Banhammer for Halo 4

Introduction

So, I think we’ve all seen the extremity of the flawed Banhammer in Halo: Reach and by now a fair few of us have been unfairly banned from EXP earning and in some cases from Matchmaking entirely for no reason whatsoever.

The Old System

The way the system works is simple, if you don’t get a single kill in a game you are marked as an AFK player, after one to three games of this (it’s pretty random, doesn’t take player history into account) it bans you from earning EXP and eventually from Matchmaking if this is repeated enough times.

The Flaw

To explain how the system is flawed I’ll present a number of scenarios. The basis is all focused on the new player.

Player Alpha buys Halo: Reach, he’s new to the FPS Genre in general and as a result he plays a few games in Matchmaking and after not getting any kills, due to the dis-functional matchmaking system matching him against stronger players, is banned from earning EXP.

Player Beta invites his girlfriend to play Halo: Reach with him, she doesn’t play games that often but decides to try it in order to spend time with him and have fun together, not too concerned about doing well but more in how to play the game and to try to play online with him, after not getting any kills the system bans his account from earning EXP as his guest account (his girlfriend) hasn’t gotten any kills.

Player Gamma begins to teach his daughter how to play the game, after some time in campaign, custom games and forge, they head into matchmaking, due to the inconsistency a child will display, his daughter is unable to get any kills for several games, resulting in an EXP ban for the account she is a guest on, Player Gamma’s.

Player Delta likes to perform hiding tactics with his clan or team, regardless of the argued legitimacy of these tactics, it’s an option one can take without modifying the software or hardware and is a result is not breaking the rules or ToS in any way. Due to his lack of kills, he is banned from earning EXP with a majority or all of his clan members.

The New System

What I’d like to propose is a new system of determining the real AFK players from unskilled players or those with an unorthodox strategy.

Simply put, the system will not detect between kills and no kills but rather, varied movement. If the movement direction for a player changes at least several times during the game (which can be at the beginning or at the end of the game as well as throughout), then the system will recognise that this player is not AFK and will not EXP ban the player regardless of lack of kills.

So can this be done? The answer is that it already has been.

On Halo 2, the game viewer allowed a player to view his or her prior games in near-real time, not like theatre, but rather more of a birds eye view of the map with the player’s emblem moving about a static map.

On Atlas, Halo: Reach’s official smartphone application, a player can view his currently played game in real time, in a similar manner to Halo 2’s game viewer, and can see his movement on a mini-map on the smartphone.

Finally, on every Halo game ever made, a player can be detected via the motion sensor of any other player, meaning that movement has been picked up.

Closing

In closing I’d like to state that this new system would stop people being unfairly banned from matchmaking due to a relative, friend or inexperienced player playing as a guest or on their account and would not punish players who play badly whilst still raining punishment down on AFK players.

Shots fired and accuracy should be a factor too.

You could rubber band your thumbstick down and your system is defeated.

> Shots fired and accuracy should be a factor too.

A real AFK player can jam the trigger down before an hour/day of AFKing and have the game fire automatically, especially bad in the case where you can choose your primary weapon and set it to Assault Rifle or another automatic weapon.

A new player will be inaccurate and may miss every shot, so accuracy can’t be factored in.

> You could rubber band your thumbstick down and your system is defeated.

> Simply put, the system will not detect between kills and no kills but rather, varied movement. If the movement direction for a player changes at least several times during the game (which can be at the beginning or at the end of the game as well as throughout), then the system will recognise that this player is not AFK and will not EXP ban the player regardless of lack of kills.

A rubber band can’t change the direction a player is running, only run in one direction.

> > Shots fired and accuracy should be a factor too.
>
> A real AFK player can jam the trigger down before an hour/day of AFKing and have the game fire automatically, especially bad in the case where you can choose your primary weapon and set it to Assault Rifle or another automatic weapon.
>
> A new player will be inaccurate and may miss every shot, so accuracy can’t be factored in.
>
>
>
> > You could rubber band your thumbstick down and your system is defeated.
>
>
>
> > Simply put, the system will not detect between kills and no kills but rather, varied movement. If the movement direction for a player changes at least several times during the game (which can be at the beginning or at the end of the game as well as throughout), then the system will recognise that this player is not AFK and will not EXP ban the player regardless of lack of kills.
>
> A rubber band can’t change the direction a player is running, only run in one direction.

You can if you rubber band both and your Spartan changes direction say…4 times! lol.

> > > You could rubber band your thumbstick down and your system is defeated.
> >
> >
> >
> > > Simply put, the system will not detect between kills and no kills but rather, varied movement. If the movement direction for a player changes at least several times during the game (which can be at the beginning or at the end of the game as well as throughout), then the system will recognise that this player is not AFK and will not EXP ban the player regardless of lack of kills.
> >
> > A rubber band can’t change the direction a player is running, only run in one direction.
>
> You can if you rubber band both and your Spartan changes direction say…4 times! lol.

It’s still a limited amount, during the course of a match even a new player will change directions dozens of times. Plus the AFK player can only turn in the one direction with two joysticks rubber-banded whilst running, meaning it’s still running in one direction effectively, albeit a curved one.

It’s not that hard to set up the system to pick up if a player moves in say, more than four times in a match and detect between over four times and under four times.

Your realized that it will probebly not be a Banhammer in h4 because of join-in-progres right?

> Your realized that it will probebly not be a Banhammer in h4 because of join-in-progres right?

I’m pretty certain that there will be a Banhammer. How else would the game be moderated and kept under control from AFKers and Quitters?

Also, why would the Join-in-Progress feature lower the probability of there being a Banhammer?

> > Your realized that it will probebly not be a Banhammer in h4 because of join-in-progres right?
>
> I’m pretty certain that there will be a Banhammer. How else would the game be moderated and kept under control from AFKers and Quitters?
>
> Also, why would the Join-in-Progress feature lower the probability of there being a Banhammer?

Perhaps but I don’t think that quitters will be punished for leaving now when there is an join-in-progres. What other reason is there to join-in-progres?
But one can hope I guess.

> > > Your realized that it will probebly not be a Banhammer in h4 because of join-in-progres right?
> >
> > I’m pretty certain that there will be a Banhammer. How else would the game be moderated and kept under control from AFKers and Quitters?
> >
> > Also, why would the Join-in-Progress feature lower the probability of there being a Banhammer?
>
> Perhaps but I don’t think that quitters will be punished for leaving now when there is an join-in-progres. What other reason is there to join-in-progres?
> But one can hope I guess.

I’m still not sure what you’re saying, “How else would the game be moderated and kept under control from AFKers and Quitters?” “What other reason is there to join-in-progres?”
Are you saying that the reason for there being a Join-in-Progress feature is because it’ll stop the game from being moderated? What?

Just because there’s a join-in-progress feature, we don’t know for sure if it’ll be in all or any matchmaking playlists at all. Plus the game still needs moderating for AFK players regardless.

To boot, in pretty much every Halo game released after Halo: CE, Bungie and now 343i have announced the addition of a Join-in-Progress feature and it has never actually been done, I honestly do not believe 343i intend to implement this feature.

> > > > Your realized that it will probebly not be a Banhammer in h4 because of join-in-progres right?
> > >
> > > I’m pretty certain that there will be a Banhammer. How else would the game be moderated and kept under control from AFKers and Quitters?
> > >
> > > Also, why would the Join-in-Progress feature lower the probability of there being a Banhammer?
> >
> > Perhaps but I don’t think that quitters will be punished for leaving now when there is an join-in-progres. What other reason is there to join-in-progres?
> > But one can hope I guess.
>
> I’m still not sure what you’re saying, “How else would the game be moderated and kept under control from AFKers and Quitters?” “What other reason is there to join-in-progres?”
> Are you saying that the reason for there being a Join-in-Progress feature is because it’ll stop the game from being moderated? What?
>
> Just because there’s a join-in-progress feature, we don’t know for sure if it’ll be in all or any matchmaking playlists at all. Plus the game still needs moderating for AFK players regardless.
>
> To boot, in pretty much every Halo game released after Halo: CE, Bungie and now 343i have announced the addition of a Join-in-Progress feature and it has never actually been done, I honestly do not believe 343i intend to implement this feature.

Well, to me it seems like they implemented the Join-in-Progress feature to help players that are left in gammes after that people leave.
No hate intended or anything. I also hope for a good banhammer.

I’ve been suggesting the use of ATLAS’s tech for the ban hammer for a while, it would be perfect to catch AFKing players and save the legit players the time and effort.

> I’ve been suggesting the use of ATLAS’s tech for the ban hammer for a while, it would be perfect to catch AFKing players and save the legit players the time and effort.

What is that? Never heard of it.

> > I’ve been suggesting the use of ATLAS’s tech for the ban hammer for a while, it would be perfect to catch AFKing players and save the legit players the time and effort.
>
> What is that? Never heard of it.

ATLAS is something 343i made possible with the TU for Reach, they allowed the Reach ‘heartbeat’ to send them more information, which actually tracks your movement near live in-game.

http://halo.xbox.com/en-us/Atlas

Read about it there.

If they can track movement in-game, then they can surely track players movement with the ban hammer.

I wish they’d just put anti-boosting measures in the actual game, capable of stopping it whilst it is actually going on.

It’d only need to be something as simple as an automatic kick in certain playlists after a certain amount of time idle or doing the same thing, like running in the same direction, so rubber banding.

That along with changes to the credit system would help a lot. Although without firefight I expect boosting will go down a lot anyway, unless 343 give campaign and spec ops matchmaking give out a lot of credits.

> I wish they’d just put anti-boosting measures in the actual game, capable of stopping it whilst it is actually going on.
>
> It’d only need to be something as simple as an automatic kick in certain playlists after a certain amount of time idle or doing the same thing, like running in the same direction, so rubber banding.
>
> That along with changes to the credit system would help a lot. Although without firefight I expect boosting will go down a lot anyway, unless 343 give campaign and spec ops matchmaking give out a lot of credits.

In my experience of ‘rubber banding’, you move in multiple directions.

It is easily bypassable.

> > I wish they’d just put anti-boosting measures in the actual game, capable of stopping it whilst it is actually going on.
> >
> > It’d only need to be something as simple as an automatic kick in certain playlists after a certain amount of time idle or doing the same thing, like running in the same direction, so rubber banding.
> >
> > That along with changes to the credit system would help a lot. Although without firefight I expect boosting will go down a lot anyway, unless 343 give campaign and spec ops matchmaking give out a lot of credits.
>
> In my experience of ‘rubber banding’, you move in multiple directions.
>
> It is easily bypassable.

What about vote ban then?
Every one must agree before boting.
The team with the AFK would surelly agree to get rid of the feeder.

> > > I wish they’d just put anti-boosting measures in the actual game, capable of stopping it whilst it is actually going on.
> > >
> > > It’d only need to be something as simple as an automatic kick in certain playlists after a certain amount of time idle or doing the same thing, like running in the same direction, so rubber banding.
> > >
> > > That along with changes to the credit system would help a lot. Although without firefight I expect boosting will go down a lot anyway, unless 343 give campaign and spec ops matchmaking give out a lot of credits.
> >
> > In my experience of ‘rubber banding’, you move in multiple directions.
> >
> > It is easily bypassable.
>
> What about vote ban then?
> Every one must agree before boting.
> The team with the AFK would surelly agree to get rid of the feeder.

That would be abused so easily, games like L4D2 prove this :confused:

> > > > I wish they’d just put anti-boosting measures in the actual game, capable of stopping it whilst it is actually going on.
> > > >
> > > > It’d only need to be something as simple as an automatic kick in certain playlists after a certain amount of time idle or doing the same thing, like running in the same direction, so rubber banding.
> > > >
> > > > That along with changes to the credit system would help a lot. Although without firefight I expect boosting will go down a lot anyway, unless 343 give campaign and spec ops matchmaking give out a lot of credits.
> > >
> > > In my experience of ‘rubber banding’, you move in multiple directions.
> > >
> > > It is easily bypassable.
> >
> > What about vote ban then?
> > Every one must agree before boting.
> > The team with the AFK would surelly agree to get rid of the feeder.
>
> That would be abused so easily, games like L4D2 prove this :confused:

Well that is sad :frowning:

Movement boot is a good idea. But rather then having an empty husk getting killed and feeding the other team points. Why not make so that is " if X amount of time passes with no movement or action from player, booted, if repeated, banned". surely if someone sits still for about 7 min in a BTB match, they will most likely be AFKing.

The movement system would also be flawed because some AFKers put a rubber band on the jump button and jump the entire time.