OT may contain minor spoilers.
What are griefers?
There are many players of Halo that understand that a coordinated team strategy far out-guns a beginner with a power-weapon. But unfortunately for us all, there are plenty of those who don’t. For the remainder of this topic, they shall remain described as Griefers. The thread is aimed at discussing measures that prevent griefing.
Griefers, in Halo, are typically players that lack the basic skill to win regular encounters with standard equipment. They need high tier weapons and vehicles to thrive, and will kill, injure and/or sabotage teammates to get these. Other times they simply do these things to provoke other players, in hopes of some sort of emotional response. (possibly due to lack of human contact irl.)
In the beginning, the problem was simple. Reds killing reds and blues killing blues. As a resulting countermeasure, betrayal booting was introduced. This however, has in some cases lead to further dismay.
A regular problem in Halo: Reach multiplayer: Griefer wants your vehicle (i.e. wraith) and jumps in your path, inadvertedly causing you to betray him/her. You are booted and the Griefer takes your vehicle upon spawn. This also affects your would-be teammates, who are now one man short, and stuck with a lousy driver.
Example 2: You grab the Rocket Launcher. Griefer wants (needs) this weapon and as a result, he/she begins constantly lowering your shields and health to the minimum, so all it takes is a single AR round from an enemy, and he/she can take your ordnance.
In Halo 4 a new vehicle, the Mantis, is introduced. You can t-bag with this vehicle. The Mantis is a powerhouse that seemingly has the firepower to take out scorpion tanks and wraiths alike (and then t-bag them), it also has the ability to take a laser to the face and walk away. (literally). Oh, and did I mention you can T-bag with it? Needless to say, this vehicle is one that will be fought for. A well coordinated team will defend their Mantis, but in other cases, chances are you’ll see teammates sabotaging each-other to get it. And as you might have noticed, the new vehicle seems particularly vulnerable to this kind of betrayal. Paths will be blocked. EMP bursts will be fired. Matches will be lost.
In reaction to this phenomenon, multiple countermeasures have been theorized;
One is to add a type of “negative” medals, similar to notations on a drivers license. But we still need for the game to detect griefing in the first place, so this solution might be sub-optimal.
In addition, some griefers seem to find fame in infamy, and so the “negative medals” would become coveted battle trophies.
The real question becomes: How do we get the Halo 4 (or 5) engine to detect griefing?
First of all, lets talk about existing technology.
The betrayal system makes sure that players who kill enough teammates can get booted. The “betayee” often gets the option to boot or not, so that accidents can be forgiven.
The Medal/commendations/stats system tracks your stats ingame and online. Notable entries include battle proficiency rating, K/D spread, and weapon accuracy.
The “anti-quitter” system ensures that people who leave too many games prematurely, get a temp. ban. This seems to be a “per time” kind of stat, meaning that quitting more frequently in a short time-period is more likely to cause you to get banned, and the meter “cools down” over time.
The anti-AFC system ensures that people who leave their controllers in the middle of games do not enter new games automatically. If this didn’t exist, matches would be filled with static scarecrows.
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Suggestions:
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The betrayal system needs to be a tad bit more sophisticated. If you splatter a teammate, it is more likely an accident than if you assassinate him. Also, the distance between traitor and victim is indicative. So is their respective activities during and after the betrayal.
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Introduce a “anti-griefer” system. Track players accuracy and frequency of friendly fire. (percentage of shots hit on friendlies, total and per minute) If numbers are abnormally high, count towards punitive measures. Track frequency of betrayals received, if numbers are abnormally high, count towards punitive measures. Track PP bursts on friendly vehicles, if numbers are abnormally high, count towards punitive measures. These measures might be booting or temp. ban, and may coincide with conviction for other minor insults such as betrayal.
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Create a “Soft” friendly fire system. PP bursts and EMP grenades have smaller effects on friendly players/vehicles.
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Reward and enable team coordination, cooperation and communication. It is possible to present a map of the level prior to the match where people can put their waypoints on where they will go and what assets they plan to acquire. This is just an example of a “team friendly” gameplay feature. This can also be done ingame, by allowing players to mark a waypoint with a dot. Perhaps by pressing down on d-pad.
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(Submitted by Mike SIII) Display Ranking and/or Battle Proficiency Rating ingame. Make detected griefing detrimental to overall score. Thus motivating self-concious players to cooperate and win.
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Further discussion
Please give your suggestions on how to prevent griefing in future (and current) Halo games. Let us shed some light on this problem by focusing on solutions.
Edit: Also, if you have a twitter- or neogaf-account, please feel free to direct 343 officials to this discussion. 
Frank O’Connor (Twitter). Jessica Shea (Twitter) David Ellis (Twitter) Sorry for the shameless propaganda-making!
Thank you for reading and thanks for any feedback. 
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