> Apologies if this has already been posted. I have not seen too many threads of this specific nature, but please point me to an older thread regarding the same ideas if applicable
With the introduction of Join In Progress (JIP) in Halo 4, much controversy has arisen. Many players feel that it is unfair to have to join a game in which they are already losing or face no prospect of success.
An obvious solution to this problem is to remove JIP from Halo 4. However, JIP has addressed an issue of Halo matchmaking that had always been problematic ever since Halo 2: the crippling effect of quitters on a team’s success.
This is a very real problem, and removing JIP would simply substitute one issue for another. The best solution lies somewhere in the middle. The JIP system should be retained, however, it should be placed under more activation constraints.
Here are two proposed solutions that would likely solve the problem.
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If a match is more than half-way complete—point-wise—then the JIP system will be disabled.
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If a team in a match has lost fewer than 25% of its players, then JIP will be disabled. So, in a 4v4 match, JIP will be activated as soon as one player leaves (and if condition number 1 is not in effect). In 8v8, two players would need to leave. Since games with 12 players don’t yield whole number quotients, the system should round down to 1 (6/4 rounded down) since these matches are generally objective (Dominion). Again, condition number 1 would need to not be in effect.
If both of these constraints were put into place, the old and new issues would both be addressed: team crippling will not be as big an issue and the frequency at which players join one-sided games will decrease.
What are your thoughts? Should there be more constraints? Fewer? Only one? I’d like to hear your views.