Have you ever had that time when you get betrayed multiple times in a game and then nothing pops up for boot? You decide to take matters into your own hands, betray the betrayer, then get booted. Unfair, yes? This is partly because of the unbalanced way of the system and the other part is the players. Most players just click boot when it pops up, wether the betrayal was on purpose or not.
I believe players should not have an option at all. If you have played Halo PC online, you know that you get booted after a certain number of team-kills. No player option involved. Now take this idea and add it to a more balanced system. Say I betray people and have gotten booted the last 5 games. I join and I betray you. I should get instantly booted. Now let’s say I haven’t betrayed anyone, and I betray someone in a game. I should get another chance or two, right? The system would reset every 24 hours, starting you off with a clean slate everyday. What do you guys think?
Personally, I prefer the BF3 system; you can’t damage your teammates, and can only kill them if you’re creative enough to create a situation that makes them kill themselves. Unless you play on hardcore mode, which has no place in Halo.
I like your idea, I hate being booted when I pop a granade down the hall and some guy from my team comes running down from the other side and is killed, I also hate being betayed multiple times with no justice, I personally wouldn’t like a accumulative 24 hour system (or thats what it sounds like you were saying) and would prefer a game based one, 3 betrayls per multiplayer game.
One betrayal, one boot. Betrayals can always be avoided by having the tiniest bit of situational awareness. Gee, your team is right next to where you’re about to throw a grenade? Probably shouldn’t throw one there, huh?
> One betrayal, one boot. Betrayals can always be avoided by having the tiniest bit of situational awareness. Gee, your team is right next to where you’re about to throw a grenade? Probably shouldn’t throw one there, huh?
There are such things as accidental betrayals that can be difficult to avoid (usually due to some dim-witted teammates, or perhaps yourself.) The challenge now, is to try and have the game differentiate accidental ones and ones that are on purpose. This is incredibly hard for a computer to do, however, so at the moment, it’s best to leave it up to the players.
Im talking about when you throw a granade at an enemy, and then some genius on the team goes sprinting in there to “yoink” him from you, then boom, your guy dies, yeah situational awareness works, unless your playing with a dumb team
IMHO intentional betrayals have become the biggest single problem with Halo today. I played for about 3 hours last night and had maybe 2-3 rounds that were really enjoyable. All the rest were ruined by idiots that were betraying teammates more than trying to play the game.
I love Grifball so I played a few rounds but it’s been 100% ruined by betrayals (since you can’t boot anyone in Grifball). So I started playing some BTB, but any time you get into a vehicle, you have some moron teammate that is bitter that you got the vehicle instead of them, so they just charge up their plasma pistol and disable you until you give up the vehicle or get killed by an opponent. Then there’s the guy that will shoot you JUST ENOUGH to take you to no shields and very little health, but won’t betray you completely. Or the pilot that waits for you to get into a falcon and then flies you to your death off the map. Even in firefight, there’s the jerk that blows up the one vehicle on the map when you get in it to rack up some vehicle kills.
With all that crap going on the game isn’t worth playing anymore. I started playing more Reach recently to get ready for Halo 4 but if it’s going to be the same group transferring over to Halo 4, then I won’t be buying the new title.
The solution: 343 needs to set up a proximity and time lapse system that helps recognize intentional betrayals from accidental ones. I admit that some betrayals are accidental or calculated losses (for example, you are in a wraith battling the other team’s wraith and you have a dumb teammate trying to splatter the wraith with a mongoose… I’m ok with betraying that person 100/100 times). But basically it would recognize the betrayed players distance from an enemy, the elapsed time since the betrayed player took damage from an opposing player, and the method of betrayal and basically “score” the betrayal. If a betrayal happens far from opponents, when the betrayed player hasn’t taken recent damage from opponents, or when the betrayal is made with non-explosive weapons, then that betrayal would receive a higher score. Then it’s just a matter of setting a threshold for booting.
They could even use this system to levy harsher penalties against serial betrayers by accumulating those points over time. If ever your “betrayal” points exceed a certain ratio compared to your “non-idiot” points, the system could lock you out for a day or a month or a year.
If that’s too difficult or 343 just doesn’t want to fix the problem the right way, the other best option in my opinion is to create a “No Friendly Fire” playlist in matchmaking.
I’d like a change that stopped your betrayer picking up your dropped weapons. Everyone else can except them. While this doesn’t solve all betrayals, it’ll at least stop the most annoying, betrayal to steal your weapon. Also, no clever computer logic required here.
It would need a modifier to allow for the almost-betrayers that take your shields down and wait for the enemy to kill you off but that would be good. If they could also take off betrayals for vehicles, that would help. I’d say there are far fewer intentional betrayals with vehicles than there are people throwing themselves infront of wraiths/ standing infront of the turrets etc to gain the vehicle.
> How about no friendly fire? Problem solved.
>
> Somebody complains about realism? Adapt.
Adapt, nice one, haven’t heard that before.
No, this clown aside, we all know friendly fire has to stay, it makes for a better game. For example, you burst into a room with rockets when 1 of you team mates is being molested by 2 of theirs. You can’t fire straight in a you’ll betray (although some would) so you have to find a way of helping him out. This adds layers to a game, removing it would subtract from the overall experience.
> > How about no friendly fire? Problem solved.
> >
> > Somebody complains about realism? Adapt.
>
> Adapt, nice one, haven’t heard that before.
>
> No, this clown aside, we all know friendly fire has to stay, it makes for a better game. For example, you burst into a room with rockets when 1 of you team mates is being molested by 2 of theirs. You can’t fire straight in a you’ll betray (although some would) so you have to find a way of helping him out. This adds layers to a game, removing it would subtract from the overall experience.
I feel like Ghost Recon: Future Soldier handles betrayals nicely. Shooting a teammate with bullets does nothing buuuut anything explosive causes damage (grenades, rockets, I’d include any power weapon including Sniper also).
I’m not saying that is what I want for Halo but I know it definitely works great for GR:FS. I can’t stand the amount of games where if one of my friends gets the Wraith or Sniper before a nub and the nub spends the ENTIRE game taking their shields off. Literally following them everywhere just to pop shields and/or finish them off after an enemy takes their shields away (or in the cause of the Wraith they’ll follow the driver around with a Plasma Pistol and stun them nonstop). So not only does my friend lose the Sniper but the nub crouches on the Sniper spawn until it comes back, making us down a person (and then he usually takes the Sniper and gets 1 kill with 12 bullets). Happens in BTB waaaaaaaaay too often. I never really have that problem in regular slayer/objective.
I want to say there should be a change to friendly fire but I can’t say it without telling myself that it’s not Halo. And betrayal systems seem to never work. I like the idea of a history but I’d keep it for a week or month. So if you betray 2 people in a game, the system will remember that and the next time you betray, accidental or not, you get booted. And it remembers those 2 days for the following week/month so if you betray someone you should get booted. I’m a smart Halo player and I can’t even think of the last time I’ve betrayed someone (let alone 3 people) so don’t give me the “but what if it’s accidental” crap (well don’t play like an idiot). This and quitters are the biggest problem, well its about equal with the horrible map design and bad flow in gameplay, in Halo Reach.
Sorry for the wall of text.
I just played Dominion and have been betrayed 3 times in a single game for weapons. If people so much as see you with a power weapon or any decent ordnance they will simply betray you, somehow I am never able to boot people for deliberate betrayals either. I’m getting really tired of being betrayed because people feel that they need the sniper more than I do.
It’s got to a point where people will always betray you for weapons because they know for a fact they can get away with not being booted for it. The only real fix is to play with a team.
> Im talking about when you throw a granade at an enemy, and then some genius on the team goes sprinting in there to “yoink” him from you, then boom, your guy dies, yeah situational awareness works, unless your playing with a dumb team
Situational awareness does not save you if you’re using a wraith and trying to bomb someone at a range where you can only look up at the sky… by the time your shot hits, someone can come from across the map and end up where you fired.
Hundreds of games later – I’ve never been booted and only gotten the chance to boot one player and I did (they deserved it…)
With all the software designers available I find it disgusting that we still have to rely on that sick joke of a rating system provided by Xbox Live. Instead of a boot option, I would rather have an advance player rating system which actually rewards smart team players and makes betrayers think twice about their behavior.