Drop in/drop out social matches

UPDATE: Well, it sounds like join-in-progress will indeed be present in Halo 4. Hopefully this is restricted to social games, and the traditional wait-to-start option is still present in ranked play.

Social Matches- Continuous hoppers, drop in/drop out functionality, guests/full parties allowed, experience-based rank progression. Matchmaking prioritizes search speed and match quality over skill. Automatic team balancing occurs between matches.

Ranked Matches- Functions just like Halo has in the past. Match doesn’t start until lobby is full, no guests, parties are limited to team size, skill-based rank progression. Matchmaking prioritizes skill and match quality over search speed.

Just my two cents, forgive me if this has been discussed elsewhere. I feel this multiplayer model would address valid concerns on both sides of the Reach fence.

Agree, disagree? Discuss.

> > This of course also brings into question 343’s stat tracking and ranking system. If I join a game when its 49-23 and lose, does it count as a loss for me? Sure its social, but for some they would actually care.
>
> If it were up to me, with drop in/drop out a quit should always count as a loss, dropping in/incomplete games should count for ZERO. Consider it a warm up; no stats tracked, wins or losses until you start a new game and play it to completion.

> > I think it would be cool, but I think it would be better if there were quality AI bots so that there’s constant action.
>
>
>
> > Forge maps, complicated gameplay dynamics, etc. would likely break bots, so it’s hardly worth discussing. And allowing new players to join midgame is a better fix to the same problem that bots would address.

> > But even more importantly, nobody stays after a game is over; there should be something that encourages players to stay, IMO. Nothing in-game, but something that is fun for pre/post-game lobbies.
>
> How about a ‘social carnage report’ that starts at zero, and accumulates individual player stats across multiple games for as long as they keep playing in that particular lobby? Similar to player matches in Street Fighter, a running scoreboard that starts at zero and tracks W/L for that particular set.
>
> Take it a step further, and use those stats to assign a dynamic performance rating which, in turn, could be used to auto-balance teams between matches.
>
> All of these stats/ratings would be temporary, accumulating as you continue to play more matches within that lobby, and resets back to zero when you leave.

> > Disagree, that encourages more people to leave the match. Whats the purpose of teamwork if your gonna get random teammates all the time? bad idea really really bad idea
>
> Momentum/snowball effect. One player quits, which causes two more players to quit, and so on. The situation eventually gets so bad for the shorthanded team that the players left see little reason to continue playing. This is particularly common in objective games.
>
> My guess is that less people will quit, knowing that someone will be along shortly to even up the odds.
>
> As far as the randoms dropping in/out, I’m right there with you. One of the biggest reasons I play Halo is the consistency of the Matchmaking system; matching players of comparable skill, and waiting for a full lobby before starting a game. But this hardly works in Reach, due to the social nature of the playlists, allowing guests, and the fact that online gaming in general reaches a far wider audience than it did when Halo 2 first launched. Remember when everybody wore mics?
>
> I wouldn’t expect the type of player who frequents the Halo forums to welcome this social model as their personal preference when playing games, I sure wouldn’t. Rather than focusing on how drop in/drop out affects the social side, think of how much it could improve the quality of traditional ranked matches.

> Player matches- Continuous hoppers, drop in/drop out functionality, guests/full parties allowed, experience-based rank progression. Matchmaking prioritizes search speed and match quality over skill. Automatic team balancing occurs between matches. No need for bots in Halo 4.
>
> Ranked Matches- Functions just like Halo has in the past. Match doesn’t start until lobby is full, no guests, parties are limited to team size, skill-based rank progression. Matchmaking prioritizes skill and match quality over search speed.
>
> Just my two cents, forgive me if this has been discussed elsewhere. I feel this multiplayer model would address valid concerns on both sides of the Reach fence.
>
> Agree, disagree? Discuss.

Well, to start, Gear doesn’t feature any skill-based rank progression. It’s all experience based, like Halo Reach.

Anyway: I much prefer Halo’s match making style to Gears’. Gears of War is amazing, but the time it takes for a ranked match to start discourages me from playing ranked.

I agree completely. Playing GoW3 is super simple when playing in the quick matches. I would not mind something similar in Halo 4.

I disagree.

Absolutely disagree, games become jokes when you start a game with completely different people you end with. It is honestly what makes me disgusted with the COD series.

> Well, to start, Gear doesn’t feature any skill-based rank progression. It’s all experience based, like Halo Reach.

Perhaps I am mistaken. Someone correct me if I’m wrong, but doesn’t Gears 3 ranked matches have a visible trueskill?

I have a different model that 343 can use. Players can add a preference that they would like to join a game before it starts in like the psych profile for Reach. Players with the option off can join mid-game and will normally find games faster, players with the option on will always join before a game, not during. So that way now if someone were to quit, they could be replaced shortly. I am, however, against AI replacing players, since in Gears 3 AI bots are mostly limited and do more harm to your team than good. As for skill vs. experience I really don’t care.

> > Well, to start, Gear doesn’t feature any skill-based rank progression. It’s all experience based, like Halo Reach.
>
> Perhaps I am mistaken. Someone correct me if I’m wrong, but doesn’t Gears 3 ranked matches have a visible trueskill?

Nope, just an experience rank.

> Absolutely disagree, games become jokes when you start a game with completely different people you end with. It is honestly what makes me disgusted with the COD series.

I’m not a fan of it either, but it’s a selling point for a lot of players. My point is Gears 3 features both styles of matching. I think it would solve a lot of the quitting gripes, particularly if Reach style quit bans were strictly enforced on the ranked side.

killrraider13- Thanks for the correction. Not a big Gears player, but was impressed with the MP frontend.

> drop in/drop out functionality,

NO GOD NO.

We just need unranked and ranked 1-50 playlists (preferably Halo 2’s ELO, but as if MS would drop Trueskill) again. And perhaps the fabled “custom game finder” people have been clamouring for since Halo 2’s release.

bot farming? no thanks

I think bots were a bad idea because they are so easy to kill. They just waste your lifes.

matchmaking that pairs like-skilled players together?

nawww thats overrated. LOL

> Absolutely disagree, games become jokes when you start a game with completely different people you end with. It is honestly what makes me disgusted with the COD series.

This, a thousand times this.

> Absolutely disagree, games become jokes when you start a game with completely different people you end with. It is honestly what makes me disgusted with the COD series.

Can’t count the number of times I’ve been dropped on the losing team with 10 seconds to go in COD because all the people who were getting dumped on quit the match. Drop-in matchmaking is crap.

> > Player matches- Continuous hoppers, drop in/drop out functionality, guests/full parties allowed, experience-based rank progression. Matchmaking prioritizes search speed and match quality over skill. Automatic team balancing occurs between matches. No need for bots in Halo 4.
> >
> > Ranked Matches- Functions just like Halo has in the past. Match doesn’t start until lobby is full, no guests, parties are limited to team size, skill-based rank progression. Matchmaking prioritizes skill and match quality over search speed.
> >
> > Just my two cents, forgive me if this has been discussed elsewhere. I feel this multiplayer model would address valid concerns on both sides of the Reach fence.
> >
> > Agree, disagree? Discuss.
>
> Well, to start, Gear doesn’t feature any skill-based rank progression. It’s all experience based, like Halo Reach.
>
> Anyway: I much prefer Halo’s match making style to Gears’. Gears of War is amazing, but the time it takes for a ranked match to start discourages me from playing ranked.

And why do you think it takes time to start a ranked game in Gears 3 or any other game that has ranked?
So few play ranked ad a trueskill system and it takes longer. Allmost everybody want the ability to quit and join mid games for the social part and not this matchmaking crap, matchmaking should only be for ranked and not the social part.
A 10 min ban wont stop me from quiting,but it sure will stop people from playing the game and go play another game that has Player/Public matches for the social part.

> Gears of War is amazing, but the time it takes for a ranked match to start discourages me from playing ranked.

That made absolutely no sense, both Halo and Ranked Gears wait for a full party to start a match.

I have an idea then, how bout all you guys go play gears then, i personally love halo reach and im tired of people blammin about it, its people like you that are gonna blam up halo 4 for everyone else. Halo games have always added new stuff every single game and reach in my opinion was a great installment ive played since halo ce and own every halo title so i know what the blam im talking about, u wanna know what game i want halo 4 to play like? HALO!!! And i want them to add new armor and weapons or whatever else they can think of just like they have in every other halo as long as it still plays like halo!!! end rage

Halo 2 matchmaking had it right…

Sorry, Halo 2 and 3 got it right.