EARLY QUITTING - a new approach

It really bugs me when I am matched into a running game. With Tankworld for example I get matched in when the score is 0-2 and then I have to wait just to get the “lost” screen.

I understand that this is not a ranked match but who wants to get into a match that is already lost and when there’s not even a chance to do anything about it?

So here is my idea:

Whether someone quits early or gets disconnected due to other issues the game should reserve that spot for that person for the whole game to give those a chance to come back who had a real network issue.

If they come back it is all good. But they should NOT be allowed to play ANY other Halo 5 match for [15/30/60] minutes if they don’t come back to the match they got out early from. Then for every additional match they quit without going back into that very same match the counter increases (open for suggestions here about how much the counter should increase).

Then there should be a counter for each profile showing ‘Matches Not Finished’.
In addition to that counter there should be an option in matchmaking to allow to filter out known early quitters.
For example an option like "Avoid players who have not finished more than [5%/10%/15%] of their games.

This would pretty much eliminate voluntary early quitting once they won’t find anyone to play with any more.
It would also complete remove the need to match new players into already running games.

This sounds a lot like the banhammer!!

If someone quits they shouldn’t be able to join another match until the one they started (and then quit) is finished. They should be able to join back in at any time though.

I think they whole bamhammer deal is a waste of time. All it does is dwindle down the population even more. Who cares if other people quit out esp non ranked. And in ranked just have it to an auto derank one lvl, or double the needed experience to rank up. Quitterst are annoying yes but I rather get into a game with a quitter than sit there waiting to get into games becuase the banhammer is getting dropped every 5 secs.

I think this is very different from the current banhammer implementation.

  1. currently there is no option to rejoin your match even if you dropped out due to a network issue
  2. banhammer only prevents you from playing the same list Warzone or Arena but you can play the other one
  3. it would eliminate the revolving door scenario in which players start quitting just because someone else already quitted

Also, the timer needs to run only while a player is ONLINE - what good is even the current banhammer when someone just sleeps it off???
(And I am sure MS has a method to determine whether someone is actively online vs just leaving the xbox powered up over night.

Most importantly players need the option to chose with whom the want to play.
I am quite certain everyone would rather block out any known early quitters.

> 2533274798332734;5:
> Also, the timer needs to run only while a player is ONLINE - what good is even the current banhammer when someone just sleeps it off???
> (And I am sure MS has a method to determine whether someone is actively online vs just leaving the xbox powered up over night

I like that idea.

Here’s a slightly different approach:

Since there is some criticism regarding the banhammer: how about getting rid of the banhammer completely and just let players decide with whom they want or don’t want to play based on the number or ratio of unfinished games of other players? This would really give power to each player to have a say with whom they want to play rather than letting 343 showing it down our throats.

Oh, and as a little twist: Once your own ratio of unfinished games goes up you don’t get the option to avoid other early quitters any more :slight_smile:

Me and a friend spoke of this lastnight, we were playing Mantis Breakout and someone joined 10 secs before we lost the game. Like wth? I’d be so angry if that was me lol.

I think you should only be able to join first rounds. Also if it’s a timed game mode like BTB you should only be able to join in the first 3 minutes.

Another solution would be to give the people who join the winning EXP amount and points.

It’s been almost a year since I brought this up and over that time my opinion about this topic has shifted away from any kind of ban hammer.

Add stats for ‘Games Not Finished’ to each players profile - and make this a global Xbox Live feature rather than a per game feature.

Then give power to the players by letting each player decide what kind of GNF rating they are willing to accept in their own team.
Needless to say that any notorious early quitter can’t select anything below his/her own level.

Then matchmaking should factor this in by matching similar GNF ratings into the same team.
Imagine getting matched against a team that has a 75% probability that at least one player quits early.
Imagine being matched in a team of players that has 75% probability that at least one player quits early.

On which team would you like to be?
How do get on either team? By deciding wisely whether or not to quit early.

I don’t see why anyone else should be able to shove it down my throat with whom I get matched when it comes to early quitters.

By allowing the gaming community to regulate this themselves it creates much more fairness, transparency and peace of mind.

I think they ought to do regular WZ like they did WZ Turbo. I never 1 time got a join in progress. In regular WZ, the majority of the time you get (JIP) into a game that’s already lost. In Turbo if a team player quit no one got added in to keep the teams even, your req level was high enough so you at least didn’t get completely smashed by power weapons/vehicles. If almost the whole team quits halfway through the game you’re most likely going to lose anyway. Why make it miserable for the guy that what’s play a new game by dropping him into a game that’s triple capped the enemy team has power weapons/vehicle and you come in at req level 3.

I would LOVE to have the ability to block someone from matchmaking back up with me in any way, ever (habitual quitters and those who take my shield away and damage me “just enough” that I’m a one-shot kill for the enemy because I “took their toy before they got there”).

> 2535413749763973;11:
> I would LOVE to have the ability to block someone from matchmaking back up with me in any way, ever (habitual quitters and those who take my shield away and damage me “just enough” that I’m a one-shot kill for the enemy because I “took their toy before they got there”).

It’s a shame the game doesn’t recognize that kind of behavior.
A possible way to deal with that might be to trigger the current betrayal boot not by number of actual betrayals but by the amount of damage done by friendly fire.

In the end I would rather urge everyone to really file that report for ‘unsporting conduct’ and then again having an option to avoid those players with a certain level (maybe percentage of reports vs total games played) of this specific reputation score from being matched in my team. Additionally matchmaking then should also but those players in the same team whenever possible. Let them ruin their own game :slight_smile:

> 2533274843446007;10:
> I think they ought to do regular WZ like they did WZ Turbo. I never 1 time got a join in progress. In regular WZ, the majority of the time you get (JIP) into a game that’s already lost. In Turbo if a team player quit no one got added in to keep the teams even, your req level was high enough so you at least didn’t get completely smashed by power weapons/vehicles. If almost the whole team quits halfway through the game you’re most likely going to lose anyway. Why make it miserable for the guy that what’s play a new game by dropping him into a game that’s triple capped the enemy team has power weapons/vehicle and you come in at req level 3.

This whole ‘join in progress’ should be optional.
Each player should have the option to chose whether or not they want to join a game in progress.
Naturally, a team that has a player who has chosen this option then should in return not get any replacement players in case someone on their team quits early.

It really comes down to empowering the individual player. Why can’t we chose with whom we want or don’t want to play?
All those metrics are available in one way or another and non of that is rocket science.

> 2533274798332734;12:
> > 2535413749763973;11:
> > I would LOVE to have the ability to block someone from matchmaking back up with me in any way, ever (habitual quitters and those who take my shield away and damage me “just enough” that I’m a one-shot kill for the enemy because I “took their toy before they got there”).
>
> It’s a shame the game doesn’t recognize that kind of behavior.
> A possible way to deal with that might be to trigger the current betrayal boot not by number of actual betrayals but by the amount of damage done by friendly fire.
>
> In the end I would rather urge everyone to really file that report for ‘unsporting conduct’ and then again having an option to avoid those players with a certain level (maybe percentage of reports vs total games played) of this specific reputation score from being matched in my team. Additionally matchmaking then should also but those players in the same team whenever possible. Let them ruin their own game :slight_smile:

I Really like your friendly fire damage idea. It would need to be high enough so that it’s blatantly obvious a player is trying to sabotage another teammate.

I report with a quick comment every -Yoink!- that does this, and I’ve received quite a few messages from the game that says they “took action on a complaint”, but I don’t know what kind of action was taken…would be interesting to know. ;D

> 2535413749763973;14:
> …

Yes, the damage version is a bit tricky because you can easily cause friendly fire - and kill a team mate - with a sticky grenade stuck to the enemy. I got a few betrayals myself when I stuck an enemy and then a team mate rushes in to melee them.

Maybe such a “feature” needs to be set to focus on more than a single match. I am sure those who got mad at you because you grabbed their fav toy will have a habit of showing that behavior.

And again, this shouldn’t be game specific. The current ban hammer is quite ineffective when the quitting player then simply leaves Halo and starts playing COD for the duration of the ban.