Simple. If your team is getting whooped on, the game calls it.
Lets say BTB slayer. first 2 minutes, 22-3. your teams losing, and not a single power weapon within your squad and all your verhicles are blown up or missing.
Dont you think there is a way they could do this?
> 2533274963962937;1:
> Simple. If your team is getting whooped on, the game calls it.
>
> Lets say BTB slayer. first 2 minutes, 22-3. your teams losing, and not a single power weapon within your squad and all your verhicles are blown up or missing.
> Dont you think there is a way they could do this?
>
> It would apply to all game types.
God what’s up with the forfeiting and mercy rule crap recently. Just play the damn game out, having a whole team quit or a match just randomly ending would be the most annoying thing
Losing cannot exist without winning, just quitting out simply because you got the short end of the stick does not quantify as a ‘justified’ quit. The only moment a quit should not be punished as much (or perhaps letting it slide for once) is when already half of your team quit in such a match. There’s no point in playing a 4v8 with a 9-54 score, it isn’t enjoyable for either side.
> 2533274883108544;9:
> > 2533274807773315;8:
> > It could be abused too easily. With a surrender mechanism in place, you could easily rank boost or boost wins.
>
>
> how?
Get a party of eight people. Join a matchmaking game. As soon as the game starts, one team surrenders, giving the other team a win and XP. Repeat.
> 2533274963962937;1:
> Simple. If your team is getting whooped on, the game calls it.
>
> Lets say BTB slayer. first 2 minutes, 22-3. your teams losing, and not a single power weapon within your squad and all your verhicles are blown up or missing.
> Dont you think there is a way they could do this?
>
> It would apply to all game types.
I miss the generation where losing was expected. Failing sections again and again, until you learn how to complete it. Playing a MP game knowing full well one side had to lose.
It’s the people who can’t handle losing that have the rage tantrums and entitlement issues. Experiencing loses and fails in life is good for people.
Let people learn to go down swinging, and to be able to have fun regardless of the outcome.
> 2533274964465607;10:
> > 2533274883108544;9:
> > > 2533274807773315;8:
> > > It could be abused too easily. With a surrender mechanism in place, you could easily rank boost or boost wins.
> >
> >
> > how?
>
>
> Get a party of eight people. Join a matchmaking game. As soon as the game starts, one team surrenders, giving the other team a win and XP. Repeat.
Then apply party restrictions to the playlists. A surrender feature could be something to be tested in ranked playlists where restrictions should already be in place. Then there’s the potential of bringing them into non-ranked if the demand is there.
> 2690096563152830;3:
> No way, you should never give up! The best games are the ones where you come back from being behind to win by a narrow margin!
Agreed a team being ahead is never a good reason to surrender, but I am in favor of there being no penalty if half your team has already quit, then you quit. Only time I see it ok to quit a game is when two or more people on your team have quit already. Especially in a game like halo that depends heavily on even numbers. I think it would be good maybe if a message would pop up after 2 people on your team quit, saying “your team has abandoned you! Live to fight another day with out penalty? Yea or no?” The other team would still get a win but it wouldn’t punish you or give you a lose. Also, more importantly, there needs to be a heavier penalty if you are the first to quit! Can’t stand when someone drops out. In halo it completely ruins the game. I think the reputation rank on Xbox is a great solution, eventually non-quiters won’t be matched with quiters anymore.
> 2547348539238747;13:
> I miss the generation where losing was expected. Failing sections again and again, until you learn how to complete it. Playing a MP game knowing full well one side had to lose.
>
> It’s the people who can’t handle losing that have the rage tantrums and entitlement issues. Experiencing loses and fails in life is good for people.
>
> Let people learn to go down swinging, and to be able to have fun regardless of the outcome.
If we’re talking about being a sore loser because your team just sucks, yeah that’s a soar loser. But if your team straight quits, that’s a different story.
> 2547348539238747;13:
> I miss the generation where losing was expected. Failing sections again and again, until you learn how to complete it. Playing a MP game knowing full well one side had to lose.
>
> It’s the people who can’t handle losing that have the rage tantrums and entitlement issues. Experiencing loses and fails in life is good for people.
>
> Let people learn to go down swinging, and to be able to have fun regardless of the outcome.
Normally I’d agree with you, but the latest generation of console gamers especially have been exposed to matchmaking systems that prioritize speed above anything else. In Halo 3 it took a good 4-5 minutes at times in order to find a ranked match at least and that is being generous; however, the matches would normally be close in that the teams could actually compete with each other.
In Halo 4 and CoD there is no ranking system the game just finds people and throws them together, meaning the better people in the lobby can all be matched against the worse people in the lobby, leading to one-sided matches and quitting. A mercy rule for systems that use this isn’t a bad idea as these systems actively encourage quitting. What’s that I’ll receive a loss for quitting? Gonna lose anyway don’t care. In Battlefield if I get put on a bad team I’ll leave within a couple of matches. If the game switches me to the bad team I’ll give the first phase a shot but if the team isn’t going to win I leave.
Going down swinging is cool and all, but it isn’t fun if you aren’t swinging and just being stomped on, managing only the occasional twitch. I don’t think I’m entitled there, I think I’m just getting out of an unavoidable loss sooner for the most part.
> 2533274826620064;11:
> Wasn’t there a party cap for entering certain playlists to avoid these kind of matches?
maybe free for all, but I think there should be at least 1-2 playlist in Halo 5 that follow the CoD “Mercenary” style playlists where there are no parties or only groups of two or so. Nothing is worse than having mostly randoms or small groups go against the uber competitive clan.