People have been telling me that they’ve been banned for disconnects, but others have told me you can’t get banned… Which is it?
I recently disconnected twice, didn’t get banned.
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> I recently disconnected twice, didn’t get banned.
My ISP is horrible and I disconnect quite a lot and never get banned
Whoops just realized this a complaint… either way OP all ban related subjects go to the ban thread no matter what it is, also yes you can be banned from disconnects.
This is the ban thread, ban related traffic goes here. Every dnf counts, but it takes a good ammount of DNFs to get a ban. I also tend to doubt the veracity of claims like, “I was disconnected from 8 out of my last fifty games that I happened to be losing.” Although if it didn’t work that way people would just force a disconnect to avoid the consequence of their actions.
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> This is the ban thread, ban related traffic goes here. Every dnf counts, but it takes a good ammount of DNFs to get a ban. I also tend to doubt the veracity of claims like, “I was disconnected from 8 out of my last fifty games that I happened to be losing.” Although if it didn’t work that way people would just force a disconnect to avoid the consequence of their actions.
As the ban system is said to look for a pattern, I doubt it’s only unfinished matches it looks for.
Stats that are trackable include but are not limited to:
-Kill to death ratio
-Number of deahs since last kill
-Overall team score
-Time of quitting
-Opponent’s score
-Game mode (if several in the playlist)
-Map
See, many of these can cause an annoyance and have the player quit, either single ones or connected ones. Perhaps the person is prone to quit when his / her k/d is negative or there have been a bunch of deaths since the last kill. Or perhaps the own team score is low compared to the enemy’s score. If I had a system I’d be looking for things that people quit due to, like the things I listed.
So when a player quits by actually leaving the system has a certain things it checks and adds a value to it, then when a value goes over a treshold, or perhaps a calculation of all values go over a treshold, the player is issued a ban.
Let’s say a player in a match is doing bad.
0,4 k/d and some four deaths since the last kill.
Those two measurements would be increased, but the team is in the lead so own score and enemy score is not increased. Repetition of the behaviour would increase the stats and then in the end result in a ban.
Then I assume there are actions that decrease those values as well, such as finishing a match despite qualifying for an increase in a tracked stat.
This is what I’m guessing though, and how I’d make it function.
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> > 2533274880633045;6:
> > This is the ban thread, ban related traffic goes here. Every dnf counts, but it takes a good ammount of DNFs to get a ban. I also tend to doubt the veracity of claims like, “I was disconnected from 8 out of my last fifty games that I happened to be losing.” Although if it didn’t work that way people would just force a disconnect to avoid the consequence of their actions.
>
>
> As the ban system is said to look for a pattern, I doubt it’s only unfinished matches it looks for.
> Stats that are trackable include but are not limited to:
> -Kill to death ratio
> -Number of deahs since last kill
> -Overall team score
> -Time of quitting
> -Opponent’s score
> -Game mode (if several in the playlist)
> -Map
>
> See, many of these can cause an annoyance and have the player quit, either single ones or connected ones. Perhaps the person is prone to quit when his / her k/d is negative or there have been a bunch of deaths since the last kill. Or perhaps the own team score is low compared to the enemy’s score. If I had a system I’d be looking for things that people quit due to, like the things I listed.
>
> So when a player quits by actually leaving the system has a certain things it checks and adds a value to it, then when a value goes over a treshold, or perhaps a calculation of all values go over a treshold, the player is issued a ban.
>
> Let’s say a player in a match is doing bad.
> 0,4 k/d and some four deaths since the last kill.
> Those two measurements would be increased, but the team is in the lead so own score and enemy score is not increased. Repetition of the behaviour would increase the stats and then in the end result in a ban.
>
> Then I assume there are actions that decrease those values as well, such as finishing a match despite qualifying for an increase in a tracked stat.
>
> This is what I’m guessing though, and how I’d make it function.
That’s 90% of it. I run wireless and rarely have problems with my internet. If it gets laggy or disconnects i reset, if it keeps up I just put my control down and wait an hour. The connection is always the culprit 100% of the time…regardless if the evidence is there. I realize the servers can be crap at certain times of day but I think the sentence I highlighted is 90% of the quits.
> 2533274795123910;7:
> > 2533274880633045;6:
> > This is the ban thread, ban related traffic goes here. Every dnf counts, but it takes a good ammount of DNFs to get a ban. I also tend to doubt the veracity of claims like, “I was disconnected from 8 out of my last fifty games that I happened to be losing.” Although if it didn’t work that way people would just force a disconnect to avoid the consequence of their actions.
>
>
> As the ban system is said to look for a pattern, I doubt it’s only unfinished matches it looks for.
> Stats that are trackable include but are not limited to:
> -Kill to death ratio
> -Number of deahs since last kill
> -Overall team score
> -Time of quitting
> -Opponent’s score
> -Game mode (if several in the playlist)
> -Map
>
> See, many of these can cause an annoyance and have the player quit, either single ones or connected ones. Perhaps the person is prone to quit when his / her k/d is negative or there have been a bunch of deaths since the last kill. Or perhaps the own team score is low compared to the enemy’s score. If I had a system I’d be looking for things that people quit due to, like the things I listed.
>
> So when a player quits by actually leaving the system has a certain things it checks and adds a value to it, then when a value goes over a treshold, or perhaps a calculation of all values go over a treshold, the player is issued a ban.
>
> Let’s say a player in a match is doing bad.
> 0,4 k/d and some four deaths since the last kill.
> Those two measurements would be increased, but the team is in the lead so own score and enemy score is not increased. Repetition of the behaviour would increase the stats and then in the end result in a ban.
>
> Then I assume there are actions that decrease those values as well, such as finishing a match despite qualifying for an increase in a tracked stat.
>
> This is what I’m guessing though, and how I’d make it function.
Based on my experience going through the match histories, I have a theoretical model. It seems to be that when someone gets banned they have DNFS for about 10% of recent matches. I rarely go back more than 100 games, unless I want to prove a point. I do think that losing matches and frequent DNFS are pro-rated for lack of a better term. These two things make up for the times when someone doesn’t quite make the ‘10% threshold.’ I personally haven’t noticed a pattern with map/game type DNFS, but you could ask one of the other regulars if they have. I rarely take the time to look at personal performance during a DNF, unless it is just to check if they were AFK. My model is just based on the patterns I’ve noticed and I could easily have missed something or be on the completely wrong track.
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> > >
>
>
> That’s 90% of it. I run wireless and rarely have problems with my internet. If it gets laggy or disconnects i reset, if it keeps up I just put my control down and wait an hour. The connection is always the culprit 100% of the time…regardless if the evidence is there. I realize the servers can be crap at certain times of day but I think the sentence I highlighted is 90% of the quits.
I wouldn’t go quite that far, but I do tend to be suspicious of the sheer number of ‘your servers are crap’ ‘I disconnect every other match type claims’ I have had server disconnects 7 times since Launch and I live in a fairly rural area.
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> > > 2533274880633045;6:
> > >
>
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>
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> > 2533274873873545;8:
> > > 2533274795123910;7:
> > >
> >
> >
> > That’s 90% of it. I run wireless and rarely have problems with my internet. If it gets laggy or disconnects i reset, if it keeps up I just put my control down and wait an hour. The connection is always the culprit 100% of the time…regardless if the evidence is there. I realize the servers can be crap at certain times of day but I think the sentence I highlighted is 90% of the quits.
>
>
> I wouldn’t go quite that far, but I do tend to be suspicious of the sheer number of ‘your servers are crap’ ‘I disconnect every other match type claims’ I have had server disconnects 7 times since Launch and I live in a fairly rural area.
Yea I’ve had maybe…7-8 actual disconnects. I’ll just admit if I rage quit, but I guess some don’t want to. But I’d still put a high percentage on people quitting due to poor performance/rage. 90 might be high but it’s at least over 60%
Went I disconnect on arena once, the next game I play I’ll get a 7 min ban
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> Went I disconnect on arena once, the next game I play I’ll get a 7 min ban
Take it to the thread Skate and I linked. It takes more than one DNF to get banned.
Yes, you certainly can get banned for disconnects. I had a couple of DNFs yesterday, one of them was from when I didn’t even get into the game! And the second one booted me straight to a banhammer screen! So I got booted, then banned for the privilege… thanks 343.
The servers seem to be less and less reliable, had a huge delay when I threw a grenade in a game today, and weapons took ages to pick up. And with the disconnects and bans, this game is really becoming frustrating.