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> Kids, a job, and a marriage or relationship make it virtually impossible for a large amount of general gamers to party up.
They certainly make it more difficult. They do not make it impossible. Should we allow players to block other players if they can prove they lead busy lifestyles? Send in a W-2 to Microsoft to see how many dependents are claimed and prove a salary has been earned?
> I still play H5 and MCC regularly. I usually have a 30-45min block of time to play, and I rarely know when it’s going to happen. How am I supposed to gather 3 other players to party up with and play with within that time frame with no prior notice?
When I hop on line and want to play a game I generally check my friends list to see if any are playing the game and message them inquiring if they have room for one more. If none are playing I can create a LFG post (publicly posted, or exclusive to my friends list) letting people know I’m looking to party up.
These two things may eat up 2-3 minutes of your playing session but it may increase the quality of your play session. If random teammates are so bad you desire the ability to permanently block them, then reducing as many random teammates as you can would seem ideal.
> And that is the basic problem with telling people to party up to solve their problems. For the vast majority of gamers (yes majority, go check statistics. Avg gamer age is mid 30’s and avg weekly time played its 4-8hrs) partying up to play is simply a non-starter.
Then those players can live with the consequences of not partying up. Random teammates = unexpected or unwanted things happening.
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> This is a fair point minus the last paragraph and I like to do this whenever possible. However, partying up is not always an option and sometimes I have to or prefer to play solo.
If you have to play solo, you’ll have to accept the consequences of that. If you prefer to play solo, then you’re choosing to accept the consequences of that.
> The issue I take is not being able to block someone for feeding kills, partially betraying, etc. since that directly affects my online experience. However, players can get banned for other offenses not directly tied to playing the game.
Players stripping shields is a terrible thing to have on your team sure. This is actively detrimental to their teammates experiences. I would think a boot option would be a better implementation for this? After a player does X amount of damage to their team, the option to boot becomes available- the same way that it does if they fully kill teammates a few times. Getting booted counts as a quit, if they quit (get booted) too many times they start incurring stacking temporary bans until permanently banned for repeating offenses.
This system would prevent the need to block players, which clearly invites abuse.
Players feeding kills is a tougher one to discuss. How would the system or a player such as yourself infer intent? What if a Halo dad has let their spouse or child play a match on their account? Or what if they are trying a silly challenge like trying to get kills only using the Plasma pistol? Should players have to take a sobriety test or sign an agreement to do their best before entering matchmaking to make sure they are at their peak performance to be on your team? Earlier in the OP you mention:
> ending up at a spectacular 2-16 at the end of the match.
well, I’m here to let you know I’ve gone 2-16 in matches. It’s certainly not my average, but it’s happened. Am I such a miscreant that my teammates should be able to block me? Probably not I say.
> EDIT: Reach also had some great filters that helped you match with like-minded players and avoid those who would waste your time. That is the whole point of matchmaking, isn’t it? Otherwise why not simply have open servers and nothing else?
I’m confident those filters did nothing. They were a mix of placebo effect and free data collection.
It’s a tough scenario and something that could certainly be improved upon by the devs but my main response to both of you that I’m quoting is blocking cannot be the answer. It’s too exploitable. In absence of a better solution to immediately offer, I conclude that taking control of your teammates you play with is the best option we have as Halo gamers.