Does anyone feel that the game is rigged?

I mean, think about it. A lot of times, we’re often paired with bad players, only to go up against more skilled players. It’s as though 343 expects us to lose a lot of times. Like they deliberately have lower skilled players go up against the pros, and they did it all for profit.

And I’m not sure if they did anything about the cheaters on there, like that one guy got 20 kills and 0 deaths in the Yappening playlist. Not sure wether or not they hired some pro HCS players to do some rookie crushing in the games. Then again, that could be just me.

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Balancing teams based on average skill is just pretty awful in general. This is actually tuned pretty far down in the Yappening Playlist, so that dude going on a 20 kill tear was just a skilled player in your lobby. Honestly he might just have had a lucky game with connection or opportunity. It happens.

IMO, the social modes should be the wild west in regards to skill. I really only care about connection, especially with the state of the networking in Infinite. Why should social modes have a soft ranking system in them? Playing against equal skill players on poor connection just isn’t very fun. I’d rather have a match with little-to-no lag and get completely stomped than sweat alongside poor hitreg

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IMO, the game definitely has something up with it. It doesn’t take much to push a team to win. Even if the ratio of skilled players is way unbalanced, a team with more skilled players is likely to lose if the other team is given advantageous spawn arrangements during the game. I’ve noticed this quite a bit. Things I’ve repetitively seen:

  • a tie the whole game and in the last 30 seconds the other team snags the flag/obj.
  • on the above note, we were the lucky team to snag the flag last second, bring it back to our base, and when it was supposed to be capped, it instead got returned back to their base and it remained a tie. Bug? I’ll never know. That was a one time thing.
  • one team given a heavy vehicle during the last few minutes of a close game while the other team gets a warthog. The team with the heavy vehicle gets the upper hand and wins. This has been incredibly common.
  • games where I feel like I’m very on point. Like too on point. I’m in the right spot at the right time the entire game. The next game I’m back to my trashy self.

Again, just observations from me. There’s so many variables it’s hard to say what’s really happening.

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I’ve noticed losing teams spawns usually move closer to the enemy base in the last two ish minutes of games.

For example, on Catalyst you spawn in the base near your flag for basically the entire match unless there’s an active enemy push in your base throwing spawns off. But in the last 2 ish minutes the losing team starts getting more spawns on the side areas even when no enemies are in their base. This puts them 5-10 seconds closer to the enemy base than usual, which lets the losing team put a ton more pressure to try and tie it up.

It’s just random.

But the lower population is making it harder to keep players within a decent range of ranks. So we’re getting a wider range of skills. And this leads to good players carrying, bad players getting hit on, and middle players just treading water.

And it’s leading to blow outs, particularly in objective games. Whereas, in pure Slayer the very good players can carry more effectively.

Urgh. No. It would be horrible.

I agree though, there should be a choice. A slider if you like. Connection vs Skill Matching.

Because the majority of people just want a chance to win.

The state of Infinite’s lag and desync is frustrating. For sure.

But the Halo 5 data clearly showed that the main factor that keeps players from logging out was the closeness of the game. They are more likely to log off after being stomped. It’s a stronger factor than personal performance or lag.

I’ve also noticed this. But I think it also happens in games that aren’t currently tied.

I think that the last minute or so is just a wake up call for everyone to push. And especially in games where people aren’t talking on the mikes, it may be the only time they all actually move at the same time with same purpose.

But I do think it’s both teams. And not just in ties. I wouldn’t be surprised if there is generally just a tendency for increased scoring in the last minute or so.

I’ve seen a lot of people complain about the asynchronous vehicles spawns.

I don’t play a lot of BTB - so I’m not that versed in it.

But I imagine it’s random - and you are just adding some observational bias to your anecdotes.

Your MMR is free to swing. Probably more than we expect.

So players can get into a bit of a form pendulum. And this probably isn’t helped by the low population giving us wider ranges of ranks in games than it would like.

And add in separate MMR’s for each game mode - and it’s not surprising you can be a little up and down.

:slight_smile:

That probably fits in with my thoughts above on the last couple of minutes.

Your team just naturally pushes together. Once more for old glory. And this gives your team mates a chance to spawn closer to the flag simply because that’s where the rest of you happen to be heading.

It would be fairly easy to use theatre to collect data on spawn points. But also time consuming and tedious. And I doubt anyone is going there. It’s a pity we don’t have some sort of API that lets us read the theatre data - we could produce heat maps and 2D animations of player movement.

The winning and losing ratio feels rigged, plus the fact there are some obvious cheaters, it’s so blatant, in your face cheating. Microsoft anti-cheat software is not working.

The cheaters must love this game, when almost everything is automatically blamed on desync., it’s not me cheating, it’s desync. Let’s see, I hit the player with 3 grenades, 2 melee hits, and unloaded a full clip from my gun and after all that, with full shields, I get hit once with a melee from said player, and die.

Me and 3 teammates lob all grenades at one opponent, hitting opponent, and of course shooting, and melee hits, guess what … the one opponent takes virtually no damage and kills us all. The ant-cheat software must be able to detect such behaviour.

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