We all hate it when people quit right, so I have a good Idea that might make things better. Keep the banhammer but add a system that gives you a daily reward (maybe a gold req pack) for people who don’t leave a single match a day. Yes disconections may be a problem so here is an alternative. You get a silver req pack if you complete 3 or 4 matches without quiting and will not be limited to one req a day. there are probably problems with my solution so Im interested to hear what you think!
I also think the banhammer should be more consistent, If you leave 1 game you should get maybe a 10 min ban that will grow the more you leave games. i also think 343 needs to try and find a way to tell a quit from a disconect If its even possible.
The old Pavlov, it really works
> 2533274823442902;3:
> The old Pavlov, it really works
well do you have any ways in which it can improve?
I think this could be a good idea. People would complain that their occasional disconnects would stop them from getting packs, but I really don’t care. I definitely think it could at least help mitigate the issue to some extent.
> 2533274975733797;1:
> We all hate it when people quit right, so I have a good Idea that might make things better. Keep the banhammer but add a system that gives you a daily reward (maybe a gold req pack) for people who don’t leave a single match a day. Yes disconections may be a problem so here is an alternative. You get a silver req pack if you complete 3 or 4 matches without quiting and will not be limited to one req a day. there are probably problems with my solution so Im interested to hear what you think!
Honestly I think this is a good idea. Clearly punishing quitters isn’t enough. So rewarding people who are good might help some.
When will you people understand that there is no way to stop people from quitting? No matter what systems they implement(banhammer), no matter what rewards(i.e. Credit Jackpot in Reach), people will still quit matches they don’t like.
How to fix the quitter problem… let’s find the root cause:
Why do we have so many quitters? Because one team gets demolished (then the quitting obviously turns lop-sided into decimation).
Why does one side get demolished? Because the teams are unbalanced from the start.
Why are the teams unbalanced from the start? The ranking mechanics used to create balanced teams is, well, lacking to say the least.
Why is the balance lacking? I can speculate as to a few reasons for this:
-
- The unranked players in a particular type of arena are thrown into the mix, thereby possibly creating huge swings in comparable skill.
-
- One side will be comprised in large part by a well-organized group of familiar players. This automatically gives a drastic advantage to them if both teams were perfectly even from the start.
-
- 343 obviously is terrible at balancing. As illustrated by, well, the weapons, the levels, the maps, the constant experimental balancing updates, the… well pretty much everything illustrates this issue.
So. How to resolve the quitting problem? Simple. BALANCE THE -YOINKING!- GAME!
> 2533274975733797;4:
> > 2533274823442902;3:
> > The old Pavlov, it really works
>
>
> well do you have any ways in which it can improve?
I wish I did that way I could get me one of them sweet Nobel prizes. I wasn’t trying to offend.
They could take away your REQ points for quitting, so you could go minus.
1-3 DNF over a amount of time ( a week or so) = free
4-7 DNF = minus 375 REQ points each game
8-10 DNF = minus 750 REQ points each game, plus a time ban
10 and up DNF = minus 1500 REQ points each game, plus a time ban
343 got to figure out a way to see if somebody pushed that okay button to leave the game and did not lose connecting. But if there are to many server disconnects in a short time period, the counter starts counting.
> 2533274894783242;8:
> How to fix the quitter problem… let’s find the root cause:
>
> Why do we have so many quitters? Because one team gets demolished (then the quitting obviously turns lop-sided into decimation).
>
> Why does one side get demolished? Because the teams are unbalanced from the start.
>
> Why are the teams unbalanced from the start? The ranking mechanics used to create balanced teams is, well, lacking to say the least.
>
> Why is the balance lacking? I can speculate as to a few reasons for this:
> - 1) The unranked players in a particular type of arena are thrown into the mix, thereby possibly creating huge swings in comparable skill.
> - 2) One side will be comprised in large part by a well-organized group of familiar players. This automatically gives a drastic advantage to them if both teams were perfectly even from the start.
> - 3) 343 obviously is terrible at balancing. As illustrated by, well, the weapons, the levels, the maps, the constant experimental balancing updates, the… well pretty much everything illustrates this issue.
>
> So. How to resolve the quitting problem? Simple. BALANCE THE -YOINKING!- GAME!
I cannot stress this enough. To stop quitting, you’ve got to stop poor matches from happening to begin with.
> 2533274823442902;9:
> > 2533274975733797;4:
> > > 2533274823442902;3:
> > > The old Pavlov, it really works
> >
> >
> > well do you have any ways in which it can improve?
>
>
> I wish I did that way I could get me one of them sweet Nobel prizes. I wasn’t trying to offend.
I know, i was just kidding.
Guys, I never claimed this would stop quiters entirely, just make it a bit better. An insentive to keep playing is better than a punishment IMO. But thats just me.
> 2533274823519895;11:
> > 2533274894783242;8:
> > How to fix the quitter problem… let’s find the root cause:
> >
> > Why do we have so many quitters? Because one team gets demolished (then the quitting obviously turns lop-sided into decimation).
> >
> > Why does one side get demolished? Because the teams are unbalanced from the start.
> >
> > Why are the teams unbalanced from the start? The ranking mechanics used to create balanced teams is, well, lacking to say the least.
> >
> > Why is the balance lacking? I can speculate as to a few reasons for this:
> > - 1) The unranked players in a particular type of arena are thrown into the mix, thereby possibly creating huge swings in comparable skill.
> > - 2) One side will be comprised in large part by a well-organized group of familiar players. This automatically gives a drastic advantage to them if both teams were perfectly even from the start.
> > - 3) 343 obviously is terrible at balancing. As illustrated by, well, the weapons, the levels, the maps, the constant experimental balancing updates, the… well pretty much everything illustrates this issue.
> >
> > So. How to resolve the quitting problem? Simple. BALANCE THE -YOINKING!- GAME!
>
>
> I cannot stress this enough. To stop quitting, you’ve got to stop poor matches from happening to begin with.
Balance Is key. i understand why people leave I just think knowing if you stay in a game then you get a req or another reward might get people to stick it out. But yes 343 really needs to fix the issues you listed, not in the next big update but now.
> 2533274975733797;14:
> Balance Is key. i understand why people leave I just think knowing if you stay in a game then you get a req or another reward might get people to stick it out. But yes 343 really needs to fix the issues you listed, not in the next big update but now.
I forgot to mention my WarZone analysis for balance.
The power weapon (pw) system, ho-ly–Yoink-.
I understand that the pw system in war zone is structured to allow players access to stronger and stronger weaponry as the game progresses, but holy-yoikin–yoik- it’s terribly unbalanced.
I mean, you advance in the pw system, accessing stronger and stronger weapons, depending on how well you perform in game, right? Those who perform better, earlier, get better weaponry earlier.
So the net result is that the more skilled players get stronger requisitions earlier, and that higher skill, plus stronger weapons, equals access to even stronger weapons and the decimation of the opposing team. Once one side starts to gain access to these weapons, they will begin an irreversible power swing in their favor if even half of the players use the pws intelligently.
This war zone pw system is structured in a way that directly unbalances the game. It was a clever experiment by 343, but it has failed and desperately needs to be tweaked so that pw access is granted for factors other than in game success, or is equipped with in-game limiters depending on overall team success.
I’d just put in the system that if you actually hit the Leave Game button, instant hour ban. Force quitting from the dashboard would give the same ban.
Yes the ranking system sucks. Can you really not finish a 6-12 minute game though?
I feel the Banhammer is too lenient and not enough people get banned.
Just give out a special emblem each month to players who don’t quit any matches but have played at least 15 that month. That will stop the quitters in mass amounts.
Sometimes looking at engineered alternatives is better than finding harsher punishments for non-conformance.
There is absolutely nothing wrong with creating playlists that demand players don’t quit for the enjoyment of others… But there is something wrong when there isn’t a playlist or 2 one does not need to be forced into playing a game/server they really don’t want. No matter how many times one quits.
Warzone SHOULD NOT have quit penalties. Same with the eventual Action Sack and Infection playlists (JiP playlists 
For myself, I really do not mind losing. What I do hate is having a room full of wonky hit detections and teammates that let themselves be contained. Fair enough, don’t roll in the Arena if I don’t want to risk bad randoms or connections… But to be forced to stay in a game that can last up to half an hour or more, a casual-minded, sandbox game, WITH NO OTHER play-at-leisure modes, ie, Firefight, that’s very wrong.
> 2533274882881665;18:
> Just give out a special emblem each month to players who don’t quit any matches but have played at least 15 that month. That will stop the quitters in mass amounts.
That is a GREAT idea.