It’s a few thoughts on how to reduce the number of quitters in future Halo games.
An excerpt:
> The first step is to figure out why people are quitting and fix that. I’d guess a ranking of reasons people quit would look something like this:
>
> 1. Players unhappy with the map/gametype picked.
> 2. Uneven team skills. (Losing by a large margin.)
> 3. Uneven team sizes due to other quitters. (e.g. 4v2, 8v4)
> 4. Griefing. (e.g. betrayals, teabagging, objective holding)
> 5. Outside/real-world causes. (e.g. connection drops, house fire, spouse unplugs Xbox)
> 6. Player can earn credits faster elsewhere.
>
> We can’t do anything to fix #5 (beyond recommending a new ISP, home insurance, and marriage counseling) but the others can be minimized by putting better systems in place:
>
> - A better map/gametype voting process. (#1)
> - An improved skill-based matchmaking algorithm. (#2) (I won’t be addressing this in the article.)
> - A surrender/forfeit option. (#2, #3, & #4)
> - Harsher, yet more consistent betrayal booting. (#4)
> - Credit incentives for game completion streaks. (#6)
>
> (Continue Reading)
Id like to see the ability to rejoin a game. My connection often drops for only a second or two but thats enough to get me kicked from a matchmaking game with no chance of rejoining. Worse still, I get banned for 10 minutes for something entirely out of my control.
A nice fix would be to not allow players to search for another match for 10 minutes but to still be able to join the one that they just got kicked from. This would have a rather nice side effect of irritating host booters.
> Id like to see the ability to rejoin a game. My connection often drops for only a second or two but thats enough to get me kicked from a matchmaking game with no chance of rejoining. Worse still, I get banned for 10 minutes for something entirely out of my control.
>
> A nice fix would be to not allow players to search for another match for 10 minutes but to still be able to join the one that they just got kicked from. This would have a rather nice side effect of irritating host booters.
Are you wireless? It’s odd that your connection itself is so horrible that it would cause that.
I’d rather people quit than farm credits or hide for free perfections in firefight while I do all the work. Everyone whines about punishing quitters. People will quit no matter what. How bout we deal with people that sit in games without actually participating? I’ve seen people that I avoided for AFKing months ago still AFKing with their ranks and even blue flames. Yeah, real Halo fans.
Honestly, I play SWAT, so my teammates quitting doesn’t really effect me much (even if they spawn trap me I can usually take two with me). The reason people are quitting more often is because there are more new people playing (Holidays just passed, remember?) and they probably don’t know about Quit Bans.
I’ve seen quite a few people asking why they were banned from matchmaking, and I tell them all the same thing. Quit being a baby and finish the game. The point is, the new quitting fad is just because of a surplus of newb players, and will pass with time just like it did last time.
However, I do agree with the OP, because that sounds much more enjoyable than the current options in Matchmaking.
Meh, you think too far into it. I feel there should be a sort of cascading penalty / power system.
Lets say you’re in a game with 4 people. Lets call em A, B, C and D.
I think there should be two flat base penalties applied on the first half and second half of the time remaining in a match, that is to say, if (a) quits within the first 6 minutes of a 12 minute match, they are penalized more than if they quit after 6 minutes. (Though, this could cause high abuse with idiots just hiding / AFK’ing till 6+ mark.
Then lets also apply a penalty that’s based on your quit position. First to quit is hit with the absolute max penalty (Regardless of time-played), the first quit is the one that generally ruins most games. It greatly reduces your general chance of winning, and demoralizes most players to the point where you go into fight or flight mode, and most bounce. I can’t entirely blame them, I almost never ever quit, but I can understand why some do on the basis that others already have.
Those are just off the wall numbers. I want people who deliberately or not, cause a cascading degradation of a games play-ability to be hit the hardest, and others who leave as a result of player (a) to be less accountable.
There is no excuse for quitting. this game is intended for 17 years old or older, if you have to quit because your mommy wants you to do the dishes you probably don’t need to play for the next 30 minutes.
Here’s another interesting thing. When you quit games, you still get paid!! WTF? It should also be noted that certain daily challenges cause rampant quitting, especially with firefight. They need to drop the map specific challenges and Flat Tire because people just quit when they don’t get the map they want (Beachhead, in the case of Flat Tire). Not to mention the fact they’re too stupid to play FF Doubles where they can actually get the map they want every time.
Good post. I read the entire thing. On Bungie.net, I made a well thought out post on the same subject. Take a read and see if this trades some ideas on how to prevent quitters in matchmaking.
There should be severe penalties for people who quit and it causes a host migration because a host migration resets the weapons, sometimes vehicles and your sprees.
> There should be severe penalties for people who quit and it causes a host migration because a host migration resets the weapons, sometimes vehicles and your sprees.
Yeah that is just one of the problems of quitters.