Event games get super sweaty and "toxic"

Does anyone else find that when the Event starts, games in the event gamemode get super sweaty. I noticed it in the previous Fiesta/Tenrai event but didn’t think much of it and I only played a little of the Attrition one. I played a few games of Tac Ops and noticed I was having a really hard time: I was facing people who were playing like their life depended on it and quitting was rampant (couldn’t blame them given the challenges and matches).
I even checked my stats in Halo tracker and it’s pretty clear I’m doing significantly worse than normal. I don’t care for stats but it shows that the matches are getting crazy.
I’m thinking of quitting this event like the last one, I love SWAT and don’t mind losing, but this is something else.

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It really does, you’re not making the game more fun, you’re making the environment less friendly for casuals who just want the rewards

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Yes, I have noticed this with other events, too. It is better to play some other match type for a while, or wait about half an hour after the event has begun.

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It’ll probably be full of people trying to quickly burn through the event and get their items mostly. Then you’ll see people more casually playing the event and it won’t be as difficult as it is currently.

I kind of like it though, I have to actually try in order to succeed in this.

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Honestly I feel like every mode is really sweaty anymore, if I’m not trying 110% at all times I’m going to go negative and get stomped.

This also happened in attrition. You’re funneling people into a single playlist with their sole objective being to complete the event. After a few days, it’ll likely be less “toxic” as you put it since many will be done with the event, move back to other playlists or different games. People are running groups, communicating, knowledge of position is huge in halo, especially swat.

Unfortunately that’s apparently what people want. To play with people close to their skill cap at all times so they don’t get demolished by someone who has no business playing them in some random unranked playlist. Funnily enough, if you don’t play at 110%, you’re outmatched by everyone in the match, creating a self fulfilling prophecy of playing people who are better than you (since you aren’t giving it your all).

Back in h3 I could handle getting stomped when it happened. I also didn’t get mad as much because there’s no guarantee it was fair teams to begin with. Now in infinite and how it was in h5 - it’s fair teams unless someone is using an alt account. So when a random goes 4-14, it makes me mad much more than it use to in h3 or reach when I would just shrug my shoulders, say what else is new, and move on.

What are you talking about? H3 has SBMM in social, so that game too tried to get teams evenly matched.

The ‘problem’ was that just like Infinite it was extremely loose and the SBMM was not working correctly so that effectively the team were never realy balanced.

MCC does have SBMM in everything. Maybe the original h3 did - but it never felt like it. Felt like it always just found people, go have fun.

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One day this game will be an example of how not to do live service games

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Nothing like screaming at your teammates every single CTF match to go to the freakin’ flag.
Or, you know, the ball.
Specially when those challenges require wins.
Mainly cause one needs bulldog kills, one teammate needs headshots, you know-
They aren’t trying to win the game, they’re going for challenges! Oh, your challenge is to win?
KEK

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That’s a good point. I have noticed the event games get less crazy as the event goes on. I usually enjoy the weekend before the event ends over the first few days.

That’s perfectly fine but that doesn’t fall in line with what Halo Socials should be. Turning social into ranked only hurts casual players. I play ranked too and like trying my damnedest to win, it’s exhilarating, but in previous Halo titles and this one, you didn’t have to do that in socials as well.

It becomes competitive because it’s new. Many players flock to the playlist to play and you come across many different skill level players as the new MMR figures out how to rank up or down for players.

Life felt more simpler during H3. Then again, I’ve been a sweaty win at all costs player since playing Halo 2 on Xbox Live. I don’t care what game mode or playlist I’m playing. We better win.

Halo has had SBMM since H2, but having something is one thing and how strongly it’s implemented is another. The Bungie Halos had SBMM but it didn’t get first priority, other things like connection did, so you would have variances in people’s skill (however they measured that, W/L ratio I think). When 343 took over they turned SBMM to 11 and prioritized it over everything, completely wrecking the social vs ranked distinction.

You are joking right?
Matches in social are ridiculously often one-sided with huge skill gaps in almost every match, both within and between teams. There almost is no SBMM. So much that most players are not having fun anymore, because they are only cannon fodder for the extremely skilled players or are only filling when those players are on their team, because they are ‘stealing’ all the kills. 90% of the matches you already know in the first seconds who is gonna win because of the clear skill gaps between teams. That is part of the reason so much players quit matches, they just want to have a fighting chance and actually being able to play.
And it definitely prioritizes ping over skill since a couple of updates ago.

Socials meant for everyone technically. This includes people who enjoy winning.

As people get better at the game, it’ll continue to fill up with more and more people who enjoy playing to win. That’s just how games generally role now-a-days.

No the SBMM in the 343 games in much tighter, what you’re describing is the other issue which is that SBMM doesn’t accurately measure skill but overuses its flawed measurements to set up matches. There was a post on reddit that showed that if you purposely tanked games, the game would try harder and harder to give you easier matches while sacrificing your connection.

They definitely changed it to prioritize ping not too long ago, but that was to address the issue of desync, not SBMM. If there wasn’t a desync issue, I doubt they’d have introduced that change.