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> > > > > I personally liked Halo Reach’s idea for quitters by putting them on probation and them punishing them for breaking it by forcing them to not play matchmaking for a certain amount of time.
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> > > > > I didn’t like Halo 3 and H2A’s system of losing rank upon quitting, because the game can’t differentiate from people who quit and those who get disconnected by faulty internet.
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> > > > > When I was growing up with Halo 3, my family had the worst of dial-up internet, so I got disconnected from online games frequently, and started losing experience more than gaining. Your victories that you suffered for shouldn’t be overridden by being demoted for faulty internet.
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> > > > > Halo 5: Guardians should feature probation again, but make them have to wait even longer for each successive quit they attempt, like, between 24-32 hours, maximum.
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> > > > If you can’t differentiate between quitting and connection loss, how would you enforce a probation?
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> > > > JIP should be optional for customs/social. But I agree it breaks ranked play. They should be a better method for handling/detecting quitters over punishing others. Too often people quit, and with the current rank system, it hurts the losing team - either they win after the quitter(s) leave on either team, and get lower rewards for overcoming odds, or more often get destroyed and lose their stats (most cases). Really, the only gametype that I’ve seen uneven teams (fewer players) win consistently in is Swat, and for obvious reasons (number of targets available). Unless a system can perfectly detect quitters, or would be hard to implement any punishment due to false positives. If too many people with shoddy connections lag out and get kicked out of mm, players will jump ship. But if nothing is done, then the quitters win either way. It’s a lose lose situation that cloud computing and dedicated servers might be able to help more (or at least some sort of check in the menu for people quitting through the interface).
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> > > You missed the point I was trying to make.
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> > > Probation in Reach was universal, as in, it didn’t matter if you quit or disconnected, you got probation regardless.
> > > Its nice to have, versus just losing experience that you rightfully earned via the award winning tactics you used in previous victories.
> > > And besides, probation made frequent quitters wait before they joined games, where as quitters in Halo 3 could quit all they want, and the casuals who didn’t care about their rank or W/L got away with it, as much as they pleased. Halo Reach forced frequent quitters to wait HOURS before they could play again, and I know people who that happened to all the time, and they said it taught them to never quit.
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> > That is where my question came in, then. If you punish people for a bad connection, then you force them to wait hours to play for something beyond their control. I have a rock steady connection (Google Fiber), bu I have been kicked out of MCC/the beta during the game setup. That could be a server issue, and not my connection, but according to this system, I would be penalized and unable to play due to shoddy netcode?
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> > Many quitters would still quit - or worse yet, they would do the next worse thing and stay in the match but not pkay/team kill players to be kicked from the game. Those are all situations that probation helps deter, yet at the same time encourages as well. I’d rather be a player down than have a player waiting a match out or giving the other team free kills.
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> That’s a problem that just can’t be helped, poor netcode is something you should blame the devs for, entirely.
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> That problem will be consistent no matter what a developer does. You can’t help it when you have poor sports on your team.
> That’s also something Halo 3 and Reach were great for, because they kicked you from a match for being inactive for more than a couple of minutes.
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> The thing about quitters that people need to start understanding, is that its one big moral grey area that has many aspects that can’t be helped. That’s why Reach’s probation system was great, because it adressed more problems than de-ranking did, and with less drawbacks.
While I agree in implementing a more punishing system for quitters/bad players (team killers/kill givers/etc), I am against a system that will punish innocent players. Simply put - if anything happens to not let people play the game they paid for without their personal wrong doing, the developer will lose players and upset their customers.
I agree 100% that shoddy code is a dev/console network problem (the azure cloud is as much to blame as 343 is for MCC/beta matchmaking issues/balanced teams/etc). Hoever, you can’t put players on probation for glitches. I’ve had every xbox model to date (og, 360, one), and all have had network issues or connection hickups when my net remained stable. Consumers will not out up with bans/probation against them for a business/tech problem. That is bad for business, and these cases rarely come from the exploit community (the quitters).
Idle booting/quit bans/punishment for habbituals is a good idea. The idles are ones typically associated with boost crowds as well, but again, a gray area as well.