A Quit Ban is still needed. Regardless.

I understand that Join-In progress is now available in Halo 4 War Games, and this is great. Thank you 343 for implementing this. Now I would hope that there is a preference button to say you don’t want to join in progress, because I know I don’t want to.

Back to the point. A harsh quit ban is still needed despite Join-In Progress. One reason is because for the time that you are down a player, you are at a big disadvantage, now if it were Call of Duty where the times to kill are less than a second, this wouldn’t be a problem. But this is Halo, where it takes a little bit to kill somebody. Certainly enough time for a hostile’s teammate can turn around and double team you with the person you were originally in a fight with. This leads to having no kills and a death from this situation in most cases. This point becomes even stronger when you start talking about objective gametypes.

Now, I realize that most people are thinking, “Well you are only down a teammate or two for a little bit! Stop complaining!” Well, that little bit of time will probably be the time when the other team scores an objective to turn the tide of the game, or goes on a big run of kills to comeback in slayer. And also, I have gone through complete matches of Call of Duty in which it is a 5v6 all match, and this would be a large problem in Halo. People overlook this in Call of Duty because it is all about finding an enemy, and it only takes a second to kill them, as I said earlier.

To summarize, I know that Join-In Progress will help the problem AFTER it occurs, and I’m grateful for that, but I want to stop the problem from occurring in the first place, to avoid losing a match for the stretch of time (which could possibly be the entire match) in which you are down on teammates. So let’s help stop the problem from the roots, by implementing a very harsh quit ban. The one in Reach is way too soft.

Now, here’s my question, do you all agree with this? If so, what would you like to see for the quit ban?

EDIT: For the sake of the poll being made easier, “Harsh” = 30 minutes or more. “Soft” = 30 minutes or less.

> I understand that Join-In progress is now available in Halo 4 War Games, and this is great. Thank you 343 for implementing this. Now I would hope that there is a preference button to say you don’t want to join in progress, because I know I don’t want to.
>
> Back to the point. A harsh quit ban is still needed despite Join-In Progress. One reason is because for the time that you are down a player, you are at a big disadvantage, now if it were Call of Duty where the times to kill are less than a second, this wouldn’t be a problem. But this is Halo, where it takes a little bit to kill somebody. Certainly enough time for a hostile’s teammate can turn around and double team you with the person you were originally in a fight with. This leads to having no kills and a death from this situation in most cases. This point becomes even stronger when you start talking about objective gametypes.
>
> Now, I realize that most people are thinking, “Well you are only down a teammate or two for a little bit! Stop complaining!” Well, that little bit of time will probably be the time when the other team scores an objective to turn the tide of the game, or goes on a big run of kills to comeback in slayer. And also, I have gone through complete matches of Call of Duty in which it is a 5v6 all match, and this would be a large problem in Halo. People overlook this in Call of Duty because it is all about finding an enemy, and it only takes a second to kill them, as I said earlier.
>
> To summarize, I know that Join-In Progress will help the problem AFTER it occurs, and I’m grateful for that, but I want to stop the problem from occurring in the first place, to avoid losing a match for the stretch of time (which could possibly be the entire match) in which you are down on teammates. So let’s help stop the problem from the roots, by implementing a very harsh quit ban. The one in Reach is way too soft.
>
> Now, here’s my question, do you all agree with this? If so, what would you like to see for the quit ban?

I agree with it, but how harsh are you thinking though? like an hour? Furthermore, I was under the impression that it’s only for certain gametypes where this join in progress business is in.

We don’t need a harsh quit ban. We may not need one at all, because people are going to be joining blowout games and take a loss for something that isn’t there fault. Unless this skill ranking system matches people accordingly, then perhaps we can have a quit ban, because we there should be less blowout games from a working system.

Reach quit ban should be as harsh as it gets. Anymore severe then you’re just stopping people from playing the game.

> We don’t need a harsh quit ban. We may not need one at all, because <mark>people are going to be joining blowout games and take a loss for something that wasn’t there fault</mark>. Unless this skill ranking system matches people accordingly, then perhaps we can have a quit ban, because we there should be less blowout games from a working system.

Exactly why I want to have a preference for joining in session or not.

> > I understand that Join-In progress is now available in Halo 4 War Games, and this is great. Thank you 343 for implementing this. Now I would hope that there is a preference button to say you don’t want to join in progress, because I know I don’t want to.
> >
> > Back to the point. A harsh quit ban is still needed despite Join-In Progress. One reason is because for the time that you are down a player, you are at a big disadvantage, now if it were Call of Duty where the times to kill are less than a second, this wouldn’t be a problem. But this is Halo, where it takes a little bit to kill somebody. Certainly enough time for a hostile’s teammate can turn around and double team you with the person you were originally in a fight with. This leads to having no kills and a death from this situation in most cases. This point becomes even stronger when you start talking about objective gametypes.
> >
> > Now, I realize that most people are thinking, “Well you are only down a teammate or two for a little bit! Stop complaining!” Well, that little bit of time will probably be the time when the other team scores an objective to turn the tide of the game, or goes on a big run of kills to comeback in slayer. And also, I have gone through complete matches of Call of Duty in which it is a 5v6 all match, and this would be a large problem in Halo. People overlook this in Call of Duty because it is all about finding an enemy, and it only takes a second to kill them, as I said earlier.
> >
> > To summarize, I know that Join-In Progress will help the problem AFTER it occurs, and I’m grateful for that, but I want to stop the problem from occurring in the first place, to avoid losing a match for the stretch of time (which could possibly be the entire match) in which you are down on teammates. So let’s help stop the problem from the roots, by implementing a very harsh quit ban. The one in Reach is way too soft.
> >
> > Now, here’s my question, do you all agree with this? If so, what would you like to see for the quit ban?
>
> I agree with it, but how harsh are you thinking though? like an hour? Furthermore, I was under the impression that it’s only for certain gametypes where this join in progress business is in.

Well that’s my question for everybody. How harsh? I’m thinking 2 games throughout an hour takes away 45min-1hr

I think you should be able to quit at least one game in a day, for reasons such as your friends are starting a custom or BTB. But 2 in one day should have a soft penalty. Something close to an hour or so.

> > We don’t need a harsh quit ban. We may not need one at all, because <mark>people are going to be joining blowout games and take a loss for something that wasn’t there fault</mark>. Unless this skill ranking system matches people accordingly, then perhaps we can have a quit ban, because we there should be less blowout games from a working system.
>
> Exactly why I want to have a preference for joining in session or not.

That wasn’t the entire purpose of my post. Like I said, having a larger quit ban would be terrible for the game itself. Punishing people for an hour is absurd for a “game.” We may have that preference or not, if the ranking system works, then we won’t need it. If you are partied up for the most part, then there’s a greater chance that you won’t be joined in progress.

I’m not for quit ban. I’m for loosing XP or CR. What ever they are using in the game.

A ban for time would not solve this problem, stopping people from joining those games is not smart. What they need to do is take away some EXP, lower your rank a little. Give you an actual reason not to quit.

I agree with that. I think it would be much more effective.

> I’m not for quit ban. I’m for loosing XP or CR. What ever they are using in the game.

I agree with this but, some people just don’t care about their Rank/credit so continued offences may still occur then a Ban is probobly needed.

Yeah, because I want to be banned from multiplayer because I had to put down my controller for three minutes to take care of kids… (Kicks act as quitting)

Totally want that, good thing multiplayer is -Yoinking!- garbage and I don’t care for it

As long as there is a decent population size in the playlist you are in, any quitting players will be replaced. In previous Halo games I was completely against quitting because it screwed team mates, but because it doesn’t matter now because the people who quit will be replaced, why should there be a quit ban? If someone isn’t enjoying the game, why shouldn’t they be allowed to leave and join another?

I think quiters should be punished, but I also think the quit ban is more likely to have people stop playing rather than stop quitting. So I’d rather not see it come back.

No quit bans. Why punish players when the game itself is the one making poor matches? Also, if ranks were visible, you could just penalise one’s rank/progression for quitting.

> As long as there is a decent population size in the playlist you are in, any quitting players will be replaced. In previous Halo games I was completely against quitting because it screwed team mates, but because it doesn’t matter now because the people who quit will be replaced, why should there be a quit ban? If someone isn’t enjoying the game, why shouldn’t they be allowed to leave and join another?

This^^ why penalise a player when it’s social with drop in drop out. Ranked will most likely be the place for penalties etc simply because it’s Ranked.

I say no quit bans. I don’t like the fact that if you lag out, it counts as a quit. Some people don’t have very good connections.

Though I do agree with the OP that there should be a preference that makes it so you only join new games.

The join in progress was certainly made in response to complaints of the terrible Reach banning system.

No need to ban anyone for any amount of time if the spot can and will quickly be filled.

Quitters be -Yoink!-.

Even if join ins are allowed there needs to be harsh(er) penalties.

If you have a dodgy connection or are likely to be interrupted… don’t play the team games.