedly for the opposing team. Players like myself find this particularly frustrating because the time spent and lost can add up and consume a rather significant portion of one's free time. For example:

-Matchmaking can take anywhere from 10 seconds to 180 seconds, depending on region, time of day, ranking, and whether or not all players accept the initial "Match Ready" call.

-Ban phase, draft phase, and final preparations take an accumulative 180 seconds, depending on how quick players are to make their selections.

-Loading into the match takes another 60 seconds waiting for all of the players to connect.

-Finally, 60 more seconds until the match is ended due to a disconnect.

I suspect that the increasing occurrence of these "disconnections" can be attributed to the nuisance behavior of players closing their applications when a Pokemon character they wish to play is banned, or another player selects it before they're able to. If my suspicion is correct, then I expect to see harsher punishments dealt to players with repeat offenses.