How to make Betrayal/booting system smarter.

The betrayal booting system is of course absolutely necessary, but it had two main flaws in all existing Halo titles: Not giving the option to boot when a betrayal is intentional (false negative), and giving the option to boot when a betrayal is unintentional (false positive). While the betrayal booting system can never be perfect, it can be improved by making it smarter.

What Halo 4 needs to do is assign a point value to each betrayal in terms of how likely it is to be intentional, and then decide whether or not to give the option to boot based on the current betrayal and the betrayer’s recent history. This will reduce the frequency of false positive and false negative results.

Some betrayals should have very low point value. These are betrayals that are frequently the result of common reckless or careless play, or can happen through no fault at all of the betrayer. The following are examples of this.
-Vehicle driven off cliff, or explodes in a kill zone, passengers get betrayed (once per game)
-Vehicle the betrayer is operating or shooting at explodes, wreckage splatters teammate
-Splattering a teammate with a vehicle

Other betrayals should have their point value reduced IF there is an enemy within X meters of the betrayed player. These are situations where through your negligent or perhaps panicked use of power weapons, you kill a teammate along with your enemy, and you shouldn’t be booted.
-High explosives, such as a tank/wraith shot or a rocket
-Grenades
-Sniper Rifle
-Splatter
-Gravity Hammer, Shotgun, Sword (only if enemy is very close)
The point value of these betrayals, with the exception of Splatter, should NOT be reduced unless there is an enemy nearby.

Some factors should reduce the point value of vehicle betrayals.
-If the betrayer is on a Killing Spree or Wheelman Spree with his vehicle, or he has a high K/D with that vehicle in his history. This shows the betrayer is likely using the vehicle to work hard for his team, and his recklessness is more forgivable.
-If the betrayed is the gunner of a Scorpion or Wraith (it’s easy to betray your gunners when you’re desperately blasting away hijackers), or he’s “riding” on your vehicle
-If the betrayed recently dealt any damage to you or the vehicle (some sore losers who wanted to get to the vehicle before you did will actively try to get splattered)

Some betrayals should be “red flag” betrayals, meaning that there’s no way in hell they could have been done by accident, and they should have the highest possible point value. These should always trigger the option to boot unless the betrayer has an extremely clean history, in which case he should get one free pass. Here are some examples.
-Betrayals with any weapon that takes many shots to kill, and the betrayer alone took the betrayed from full shields to dead (AR, Plasma Rifle/Pistol, DMR, BR, Magnum, Ghost or Warthog gun, etc.)
-Double melee
-When the betrayed is holding a valuable power weapon, and there is no enemy nearby when the betrayal happens
-Any time the same teammate is betrayed twice

Some betrayals should be given one entirely free pass per game. These are betrayals where the betrayed was griefing and “deserves it”.
-The betrayed has been holding the objective for 90% of the time of the last three minutes.
-The betrayed has neither taken nor dealt any damage (to/from enemies) for the past three minutes, meaning he’s either hiding or AFK.
-The betrayed has dealt heavy damage to or betrayed the betrayer more than once during the current game. If the betrayed retailates for this betrayal, the option to boot should be given.

I’m not going to try and create a numerical formula here, 343 has much better access to the data than I do, but it would be very helpful.

> The betrayal booting system is of course absolutely necessary, but it had two main flaws in all existing Halo titles: Not giving the option to boot when a betrayal is intentional (false negative), and giving the option to boot when a betrayal is unintentional (false positive). While the betrayal booting system can never be perfect, it can be improved by making it smarter.
>
> What Halo 4 needs to do is assign a point value to each betrayal in terms of how likely it is to be intentional, and then decide whether or not to give the option to boot based on the current betrayal and the betrayer’s recent history. This will reduce the frequency of false positive and false negative results.
>
> Some betrayals should have very low point value. These are betrayals that are frequently the result of common reckless or careless play, or can happen through no fault at all of the betrayer. The following are examples of this.
> -Vehicle driven off cliff, or explodes in a kill zone, passengers get betrayed (once per game)
> -Vehicle the betrayer is operating or shooting at explodes, wreckage splatters teammate
> -Splattering a teammate with a vehicle
>
>
> Other betrayals should have their point value reduced IF there is an enemy within X meters of the betrayed player. These are situations where through your negligent or perhaps panicked use of power weapons, you kill a teammate along with your enemy, and you shouldn’t be booted.
> -High explosives, such as a tank/wraith shot or a rocket
> -Grenades
> -Sniper Rifle
> -Splatter
> -Gravity Hammer, Shotgun, Sword (only if enemy is very close)
> The point value of these betrayals, with the exception of Splatter, should NOT be reduced unless there is an enemy nearby.
>
>
>
> Some factors should reduce the point value of vehicle betrayals.
> -If the betrayer is on a Killing Spree or Wheelman Spree with his vehicle, or he has a high K/D with that vehicle in his history. This shows the betrayer is likely using the vehicle to work hard for his team, and his recklessness is more forgivable.
> -If the betrayed is the gunner of a Scorpion or Wraith (it’s easy to betray your gunners when you’re desperately blasting away hijackers), or he’s “riding” on your vehicle
> -If the betrayed recently dealt any damage to you or the vehicle (some sore losers who wanted to get to the vehicle before you did will actively try to get splattered)
>
>
>
> Some betrayals should be “red flag” betrayals, meaning that there’s no way in hell they could have been done by accident, and they should have the highest possible point value. These should always trigger the option to boot unless the betrayer has an extremely clean history, in which case he should get one free pass. Here are some examples.
> -Betrayals with any weapon that takes many shots to kill, and the betrayer alone took the betrayed from full shields to dead (AR, Plasma Rifle/Pistol, DMR, BR, Magnum, Ghost or Warthog gun, etc.)
> -Double melee
> -When the betrayed is holding a valuable power weapon, and there is no enemy nearby when the betrayal happens
> -Any time the same teammate is betrayed twice
>
> Some betrayals should be given one entirely free pass per game. These are betrayals where the betrayed was griefing and “deserves it”.
> -The betrayed has been holding the objective for 90% of the time of the last three minutes.
> -The betrayed has neither taken nor dealt any damage (to/from enemies) for the past three minutes, meaning he’s either hiding or AFK.
> -The betrayed has dealt heavy damage to or betrayed the betrayer more than once during the current game. If the betrayed retailates for this betrayal, the option to boot should be given.
>
>
>
> I’m not going to try and create a numerical formula here, 343 has much better access to the data than I do, but it would be very helpful.

You realize that there will still be people complaining that this system is broken right?

You also do realize that you can betray the same teammate on accident twice in a row right? It has happened to me before.

These should count as an accidental betrayal and not get kicked.

  • If the player that gets betrayed was seen for less than a second or too far away to be noticed
  • Killed more than 2 seconds after a shot (e.g. rocket, wraith)was fired
  • If an enemy was within range of the teammate
  • If debris of vehicles and other objects kills

Automatic kick after 2 deliberate betrayals.

  • If more than one shot was fired into the teammate with no enemies within view or range
  • melee’d to death

I disagree, they should just take off team killing.

I think this this may be worth reposting in a betrayal/boot thread.

> I’ve suggested before. There should be a SMITE option at first, and then the BOOT option after repeated betrayals.
>
> After EVERY betrayal, the SMITE option will allow you to kill the offending player by the Guardians, which would prevent betrayals for weapons or anything like that. It’s a middle ground between BOOT and forgiveness.
>
> After repeated betrayals, players would be able to BOOT betrayers, but ONLY after a certain number of repeated betrayals, and I guess taking into account the high-explosive situations that the OP mentioned. That way, BOOT is reserved for serious jerks and offenders, and you can still take a sort of revenge if you so choose, without penalty and without totally screwing anybody.

> I disagree, they should just take off team killing.

> I disagree, they should just take off team killing.

I second this. There’s only a handful of possible betrayals which are unequivocably unintentional, ex. wreckage splatters and rockets from a VERY long way away. But compare those two to the dozens of weapons in the sandbox. It’s a very small minority. Thus you can’t fix the betrayal system by looking at what type of kill got you what friendly ker-splatted because more often than not it’s going to be a grenade, shotgun blast, bad punch, or snipe, the crux of which is simply going to be timing which a computer can’t infer anything from.

Furthermore, if you start judging people on how wreckless they may have been you’re only going to make the area even more grey. While intent is an objective matter (did you or did you not want that to happen) wrecklessness is a value judgement that varies from one peron’s sensibilities to another. For example I may be playing at a comfortable level and risk and return, but you might see my game and think “He’s a mad man!” There’s no objective basis to it, just a subjective one, so it’s not something that a computer can understand (you could say) well enough to start making judgements that we would agree with.

So you’re just left with more issues without realling doing all that much to solve the first. Granted, it would help to exclude those withoout-a-doubt-no-human-could-have-seen-this-coming betrayals but removing friendly fire is a much more elegant, and total, solution.

No. We shouldn’t take out team killing. It’s a team based strategy game, not just some bs fps like cod. If you don’t know when to throw grenades or use rockets, learn, or get kicked. They’ve already taken out 1-50 to accommodate for kooks like you, we don’t need to dumb it down for the newbs anymore

> I disagree, they should just take off team killing.

I’m all for this to happen in the social playlist (Keep it in Ranked to save the scwobblling) As it just stops the amount of betrayals happening almost all together.

I disagree, they should make a consistent booting system. Once a player betrays for the 3rd time that game, the person who was betrayed gets the option to boot regardless of circumstances. If you betray a teammate three times, you deserve to be booted. If they were all accidents, you still deserve to be booted for being a careless idiot. Of course, certain playlists would have different limits (eg. in MLG and Team Snipers, betrayals are less common therefore betrayals that happen are more likely to be purposeful, so players can get booted after they commit two betrayals. In BTB, there are lots more explosions and vehicles so it could be more lenient).