A full party of Australians should get host!

Lately I’ve been playing social big team with a full team of Aussies with decent internet and we still get consistent red/yellow bar! I think if there is a majority of players from one area then the host should go to one of them. Sorry if this makes no sense but it is so annoying! Thoughts?

Host is a gamble. You better hope somebody near you has host. Since I live on the East Coast it is hard to play against a guy who lives close to the guy with the host that lives on the West Coast.

If you are a full party of Australians and the other is a full party of Americans, how is there a majority from one area?

None of the Halo games perform thorough bandwidth and latency checks prior to electing host, the excuse for not doing so is this would blowout matchmaking times.

Best to play customs with only Australians who have decent connections if you want a relatively lag free match in any Halo game, Reach’s networking/netcode is better at handling crappy hosts/networking than the other Halo games so it’s the only Halo game I rarely play now.

Just because you live in a remote region and experience a lot of lag does not mean you should be given host so you always have a good game. If you played 20 games of social slayer that would be 100 people that had a terribly laggy game.

Random host is better for a flawed system such as this. Be thankful this won’t be a big issue on XB1.

> Random host is better for a flawed system such as this.

Sorry if this comes across as rude but facepalm.

I’d rather a higher latency European host with adequate bandwidth and relatively low packet loss then a garbage Mexican host with inadequate bandwidth and high packet loss.

Delay is one thing but the frequent bloodshots, teleporting and other lag related problems of Halo 4 are just too much to bear.

I find a decent US host perfectly playable in Reach whereas anything other than a pristine ANZ connection can be awful in Halo 4.

Host should never be elected at random without thorough bandwidth, latency and packet loss checks.