Halo’s Matchmaking system is okay an all. But theres alot of annoying flaws with it that makes it from being…well good.
I want it to be similar to Modern Warfares system. Like how you can leave a game and people can enter as your playing in the middle of the game. No more of this your down 4 players cause your team quit for betrayal or network issues. It just sucks your stuck with that for the rest of the game. And sometimes it gets to the point where your just getting spawn killed so many times that your forced to quit. Cause you don’t want -20 for your Kill death ratio. Oh that’s right. I can’t enter a game cause of the stupid 10 min ban thing.
Just the matchmaking just seems like an old system to use. I mean the other heavy shooter games don’t use it. Only Halo uses it. It’s not the end of the world if Halo 4 keeps it.
All I want is to be able to enter a game during a mid-game like in Call of Duty. So your not screwed if a bunch of your teammates leave. But 343 will do what they think is best.
I can’t comment regarding comparisons to other shooting games, since I don’t play any (at least not online), but I agree that something needs to be put in place to prevent the utter devastation that ensues when all of your teammates quit. Perhaps the game could load one super powerful AI bot to assist you, sending all your enemies scurrying back to their side of the level.
> Halo’s Matchmaking system is okay an all. But theres alot of annoying flaws with it that makes it from being…well good.
>
> I want it to be similar to Modern Warfares system. Like how you can leave a game and people can enter as your playing in the middle of the game. No more of this your down 4 players cause your team quit for betrayal or network issues. It just sucks your stuck with that for the rest of the game. And sometimes it gets to the point where your just getting spawn killed so many times that your forced to quit. Cause you don’t want -20 for your Kill death ratio. Oh that’s right. I can’t enter a game cause of the stupid 10 min ban thing.
>
> Just the matchmaking just seems like an old system to use. I mean the other heavy shooter games don’t use it. Only Halo uses it. It’s not the end of the world if Halo 4 keeps it.
>
> All I want is to be able to enter a game during a mid-game like in Call of Duty. So your not screwed if a bunch of your teammates leave. But 343 will do what they think is best.
A drop-in/out system would be nice for social matches, but should stay out of ranked (assuming Halo 4 has them, but I digress).
I think the quit ban should stay, or even be stricter. To help it combat quitting, remove the quit option from ranked matches, add the drop-in/out system to social, and add incentives to win. Quitters will always be a problem, no matter what, but stuff like what I mentioned could, I think, go a long way to combat it.
Why not make it so that a finite number of credits or experience points are awarded to each team at the conclusion of the match, to be split among the remaining players?
For example, in a game of five versus five, 50,000 credits might be awarded to each team at the end of the match. If all players remain, then each player received 10,000 credits. However, if only one player remains, he or she receives all 50,000. This would then punish those people who quit their matches while rewarding players who manage to stick out the rest of the game.
> Why not make it so that a finite number of credits or experience points are awarded to each team at the conclusion of the match, to be split among the remaining players?
>
> For example, in a game of five versus five, 50,000 credits might be awarded to each team at the end of the match. If all players remain, then each player received 10,000 credits. However, if only one player remains, he or she receives all 50,000. This would then punish those people who quit their matches while rewarding players who manage to stick out the rest of the game.
I wouldn’t exactly call it punishing. And that’s exactly why I like it. For a long time I have been telling people that reward is infinitely better source of motivation than punishment. Giving rewards for players who stay in games would make them think twice before quitting as they would lose the big reward, while still letting people quit if they don’t enjoy the game. Because let’s be honest, it’s cruel to force someone to do something they don’t enjoy in a place where they are supposed to be able to have fun.
> Why not make it so that a finite number of credits or experience points are awarded to each team at the conclusion of the match, to be split among the remaining players?
>
> For example, in a game of five versus five, 50,000 credits might be awarded to each team at the end of the match. If all players remain, then each player received 10,000 credits. However, if only one player remains, he or she receives all 50,000. This would then punish those people who quit their matches while rewarding players who manage to stick out the rest of the game.
Something like sounds good. As of late, I’ve been in favor of a system that doesn’t reward the player until the match is over. Gears of War does this for ranked matches (since social is built around dropping in and out at anytime), and has a serious penalty for not finishing.
The system also needs to be tuned to reward the players completing the objective in objective games as opposed to people who just rack up kills.
> I wouldn’t exactly call it punishing. And that’s exactly why I like it. For a long time I have been telling people that reward is infinitely better source of motivation than punishment. Giving rewards for players who stay in games would make them think twice before quitting as they would lose the big reward, while still letting people quit if they don’t enjoy the game. Because let’s be honest, it’s cruel to force someone to do something they don’t enjoy in a place where they are supposed to be able to have fun.
By “punish” I meant “miss out on the reward”.
> The system also needs to be tuned to reward the players completing the objective in objective games as opposed to people who just rack up kills.
> > I wouldn’t exactly call it punishing. And that’s exactly why I like it. For a long time I have been telling people that reward is infinitely better source of motivation than punishment. Giving rewards for players who stay in games would make them think twice before quitting as they would lose the big reward, while still letting people quit if they don’t enjoy the game. Because let’s be honest, it’s cruel to force someone to do something they don’t enjoy in a place where they are supposed to be able to have fun.
>
> By “punish” I meant “miss out on the reward”.
And that’s exactly why I like it. The quit ban in Reach caused more problems than it cured and I’d rather not see it come back. Rewarding people for playing is the best solution to go with.
Pro tip: use the search function and read why this shouldn’t be in the game, and you’ll understand. I’d rather be playing my matches rather then joining a game, watching a black screen, the game ends, and back to black screen, its a terrible idea for halo, there gunna stay true to the roots of halo, not -Yoink- of doody.
By the way, I like the set amount of CR per team, but in game credits must be given for players who get kills, unless you want a bunch of afk’s
> Pro tip: use the search function and read why this shouldn’t be in the game, and you’ll understand. I’d rather be playing my matches rather then joining a game, watching a black screen, the game ends, and back to black screen, its a terrible idea for halo, there gunna stay true to the roots of halo, not -Yoink!- of doody.
This is assuming Halo 4 doesn’t have dedicated servers. With the current trend of games, it’s likely to happen.
I’m saying its not likely to happen, write down all the pros and cons and tell me if it works or not.
Simply put, halo doesn’t follow trends, it sets them. (Boom headshot)
> > I wouldn’t exactly call it punishing. And that’s exactly why I like it. For a long time I have been telling people that reward is infinitely better source of motivation than punishment. Giving rewards for players who stay in games would make them think twice before quitting as they would lose the big reward, while still letting people quit if they don’t enjoy the game. Because let’s be honest, it’s cruel to force someone to do something they don’t enjoy in a place where they are supposed to be able to have fun.
>
> By “punish” I meant “miss out on the reward”.
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>
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> > <mark>The system also needs to be tuned to reward the players completing the objective in objective games as opposed to people who just rack up kills.</mark>
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> A thousand times yes.
> > I wouldn’t exactly call it punishing. And that’s exactly why I like it. For a long time I have been telling people that reward is infinitely better source of motivation than punishment. Giving rewards for players who stay in games would make them think twice before quitting as they would lose the big reward, while still letting people quit if they don’t enjoy the game. Because let’s be honest, it’s cruel to force someone to do something they don’t enjoy in a place where they are supposed to be able to have fun.
>
> By “punish” I meant “miss out on the reward”.
>
>
>
> > <mark>The system also needs to be tuned to reward the players completing the objective in objective games as opposed to people who just rack up kills.</mark>
>
> <mark>A thousand times yes.</mark>
The person successfully planting the bomb should get rewarded more. Anyone diffusing the bomb should get rewarde more. A kill with the bomb should (melee) should count more than any kill without it.
Killing bomb carrier should count more. Your reward should be multiplied be the number of persons who failed trying to diffuse your bomb that you planted.
This will make playing the objective all the while worth it.
This issue has been debated a lot. I generally think it’s a bad idea. Allowing someone to join and quit whenever they please means you have the possibility of joining at the very end, as well as frequently joining on the losing side. Such is the case in games like CoD and Battlefield. People will gladly quit because they imagine they are doing no harm, on the losing team or otherwise, leaving their team to suffer for a certain amount of time before a new person joins. If that person who joins can’t help turn it around, they are probably just going to leave, and so on. Neither system is the best, neither is the worst. They both have their issues and their pluses. I just generally think the system in Halo currently would work best for it.