If Halo 4 has cR or xp, I was thinking if someone quits, they should be punished by having the amount of cR/xp they would’ve gotten in the game, taken away. You know what I mean?
Some player don’t care about exp or credits. Why doesn’t 343 address why player quit.
> Some player don’t care about exp or credits. Why doesn’t 343 address why player quit.
Why do they need to address it?
> > Some player don’t care about exp or credits. Why doesn’t 343 address why player quit.
>
> Why do they need to address it?
Because like I have said on these forums over 13 times now already, majority of quitting is due to matchmaking errors:
. Blackscreening (too many times in a match, being left on blackscreen while the lobby plays, neverending blackscreens, etc.)
. Crippling host based lag (Frame jumping, broken physics, etc.)
. Random disconnects from host (it happens despite your connection strength, and can lead to quit bans)
. Accidental betrayal booting
. Poor skill matching (a group of high ranks fighting against people playing the game for the first time (recruits) is not acceptable skill matching.
Only a small minority rage quit without a valid reason.
If matchmaking was improved then quitting would be down to necessity rather than unfair situations.
As I have said before, I will say again: <mark>FIX THE CAUSE NOT THE EFFECT</mark>.
The cause is broken matchmaking, the effect is rage quitting.
> > Some player don’t care about exp or credits. Why doesn’t 343 address why player quit.
>
> Why do they need to address it?
Because it’s the driving force that keeps players wanting to win games and matching against opponents fairly. It’s a pretty basic part of the game. People complain about being matched unfairly, but when you have things like the quit and mute ban active, some people quit because of those reasons.
Which means lower population = being matched unfairly. Quitting is a huge problem, and even bigger in Reach since there is no incentive to even win games. You can still rank up if you lose, so people don’t even care to win.
The whole mindset of winning and punishing players for quitting needs to stop taking the backseat and just drive the bus for Halo 4. You can have all the best guns and features, but if players constantly quit and don’t get seriously punished, nothing else even matters.
> > > Some player don’t care about exp or credits. Why doesn’t 343 address why player quit.
> >
> > Why do they need to address it?
>
> Because like I have said on these forums over 13 times now already, majority of quitting is due to matchmaking errors:
> . Blackscreening (too many times in a match, being left on blackscreen while the lobby plays, neverending blackscreens, etc.)
> . Crippling host based lag (Frame jumping, broken physics, etc.)
> . Random disconnects from host (it happens despite your connection strength, and can lead to quit bans)
> . Accidental betrayal booting
> . Poor skill matching (a group of high ranks fighting against people playing the game for the first time (recruits) is not acceptable skill matching.
>
> Only a small minority rage quit without a valid reason.
>
> If matchmaking was improved then quitting would be down to necessity rather than unfair situations.
>
> As I have said before, I will say again: <mark>FIX THE CAUSE NOT THE EFFECT</mark>.
> The cause is broken matchmaking, the effect is rage quitting.
The problem is the p2p system used by matchmaking.
As long as Halo is using the inferior p2p system (developer by bungie btw) all the problems you speak of will be present, even “standard”.
IF and only if Halo 4 has Dedicated Servers (with matchmaking) you’ll never have those issues again. Homefront, Gears 3, Section 8 Prejudice, all got a lower population then Halo (competitive MM) but none, not one of those issues are present or even a problem.
. With dedicated servers there won’t be no blackscreen ever, and if a player quit another can join without issues or lag.
. No more hosts, a server handles everything and you’ll be matched with a server close to you, ping 70ms-250ms, 300ms if you’re playing with friends from abroad, but still that’s less than the usual p2p delay in Halo (to my experience)
. No hosts, no disconnects from host. If the servers would be down (for some reason), p2p can be used as back-up system during the downtime (worst case scenario, is still as good as the present matchmaking)
. If a player is booted, a new player can join instead. If allowed, friendly fire could simply be turned off for social gaming, or for specific playlists or even specific servers (custom games online)
. Since connection wouldn’t be an issue, the game could focus fully on true skill and even matches. The game can ever auto-balance the teams after each round based on performance, to ensure even teams (Homefront does and it works flawlessly)
> The problem is the p2p system used by matchmaking.
> As long as Halo is using the inferior p2p system (developer by bungie btw) all the problems you speak of will be present, even “standard”.
> IF and only if Halo 4 has Dedicated Servers (with matchmaking) you’ll never have those issues again. Homefront, Gears 3, Section 8 Prejudice, all got a lower population then Halo (competitive MM) but none, not one of those issues are present or even a problem.
>
> . With dedicated servers there won’t be no blackscreen ever, and if a player quit another can join without issues or lag.
> . No more hosts, a server handles everything and you’ll be matched with a server close to you, ping 70ms-250ms, 300ms if you’re playing with friends from abroad, but still that’s less than the usual p2p delay in Halo (to my experience)
> . No hosts, no disconnects from host. If the servers would be down (for some reason), p2p can be used as back-up system during the downtime (worst case scenario, is still as good as the present matchmaking)
> . If a player is booted, a new player can join instead. If allowed, friendly fire could simply be turned off for social gaming, or for specific playlists or even specific servers (custom games online)
> . Since connection wouldn’t be an issue, the game could focus fully on true skill and even matches. The game can ever auto-balance the teams after each round based on performance, to ensure even teams (Homefront does and it works flawlessly)
Actually its not the host, rather how the host is picked and the matchmaking script, The first six months of playing reach there was next to no blackscreens or lag at all, I’m not kidding I was there.
Halo 3 has the same host based system but I never seem to experience lag there either (unless my connection is slow which is expected).
The problem is with scripting and host selection. Servers are always a good solution but until it happens the system we have needs vast improvement.
I don’t know about your auto balance theory from homefront, but I agree better skill matching is required, I also believe they should skill match by playlist not overall, as some people while highly skilled at a particular playlist may be terrible at another, I am no exception to this rule, I’m terrible at FFA, but I can dominate in Objective.