Alleviating Quitting from Gameplay

We all hate it and are guilty of it-quitting a match. The banhammer does not work!

I would like for you to either think of an idea on how to alleviate quiting, build upon my idea which follows this paragraph, or at least chime in so I can get something more well thought out that can spark a 343 implemented reduction in quitting on H5 that 343 industries can build upon and implement in infinite.

My idea is that after a certain number of quits you are unranked and have to go through the ranking process once again with a twist-the highest rank you can achieve is platinum 3 and not diamond 3.
Afterwards, if you quit an increased amount of times you repeat the process again with a twist-gold 3 is the highest achievable rank.

This continues through the ranks during a season. Opponents to this idea will say, “ppl could possibly use this to boost” but the true skill matchmaking system will hopefully only allow one game of noob bashing until the player is just playing with the higher tier players and stuck looking at his/her rank.

This sounds like an okay solution for ranked, but social still has quitters galore. I’ve been in infection matches that dropped from 12 to 4 people. It’s almost guaranteed that someone will always quit from an infection match.

This idea could have an unintended “positive” effect for some people, provided you aren’t suggesting that people are locked at those ranks for the entire season, and they have a general idea of how the ranking system works. Say, for instance, if I were in this situation, sure having to do my placement matches a second time and being ranked a Platinum or Gold 3 would be a drag, but at the same time, I would be getting 30 CSR for every win and losing 1 CSR for every loss until I eventually get back to the rank I truly am. Once people get past the psychological effect of being ranked way below where they ought to be, this kind of punishment would only really amount to a slap on the wrist.

In any case, though, I’ve said this before, there’s no possible way to keep people from quitting. If someone’s going to quit, they’re going to quit, consequences be -Yoink!-.

> 2586218893181855;3:
> This idea could have an unintended “positive” effect for some people, provided you aren’t suggesting that people are locked at those ranks for the entire season, and they have a general idea of how the ranking system works. Say, for instance, if I were in this situation, sure having to do my placement matches a second time and being ranked a Platinum or Gold 3 would be a drag, but at the same time, I would be getting 30 CSR for every win and losing 1 CSR for every loss until I eventually get back to the rank I truly am. Once people get past the psychological effect of being ranked way below where they ought to be, this kind of punishment would only really amount to a slap on the wrist.
>
> In any case, though, I’ve said this before, there’s no possible way to keep people from quitting. If someone’s going to quit, they’re going to quit, consequences be -Yoink!-.

I was hoping for the positive effect. Slap on wrist isn’t going to do much. In short, I agree. Even if the slap gets harder and there is a longer battle to see the true rank… Eventually, after the final slap you would have to break the wrist with a season ban; originally, I excluded this ultimatum bc u want ppl to keep playing but it begs the question of whether you want them on the game ruining game play or not.

Nevertheless, this seems irrelevant bc u stated ppl will quit no matter what but my heartfelt goal was to reduce quitting for everyone including me.

  • Make a game without frustrating mechanics, weapons, etc. to lower the frequency of quitting - Skill-based matchmaking to match good with good, and bad with bad (helps with the frustration aspect) - Losing/quitting lowers rank (skill-based matchmaking works off rank) - Good launch and post-launch support to encourage a healthy playerbase (allows previous two to continue to work)
    What else can you do?