Features I would like to see in Halo 5

  • Join-in Session Feature: I know Halo was always known for having non-joinable sessions after the match starts, but this is a needed feature that Halo 5 can hopefully have. It’s a very common occurrence that people quit the game, but having almost half a lobby leave makes the rest of the mode very boring. Having a join-in-session ability fixes this issue. What happens if you join a losing game in session? Have the match not count as a loss in order to motivate people to stay in (does not work if you join a friend/recent player). - Action Sack and SWAT: I’m a big fan of fast paced SWAT modes, but I’m also a bigger fan of very fun games. To talk about Action Sack, I believe there needs to be a better feedback structure regarding what modes were good and not so good. That way, based on our replies, the game modes can be more interesting. (for my Action Sack forum post, go here: https://www.halowaypoint.com/en-us/forums/6e35355aecdf4fd0acdaee3cc4156fd4/topics/halo-5-action-sack-what-modes-would-you-want/01d8f6d2-90bd-4270-9e11-8c930fff75ca/posts?page=1 - Zooming out when taking damage: This was something that happened during the beta and I found it very annoying. If you get shot, you should not automatically zoom out from your weapon scope. Simple as that. - Shield Recharging Mid-Sprint: I don’t understand the change regarding shields only being able to recharge as long as you don’t sprint. That just makes the pace of Halo 5 much slower. Take damage? I can’t run away. I have to hide until they recharge. - 6v6: Unless the maps can be small enough to support 4v4 like they always have, I find that 6v6 should be a thing in Halo 5. It makes everything more chaotic and fast paced. Not a big thing on my list, but it’ll be nice to see. - More Condensed Playlists: Keep the available modes simple. That way, there’s more population in each selection. A good example of this is to stay away from adding modes like Team Slayer Pro, Team Doubles, Team Snipers, Team Throwdown, etc. - Grifball: Where’s Grifball? I need it back! :(Any other suggestions? Agree or Disagree with some ideas? Let me know. :smiley:
  1. No I have bad memories with join in session
    2.The developers might use the feedback from MCC to improve on Halo 5
    3.This has been used in previous games and looks like its staying to prevent Halo 4 situations
    4.Again to balance the game to prevent Halo 4 situations
    5.Maybe meant for objective games
  2. These modes will most likely not be removed
    7.It might return

1: JiP is going to be in Warzone, it however has no place in Arena, and will not be there. Joining a game with JiP would more likely result in a loss, and it was frustrating joining games that had gone on for a while, or was just about to end, despite the precautions i343 had put in.

3: De-Scoping is there to balance longer range weapons, it has been in since Halo CE, except Halo 4.

4: It’s in to balance out that people would successfully escape engagements with sprint.

  1. They have JIP. So far so good for you.
  2. Action sack and swat are likely to be added later down the line but not at launch. 2424u.
  3. It’s called de-scope and has been in every halo except h4. Sorry about that.
  4. Halo is recognized as a slow paced game, the stop-to-charge shield is supported to counter sprint abuse.
  5. Halo enjoys teams of 4. Not teams of 6. Such as 4v4, 8v8, and now 12v12. Excluding h4s 5v5. It might be an idea but teams of 4 hold stronger focus for HCS and party based teams.
  6. Ok I don’t understand you here. You want to condense the playlists but add in swat and action sack.
    halo 5 has:
    warzone
    Warzone varients.
    arena
    Slayer
    Breakout
    capture the flag
    Strongholds
    Btb - post launch
  7. Grif ball is likely but not confirmed to return.

> > 2597611927948033;1:
> > - Join-in Session Feature: I know Halo was always known for having non-joinable sessions after the match starts, but this is a needed feature that Halo 5 can hopefully have. It’s a very common occurrence that people quit the game, but having almost half a lobby leave makes the rest of the mode very boring. Having a join-in-session ability fixes this issue. What happens if you join a losing game in session? Have the match not count as a loss in order to motivate people to stay in (does not work if you join a friend/recent player).
> > - Action Sack and SWAT: I’m a big fan of fast paced SWAT modes, but I’m also a bigger fan of very fun games. To talk about Action Sack, I believe there needs to be a better feedback structure regarding what modes were good and not so good. That way, based on our replies, the game modes can be more interesting. (for my Action Sack forum post, go here: https://www.halowaypoint.com/en-us/forums/6e35355aecdf4fd0acdaee3cc4156fd4/topics/halo-5-action-sack-what-modes-would-you-want/01d8f6d2-90bd-4270-9e11-8c930fff75ca/posts?page=1
> > - Zooming out when taking damage: This was something that happened during the beta and I found it very annoying. If you get shot, you should not automatically zoom out from your weapon scope. Simple as that.
> > - Shield Recharging Mid-Sprint: I don’t understand the change regarding shields only being able to recharge as long as you don’t sprint. That just makes the pace of Halo 5 much slower. Take damage? I can’t run away. I have to hide until they recharge.
> > - 6v6: Unless the maps can be small enough to support 4v4 like they always have, I find that 6v6 should be a thing in Halo 5. It makes everything more chaotic and fast paced. Not a big thing on my list, but it’ll be nice to see.
> > - More Condensed Playlists: Keep the available modes simple. That way, there’s more population in each selection. A good example of this is to stay away from adding modes like Team Slayer Pro, Team Doubles, Team Snipers, Team Throwdown, etc.
> > - Grifball: Where’s Grifball? I need it back! :frowning:
> > Any other suggestions? Agree or Disagree with some ideas? Let me know. :smiley:
>
> You know, you really sound like a COD kid. Which isn’t anything bad, because I too play it. But those tid bits of features you’d like, remind me WAY too much of COD. 6v6, join in progress, no de-scope, running away while regaining shield (health in COD). I’m all for changes in Halo, but there are some things that need to stay away from Halo so that it can be unique.

The shield recharge thing is very annoying. Its like if your going to keep sprint in the game why punish people when they try to get away. If your losing a battle and you decide to run (which has always been an option in halo even though it has become easier to do) you shouldnt just be charged so easily and be defenceless because you have to wait for your shields to recharge while not sprinting.

I did hate people getting away with sprint but its also a reason for sprint.

If sprint stays in halo then they shouldnt nerf it so much. Do you know how many people i killed because they just ran away 1 shot and i chased them down to finish the kill because their shields wouldnt come back?

> 2533274804406181;6:
> The shield recharge thing is very annoying. Its like if your going to keep sprint in the game why punish people when they try to get away. If your losing a battle and you decide to run (which has always been an option in halo even though it has become easier to do) you shouldnt just be charged so easily and be defenceless because you have to wait for your shields to recharge while not sprinting.
>
> I did hate people getting away with sprint but its also a reason for sprint.
>
> If sprint stays in halo then they shouldnt nerf it so much. Do you know how many people i killed because they just ran away 1 shot and i chased them down to finish the kill because their shields wouldnt come back?

The sprint is there to help with getting from place to place, not wisely used for for battle escape (pst use thrusters in combat and sprint for movement.)

Would you rather have them recharge their shield while running away from you after being one shot away from death? You would probably make less kills.

As for your reason one, I’d rather not have JIP. Not for ranked anyway, so consider the following.

Honestly the top feature I want to see is matchmaking bans for people who constantly betray team members or often quit because of whatever reason. I’m not talking permanent matchmaking bans, but maybe a 30 minute - 1 hour ban for continuous quitting? I can’t remember which, but I remember a certain Halo game doing this.

> 2535444867361780;8:
> As for your reason one, I’d rather not have JIP. Not for ranked anyway, so consider the following.
>
> Honestly the top feature I want to see is matchmaking bans for people who constantly betray team members or often quit because of whatever reason. I’m not talking permanent matchmaking bans, but maybe a 30 minute - 1 hour ban for continuous quitting? I can’t remember which, but I remember a certain Halo game doing this.

The problem with not having JIP is that you’ll have moments where almost an entire enemy team quits. Afterwards, it’s a 6 minute “hide and seek” session via 4v1. I find that extremely boring and would rather have enemy teammates to replace the ones that left–no matter what mode.

As for the matchmaking bans for betrayals, there’s a simple fix–no friendly fire. As for quitting, if the JIP is enabled, there won’t be a need for quitting penalties since we get replacements.

Ts possible that
1: in warzone sure, but in Arena I don’t think this should be a think. I don’t think it should touch competitive play with a barge pole, I have more than a few nasty experiences with Halo 4 shoving losses onto my record for joining at the end of a game. If you are going to say you cant count the loss then surely you shouldn’t be allowed to count the victory either, so basically it means you’re in a match where your stats are not tracked at all, so if you’re playing a ranked playlist it defeats the point.
2: Eh, a better feedback system would be good.
3: No! No, no, no, no, no. Descoping in Halo has always been very important for keeping the skill gap high. Lets say there are two players, player one and player two. Player two fires and hits player two while player two is scoping in to fire. Any player who is decent at Halo quickly learns to fight at range without the scope at medium range so if player one is more skilled than player two then it is possible for player one can still fight back and win despite player two having fired the first shot. Scoping in makes hitting very easy (for obvious reasons, as its improving your ability to aim) so of there is no descope then in most cases the duel will go to whichever player shot first. Sure, there’s nothing you can do at longe range but that’s kind of the point; Fall back instead and have your teammate cover you. When you are not able to descope opponents, weapons like the one hit kill binary rifle become doomsday devices which require relatively little skill to use at anything past point blank range.
4: Well, Halo is generally a slower paced game though it has been considerably sped up by these new mechanics. The shield recharge is stopped in sprint so that players can just turn around, look down to the floor and dash away. As you cannot shoot and sprint, the player who was about to kill them is unable to drop them while the player who was about to die before is getting his shields back. I personally think it is a very poor attempt to balance a mechanic which doesn’t really belong in Halo and I would rather see it axed entirely, but we’ll see whether it works in Halo 5, if it doesn’t they should cut their losses with it and drop it entirely for Halo 5.

Theater Mode for Campaign!!!

It wasn’t in Halo 4 because they ran out of time to implement it (343I says) But it was something that I believe was completely missed on.

Join-in Session Feature
They will have it for Warzone! =D
But they should have it for every non-ranked modes awell.

Zooming out when taking damage
That was a way to penalty the zoom, and combat the complains about it being too much like CoD.
I actually like what has been in the beta, it makes the use of zoom something more cautious.

Shield Recharging Mid-Sprint
Agreed. Edit: Besides, reading some replies, I understand why they did this.

Lol. You complained about every single thing that was done 100% intentionally by 343 to not make the game suck.

> 2597611927948033;9:
> > 2535444867361780;8:
> > As for your reason one, I’d rather not have JIP. Not for ranked anyway, so consider the following.
> >
> > Honestly the top feature I want to see is matchmaking bans for people who constantly betray team members or often quit because of whatever reason. I’m not talking permanent matchmaking bans, but maybe a 30 minute - 1 hour ban for continuous quitting? I can’t remember which, but I remember a certain Halo game doing this.
>
>
> The problem with not having JIP is that you’ll have moments where almost an entire enemy team quits. Afterwards, it’s a 6 minute “hide and seek” session via 4v1. I find that extremely boring and would rather have enemy teammates to replace the ones that left–no matter what mode.
>
> As for the matchmaking bans for betrayals, there’s a simple fix–no friendly fire. As for quitting, if the JIP is enabled, there won’t be a need for quitting penalties since we get replacements.

If the majority of players quit. Give the team they quit from the ability to Forfeit the match. Saving every participants’ time.

No friendly fire is a lazy work around that changes how the game play.
Quitting would be more rampant than ever if there was no penalty to it.
-Losing a match, just quit
-You think team mates are bad, just quit
-Bad map, quit
-Not good game mode, quit.
JiP won’t find an immediate replacement either because there are a lot of parameters going into finding a suitable team mate. It can be everything from 10 seconds to 5 minutes before the system finds a suitable replacement.

> 2533274795123910;14:
> > 2597611927948033;9:
> > > 2535444867361780;8:
> > > As for your reason one, I’d rather not have JIP. Not for ranked anyway, so consider the following.
> > >
> > > Honestly the top feature I want to see is matchmaking bans for people who constantly betray team members or often quit because of whatever reason. I’m not talking permanent matchmaking bans, but maybe a 30 minute - 1 hour ban for continuous quitting? I can’t remember which, but I remember a certain Halo game doing this.
> >
> >
> > The problem with not having JIP is that you’ll have moments where almost an entire enemy team quits. Afterwards, it’s a 6 minute “hide and seek” session via 4v1. I find that extremely boring and would rather have enemy teammates to replace the ones that left–no matter what mode.
> >
> > As for the matchmaking bans for betrayals, there’s a simple fix–no friendly fire. As for quitting, if the JIP is enabled, there won’t be a need for quitting penalties since we get replacements.
>
>
> If the majority of players quit. Give the team they quit from the ability to Forfeit the match. Saving every participants’ time.
>
> No friendly fire is a lazy work around that changes how the game play.
> Quitting would be more rampant than ever if there was no penalty to it.
> -Losing a match, just quit
> -You think team mates are bad, just quit
> -Bad map, quit
> -Not good game mode, quit.
> JiP won’t find an immediate replacement either because there are a lot of parameters going into finding a suitable team mate. It can be everything from 10 seconds to 5 minutes before the system finds a suitable replacement.

Quitting has and always will be rampant. As long as there is no JIP, the repercussions of quitting players will remain extremely severe, thus making the game a lot less fun for the handicapped team. Quitting a match because other teammates left shouldn’t be a solution, especially for a common problem. That kind of thinking lacks any perspective taking and critical thinking for the handicapped team. What if the enemy team doesn’t want to simply forfeit? Why not allow them to play a match and finish it with a full team via JIP?

Based on my understanding of a person’s mindset, I believe the argument against JIP is to ensure the preservation of easy victories (via the handicap caused by quitting). A person’s mindset is to have fun when playing any shooter game. If enemy quitters make the game easier for them, they will defend that easy victory tooth and nail. Same logic applies to Call of Duty players; They would rather have the skill based system removed in order to succeed by slaying the higher volume of lesser skilled players.

> 2597611927948033;15:
> > 2533274795123910;14:
> > > 2597611927948033;9:
> > > > 2535444867361780;8:
> > > > As for your reason one, I’d rather not have JIP. Not for ranked anyway, so consider the following.
> > > >
> > > > Honestly the top feature I want to see is matchmaking bans for people who constantly betray team members or often quit because of whatever reason. I’m not talking permanent matchmaking bans, but maybe a 30 minute - 1 hour ban for continuous quitting? I can’t remember which, but I remember a certain Halo game doing this.
> > >
> > >
> > > The problem with not having JIP is that you’ll have moments where almost an entire enemy team quits. Afterwards, it’s a 6 minute “hide and seek” session via 4v1. I find that extremely boring and would rather have enemy teammates to replace the ones that left–no matter what mode.
> > >
> > > As for the matchmaking bans for betrayals, there’s a simple fix–no friendly fire. As for quitting, if the JIP is enabled, there won’t be a need for quitting penalties since we get replacements.
> >
> >
> > If the majority of players quit. Give the team they quit from the ability to Forfeit the match. Saving every participants’ time.
> >
> > No friendly fire is a lazy work around that changes how the game play.
> > Quitting would be more rampant than ever if there was no penalty to it.
> > -Losing a match, just quit
> > -You think team mates are bad, just quit
> > -Bad map, quit
> > -Not good game mode, quit.
> > JiP won’t find an immediate replacement either because there are a lot of parameters going into finding a suitable team mate. It can be everything from 10 seconds to 5 minutes before the system finds a suitable replacement.
>
>
> Quitting has and always will be rampant. As long as there is no JIP, the repercussions of quitting players will remain extremely severe, thus making the game a lot less fun for the handicapped team. Quitting a match because other teammates left shouldn’t be a solution, especially for a common problem. That kind of thinking lacks any perspective taking and critical thinking for the handicapped team. What if the enemy team doesn’t want to simply forfeit? Why not allow them to play a match and finish it with a full team via JIP?
>
> Based on my understanding of a person’s mindset, I believe the argument against JIP is to ensure the preservation of easy victories (via the handicap caused by quitting). A person’s mindset is to have fun when playing any shooter game. If enemy quitters make the game easier for them, they will defend that easy victory tooth and nail. Same logic applies to Call of Duty players; They would rather have the skill based system removed in order to succeed by slaying the higher volume of lesser skilled players.

So it can’t be, as I said, more rampant then?

Let’s say that Arena has JiP, and there are no penalties to quitting, it’s a loss, that’s all.
-Most players who quit will be the ones who do not want to waste time on playing matches they themselves deem lost, even when there’s still quite a good chance of winning.
-This will leave a team that found itself at a disadvantage, will be even more at a disadvantage.
-Being at an even worse disadvantage will mean the other team can and most likely will take an even better lead.

Now let’s say that JiP will then provide a replacement player into that match.
-The team is already at a disadvantage as the other team most likely have better map control in terms of positioning and weaponry as well as a significant lead in points.
-Quite some time has most likely already passed.
-If we assume both teams are at somewhat even skills, this would be quite the difficult game to salvage for the losing team.

Now, as I said, if there are no penalties to quitting, then most players who quit will be those who deem the match lost even when there’s good chances of turning the game. Where do you think JiP players will be put? Mostly on the team which is losing in a match which can’t be turned.
Then, if we’re playing a ranked playlist. Why are you playing? Most likely to increase your rank, now, how do you increase your rank? By winning. Joining a lost game is the opposite of what we want to achieve, therefore JiP works against this. Seeing as i343 hasn’t implemented JiP into ranked Arena, they themselves most likely have quitting stats they haven’t shared with us, which most likely point towards most quitters being on the losing team. From that they most likely drew the conclusion that JiP in ranked is a detriment to the ranked experience.

I’m most likely making stats up when I say that for every match I managed to turn, there were three which weren’t possible to win in Halo 4, and for every match I joined the leading side, there were at least five matches joined on the losing side. I do however not think I’m that far from the correct statistics.

Your understanding of a person’s mindset? What’s that even supposed to mean? Yeah, you got another mindset then to take into consideration, and I think there are quite a few others who agree with my mindset. I do not want to join a losing game and automatically get a loss on my record, and thus have my rank affected because the game decided it should automatically be reduced. I also do not support in the idea that rank should be unaffected with JiP games, or even that losses shouldn’t count if it’s a loss. Why? If I join to play and get my rank up, a JiP will be a waste of time as my rank is unaffected. If losses are the only thing not taken into account with JiP games and ranks, then if people who join won’t quit but fulfil the match and they see it as already lost, they may have no motivation to actually do their best to turn the match around as it doesn’t affect them either way, if they do not decide to quit.

But please do try to convince i343 that it’s a good idea to implement JiP into Arena, as they themselves came to the conclusion that it shouldn’t be implemented into Arena, but it is in Warzone. It’ll be nice to see some compelling arguments that follows statistics and reasoning rather than making hidden insults at those who oppose the idea of JiP in ranked MM.

> 2597611927948033;1:
> - Join-in Session Feature: I know Halo was always known for having non-joinable sessions after the match starts, but this is a needed feature that Halo 5 can hopefully have. It’s a very common occurrence that people quit the game, but having almost half a lobby leave makes the rest of the mode very boring. Having a join-in-session ability fixes this issue. What happens if you join a losing game in session? Have the match not count as a loss in order to motivate people to stay in (does not work if you join a friend/recent player).
> - Action Sack and SWAT: I’m a big fan of fast paced SWAT modes, but I’m also a bigger fan of very fun games. To talk about Action Sack, I believe there needs to be a better feedback structure regarding what modes were good and not so good. That way, based on our replies, the game modes can be more interesting. (for my Action Sack forum post, go here: https://www.halowaypoint.com/en-us/forums/6e35355aecdf4fd0acdaee3cc4156fd4/topics/halo-5-action-sack-what-modes-would-you-want/01d8f6d2-90bd-4270-9e11-8c930fff75ca/posts?page=1
> - Zooming out when taking damage: This was something that happened during the beta and I found it very annoying. If you get shot, you should not automatically zoom out from your weapon scope. Simple as that.
> - Shield Recharging Mid-Sprint: I don’t understand the change regarding shields only being able to recharge as long as you don’t sprint. That just makes the pace of Halo 5 much slower. Take damage? I can’t run away. I have to hide until they recharge.
> - 6v6: Unless the maps can be small enough to support 4v4 like they always have, I find that 6v6 should be a thing in Halo 5. It makes everything more chaotic and fast paced. Not a big thing on my list, but it’ll be nice to see.
> - More Condensed Playlists: Keep the available modes simple. That way, there’s more population in each selection. A good example of this is to stay away from adding modes like Team Slayer Pro, Team Doubles, Team Snipers, Team Throwdown, etc.
> - Grifball: Where’s Grifball? I need it back! :frowning:
> Any other suggestions? Agree or Disagree with some ideas? Let me know. :smiley:

  1. Only in Warzone
  2. I can see these two added post launch
  3. No just no doesn’t work good with halo flinch was annoying Descope is here to stay as it was in the classic titles
  4. No they did that on purpose to counter people just running to not be killed by somebody better than them too COD
    5: no 4vs4 is just fine like every other halo game to exist
    6 adding more playlists encourages more variety and offer something for everybody to enjoy playing in matchmaking
  5. this I would agree with I love Grifball I can see it returning as it been in every other halo since halo 3 with the exception of Halo 2 Anniversary as that did not have the gravity hammer
    I agree with points 2 and 7 as those gametypes have existed in previous games the others ive detested that were in halo 4 and 343 took those out for a reason to make sure the multiplayer would be better and plays better than 4 did and halo 4’s multiplayer put sour in a lot of people’s mouths within a month population went down to 20,000 and that’s not good and that told 343 that the things thrown in halo 4 did not work with Halo and after playing the beta Halo 5 could have the best Multiplayer experience since Halo 3 and the points that you said I disagree with those as those are too Call of Duty and wont work well with Halo I’m looking at you Halo 4

> 2533274795123910;16:
> > 2597611927948033;15:
> > > 2533274795123910;14:
> > > > 2597611927948033;9:
> > > > > 2535444867361780;8:
> > > > > As for your reason one, I’d rather not have JIP. Not for ranked anyway, so consider the following.
> > > > >
> > > > > Honestly the top feature I want to see is matchmaking bans for people who constantly betray team members or often quit because of whatever reason. I’m not talking permanent matchmaking bans, but maybe a 30 minute - 1 hour ban for continuous quitting? I can’t remember which, but I remember a certain Halo game doing this.
> > > >
> > > >
> > > > The problem with not having JIP is that you’ll have moments where almost an entire enemy team quits. Afterwards, it’s a 6 minute “hide and seek” session via 4v1. I find that extremely boring and would rather have enemy teammates to replace the ones that left–no matter what mode.
> > > >
> > > > As for the matchmaking bans for betrayals, there’s a simple fix–no friendly fire. As for quitting, if the JIP is enabled, there won’t be a need for quitting penalties since we get replacements.
> > >
> > >
> > > If the majority of players quit. Give the team they quit from the ability to Forfeit the match. Saving every participants’ time.
> > >
> > > No friendly fire is a lazy work around that changes how the game play.
> > > Quitting would be more rampant than ever if there was no penalty to it.
> > > -Losing a match, just quit
> > > -You think team mates are bad, just quit
> > > -Bad map, quit
> > > -Not good game mode, quit.
> > > JiP won’t find an immediate replacement either because there are a lot of parameters going into finding a suitable team mate. It can be everything from 10 seconds to 5 minutes before the system finds a suitable replacement.
> >
> >
> > Quitting has and always will be rampant. As long as there is no JIP, the repercussions of quitting players will remain extremely severe, thus making the game a lot less fun for the handicapped team. Quitting a match because other teammates left shouldn’t be a solution, especially for a common problem. That kind of thinking lacks any perspective taking and critical thinking for the handicapped team. What if the enemy team doesn’t want to simply forfeit? Why not allow them to play a match and finish it with a full team via JIP?
> >
> > Based on my understanding of a person’s mindset, I believe the argument against JIP is to ensure the preservation of easy victories (via the handicap caused by quitting). A person’s mindset is to have fun when playing any shooter game. If enemy quitters make the game easier for them, they will defend that easy victory tooth and nail. Same logic applies to Call of Duty players; They would rather have the skill based system removed in order to succeed by slaying the higher volume of lesser skilled players.
>
>
> So it can’t be, as I said, more rampant then?
>
> Let’s say that Arena has JiP, and there are no penalties to quitting, it’s a loss, that’s all.
> -Most players who quit will be the ones who do not want to waste time on playing matches they themselves deem lost, even when there’s still quite a good chance of winning.
> -This will leave a team that found itself at a disadvantage, will be even more at a disadvantage.
> -Being at an even worse disadvantage will mean the other team can and most likely will take an even better lead.
>
> Now let’s say that JiP will then provide a replacement player into that match.
> -The team is already at a disadvantage as the other team most likely have better map control in terms of positioning and weaponry as well as a significant lead in points.
> -Quite some time has most likely already passed.
> -If we assume both teams are at somewhat even skills, this would be quite the difficult game to salvage for the losing team.
>
> Now, as I said, if there are no penalties to quitting, then most players who quit will be those who deem the match lost even when there’s good chances of turning the game. Where do you think JiP players will be put? Mostly on the team which is losing in a match which can’t be turned.
> Then, if we’re playing a ranked playlist. Why are you playing? Most likely to increase your rank, now, how do you increase your rank? By winning. Joining a lost game is the opposite of what we want to achieve, therefore JiP works against this. Seeing as i343 hasn’t implemented JiP into ranked Arena, they themselves most likely have quitting stats they haven’t shared with us, which most likely point towards most quitters being on the losing team. From that they most likely drew the conclusion that JiP in ranked is a detriment to the ranked experience.
>
> I’m most likely making stats up when I say that for every match I managed to turn, there were three which weren’t possible to win in Halo 4, and for every match I joined the leading side, there were at least five matches joined on the losing side. I do however not think I’m that far from the correct statistics.
>
> Your understanding of a person’s mindset? What’s that even supposed to mean? Yeah, you got another mindset then to take into consideration, and I think there are quite a few others who agree with my mindset. I do not want to join a losing game and automatically get a loss on my record, and thus have my rank affected because the game decided it should automatically be reduced. I also do not support in the idea that rank should be unaffected with JiP games, or even that losses shouldn’t count if it’s a loss. Why? If I join to play and get my rank up, a JiP will be a waste of time as my rank is unaffected. If losses are the only thing not taken into account with JiP games and ranks, then if people who join won’t quit but fulfil the match and they see it as already lost, they may have no motivation to actually do their best to turn the match around as it doesn’t affect them either way, if they do not decide to quit.
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> But please do try to convince i343 that it’s a good idea to implement JiP into Arena, as they themselves came to the conclusion that it shouldn’t be implemented into Arena, but it is in Warzone. It’ll be nice to see some compelling arguments that follows statistics and reasoning rather than making hidden insults at those who oppose the idea of JiP in ranked MM.

I agree with you as I have bad experiences with join in progress in matchmaking as it was in halo 4

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> > As for your reason one, I’d rather not have JIP. Not for ranked anyway, so consider the following.
> >
> > Honestly the top feature I want to see is matchmaking bans for people who constantly betray team members or often quit because of whatever reason. I’m not talking permanent matchmaking bans, but maybe a 30 minute - 1 hour ban for continuous quitting? I can’t remember which, but I remember a certain Halo game doing this.
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> The problem with not having JIP is that you’ll have moments where almost an entire enemy team quits. Afterwards, it’s a 6 minute “hide and seek” session via 4v1. I find that extremely boring and would rather have enemy teammates to replace the ones that left–no matter what mode.
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> As for the matchmaking bans for betrayals, there’s a simple fix–no friendly fire. As for quitting, if the JIP is enabled, there won’t be a need for quitting penalties since we get replacements.

I have no problem with JIP as long as it stays out of ranked playlists. I was just saying maybe a temporary matchmaking ban for quitters with some other losses and consequences to quitting would help stop it a little.

I honestly disagree with everyone of your suggestions.