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*Original post. Click at your own discretion.
I guess I’m the only one who remembers playing uneven matches FOR THE WHOLE GAME, not just 30 seconds or so.
If you prefer the old way I would have to question your mental competence.
No, I remember it too. BTB quickly turned into 2v2, SWAT quickly turned into ‘spend 10 mins trying to hunt down 1 guy’ and let’s not forget how wonderful objective games were after teammates quit.
I can understand not wanting it in some gametypes, but removing it entirely would be a mistake.
I agree with you, but do you really need to insult people with differing opinions? In some ways not having Join in Progress was positive, let me explain before you skip down. By having a quit leave your team shorthanded people were a little less likely to quit the moment they start losing (though it still happened way to often). In Halo 4, a lot more people quit early just because a game starts off poorly for them. As a deterent it worked moderately well, and the quiter temp ban helped too.
On the other hand, I like the drop in/ drop out system because if someone were to quit, you are not left 1 man short on invasion (wish it were in Halo 4…) and objectives become impossible. I hope they keep the system in the next games, helps keep objective gametypes balanced.
I wasn’t a fan of JIP coming into Halo 4. And while it’s annoying to be put in a match where you are losing by 200 points, this is a rare occurrence. I much prefer it to Reach BTB where half your team would quit and you would either get spawn killed for 10 minutes or have to quit just to start over and possibly have the same thing happen again.
> I agree with you, but do you really need to insult people with differing opinions? In some ways not having Join in Progress was positive, let me explain before you skip down. By having a quit leave your team shorthanded people were a little less likely to quit the moment they start losing (though it still happened way to often). In Halo 4, a lot more people quit early just because a game starts off poorly for them. As a deterent it worked moderately well, and the quiter temp ban helped too.
>
> On the other hand, I like the drop in/ drop out system because if someone were to quit, you are not left 1 man short on invasion (wish it were in Halo 4…) and objectives become impossible. I hope they keep the system in the next games, helps keep objective gametypes balanced.
Not trying to insult anyone. I just can’t understand the mentality of people rather having uneven teams the whole game opposed to a limited time. It makes no sense from a rational standpoint.
If I’m losing I’d rather be down a few teammates. At least then they won’t have over 20 deaths each. I refuse to play a match where I join in on the losing team.
Very rarely will I join a game where it is at least half-way through. Although it may have some bugs, people just nit pick anything that doesn’t go their way.
Issues JiP causes:
-
Starts teams off unevenly, which is dastarous in a game where the opening rush is so crucial.
-
Forces players into (often unsalvageable) losing matches, which is frustrating for someone who values their win:loss ratio.
-
Because 343 has the mentality that people will join, there is no quit punishment and now people quit more than ever. This results in more black screens and sometimes those places arent even filled.
-
Being put into the end of the game is a little annoying. Yesterday, I was in a lobby of 4. It put all 4 of us on a team and started the match. It was an immediate victory to us. Talk about useless.
Issues it solves:
- Teams, in theory, are never without a max team size.
My Conclusion:
JiP Causes more issues than it solves.
JiP is a good system in theory. I want to like it. It just needs some tweaks cause right now it causes more issues than it solves. If it is to stay, 343 needs to implement these fixes:
-
Never start teams off uneven
-
Give us an option to search with JiP or not
-
Implement a real quit punishment (lose EXP and banned from playing for 15mins). I mean honestly, this would have solved all of this from the start.
-
Never put players into games that are over 40% finished
-
Never put players into games where the score difference is more than 20%*
*(figures are open to debate but that is just an example)
> Not trying to insult anyone.
Except you very much did try to insult people. Your last line of your first post (to-wit: “If you prefer the old way I would have to question your mental competence.”) is a clear blanket ad hominem attack on anyone who disagrees with you. You insulated yourself from engaging in real discussion by attacking the character of anyone with an opposing view rather than discussing the opposing view itself.
> I just can’t understand the mentality of people rather having uneven teams the whole game opposed to a limited time. It makes no sense from a rational standpoint.
And here you did the exact same thing as your first post. Instead of strengthening your argument as to why you believe JiP is a better method, you make a blanket statement that claims any opposition is irrational.
I think JIP is great except that it doesn’t work when you start an uneven match. If the match starts in a 3v4, it will end in a 3v4, which makes ZERO sense.
I do think there should be some penalty for quitting because now that there’s JIP a lot more people quit when things don’t go their way. Maybe a loss of EXP would do it.
JiP is basically the only thing that is bad about this game in my opinion.
The main issue it causes is adding people to a game where they are losing by 20+ kills and the entire other team already has ordinance drops and map control. I for one like to win games, and to put me in that situation is just ridiculous, and to say it doesn’t happen is ridiculous. I have been on both ends of this spectrum where I joined a game where the score was literally 850-200… Why would anyone want to “Join in Progress” in that game? I have also been winning by 50+ kills and had people join in progress against me, and I just felt bad for them because it sucks.
Another HUGE issue it presents is starting games uneven. I can’t tell you how many games I have played where it starts off 4v3 and ends that way because no one actually joins in progress. If you can explain to me how that is fair I will be amazed.
Easy Solution:
- eliminate join in progress all together.
- Add an EXP penalty for quitting (~3k exp, the equivalent of one full game)
If you actually want to keep it then they need to add some restrictions:
- Make it an option that can be selected and unselected if you wish
- Make it so you cannot join a game that is more than 50% complete
- Make it so you cannot join a game with a large margin of victory (not sure on how to quantify that appropriately)
> Issues JiP causes:
>
> - Starts teams off unevenly, which is dastarous in a game where the opening rush is so crucial.
>
> - Forces players into (often unsalvageable) losing matches, which is frustrating for someone who values their win:loss ratio.
>
> - Because 343 has the mentality that people will join, there is no quit punishment and now people quit more than ever. This results in more black screens and sometimes those places arent even filled.
>
> - Being put into the end of the game is a little annoying. Yesterday, I was in a lobby of 4. It put all 4 of us on a team and started the match. It was an immediate victory to us. Talk about useless.
>
> Issues it solves:
>
> - Teams, in theory, are never without a max team size.
>
> My Conclusion:
>
> JiP Causes more issues than it solves.
>
> JiP is a good system in theory. I want to like it. It just needs some tweaks cause right now it causes more issues than it solves. If it is to stay, 343 needs to implement these fixes:
>
> - Never start teams off uneven
>
> - Give us an option to search with JiP or not
>
> - Implement a real quit punishment (lose EXP and banned from playing for 15mins). I mean honestly, this would have solved all of this from the start.
>
> - Never put players into games that are over 40% finished
>
> - Never put players into games where the score difference is more than 20%*
>
> *(figures are open to debate but that is just an example)
Thisthisthisthisthis
Did I mention this?
I don’t think JiP is working as intended at the moment. It does need some tweaks to lower the likelihood of being dropped into a losing match or one that is already over.
Apart from that I am for the system as it is at least an attempt to rectify the problem of uneven teams after people quit.
> I guess I’m the only one who remembers playing uneven matches FOR THE WHOLE GAME, not just 30 seconds or so.
Congratulations, count yourself fortunate. I play Slayer with my brother and a friend almost every night, three of us. If the fourth player on our team quits (which they do), we NEVER have someone else fill the slot, let alone in thirty seconds.
i dont mind JIP, at first i was dubious. But i remember plenty of times when i was the only dude left on a time…refusing to quit and getting spawn camped in Invasion (i miss invasion too!) or annihilated in slayer BTB.
As far as i am aware players are still punished for quitting, so the argument for JIP making it more likely for people to quit is invalid.
It is good to join a loosing team and turn the game around.
‘Lets show em how its done boys!’
(or girls, no sandwich jokes)
It’s great when people ditch your game and leave you unbalanced but then you hear that “NEW TEAM MATE JOINED!” and then rejoicing happens. 
Until I am able to take a group of 3 into IS or SP and get a 4th teammate before the game starts, I will consider it broken and bad.
Starting a game 3v4 is unacceptable. If the team you are playing is even remotely decent you will lose before that 4th teammate ever has a chance to join.
Why people stayed in matches in Reach where their entire team quit baffles me. There was no real punishment for quitting so you stayed in the match of your own free will and thus have no right to complain about the match being bad.
Either way, the best way to tackle quitting in Halo is to discourage people from doing it in the first place, through proper penalties apart from a negligible 15 minute ‘quit ban’. Quitting wasn’t anywhere near as common in H3 since you actually lost something when you quit.