Get rid of it for the next Halo. No lobby back out. Problem solved.
There will always be quitters. Penalize them more and let the rest of us not JIP. Unless the game is still loading JIP is a huge disadvantaged for the joining person.
If you absolutely must keep it, which you shouldn’t, it does not belong in two-man games or FFA whatsoever. Having less teams in MT or people in FFA does not ruin the experience for everyone in that game.
It is not hard to get rid of it or implement it better.
I think habitual quitters should be forced to play with other quitters. I agree that lobby quitting should be removed and I would like it if JIP was tightened up a bit.
> Ok so lets talk JIP or so the system that is JIP and how it should work so that people don’t hate it.
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> Here is simple list of a few easy to follow Rules:
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> RULE 1 If a friend invites me to JOIN a game they are already in ie JIP I SHOULD ONLY JOIN HIS/HER TEAM not the other team .
> Like really why would i take an inv to join my friend and then end up on the other team - who thought of this idea and said it would be ok
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> RULE 2 JIP should NEVER SPLIT A Team/Party that is searching together - again why would you even think this is a good idea .
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> RULE 3 If i lag out of a game and my team invites me back i should ONLY be able to join the TEAM I WAS ON in the first place or wise don’t let me join at all.
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> If you can think of any other ideas to help 343 fix JIP in HALO 4 post them here.
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> Before i go im going to say im not trying to sound rude or like a jerk to you or 343 i just don’t understand how these simple things didn’t/haven’t been fixed in the time halo 4 has been out…
You know, I was playing some BTB last night, and many games I encountered people quitting, and no replacements were added.
Boy, it brought back memories of games where the remaining players would either get annihilated or hide for the rest of the game.
Those sure are fun games, aren’t they?
Bungie has attempted to only rectify the solution of HABITUAL quitters. Not people who quit here and there. So while Billy gets a ban for all of his quits, Little Timmy who quits less will not get a ban, but still leave his team at a disadvantage just as Billy would.
What is your solution to helping the remaining players of Billy’s and Timmy’s team? They are now down a man, and inherently at a disadvantage.
F U N Z B O B has provided a start to the solution of improving JIP. It without a doubt needs refinement, but how could removing it altogether a good option for the downed team?
The answer, of course, is that removing it isn’t a good option for the disadvantaged team.
Part of the upset with jip is that when it works to your advantage it doesn’t jump out at you unless you are watching the information feed in the bottom corner. It just runs in the background and prevents the bad experience.
So what ends up jumping out at you is all the times you are the one that is getting JiPed and youhave a suboptimal experience.
Its a good thing, but they need to work to reduce how prevalent it has to be.
The problem is that JiP puts players on the losing team too often.
This can only happen when there are open spots on the losing team.
The primary reason that there are open spots on the losing team is that players are quitting because they are losing.
We need to find a way to stop players from quitting just because they’re losing.
We should implement some kind of quit penalty.
As you can see, JiP is mostly broken due to the lack of quit penalties. If you’re losing, why complete the last 2/5/10 minutes of that match? That’s time you could spend winning a different match. There is no reward for finishing the match (aside from XP) and no punishment for leaving it. These players are the ones who create the holes that JiP plugs other players into.
IMO, Halo 3’s quitting penalty was by far the most effective at deterring quitters while still being forgiving for necessary quits. If you quit, you lost 2 EXP. Since you gained 1 EXP for each game you won and the service record showed both your EXP and how many games you played, EXP was a good indicator of your win/loss ratio (yes, I know that some games were worth 0 EXP and others 2; that’s why I said “good,” not “perfect”). Therefore, you quit, and your perceived “rank” goes down as well as your perceived win/loss ratio.
I think it would have been better if they made SR ranks require more playtime to attain, again, like in Halo 3. Then when you quit a game, you lose an amount of XP or you go down 1 or 1/2 rank. (In doing this, you’d also have to get rid of rank-based unlockables.) This way, instead of you being punished by 343i for quitting (bans, etc.), you are punishing yourself for quitting. We can all agree that almost everyone cares about their “rank,” and so we could almost eliminate quitting.
Yesterday I played two games of BTB Skirmish where the game started off 5v5. While the game was loading up, the other team got 3 jip players and my team got 0. In fact, one of my teammates even quit out. JIP sucks and should never be put in another Halo game again.
> Yesterday I played two games of BTB Skirmish where the game started off 5v5. While the game was loading up, the other team got 3 jip players and my team got 0. In fact, one of my teammates even quit out. JIP sucks and should never be put in another Halo game again.
Examples of the system not functioning as it should only prove that the system needs to be implemented better, not that the design intent is counter productive.
I’d say if you JIP in the first quarter of the match, then it should stay as it is.
But if you join, and one of the scores has exceeded half of the progress, then the loss or win shouldn’t count against or for you. That way you’ll play and not worry about it screwing with your w/l and you won’t abandon the poor guys losing, and hopefully stay for the next round.
Hopefully next game they’ll have ranks and social, keep jip for social works great. Keep it out of ranked though.
> You know, I was playing some BTB last night, and many games I encountered people quitting, and no replacements were added.
>
> Boy, it brought back memories of games where the remaining players would either get annihilated or hide for the rest of the game.
> Those sure are fun games, aren’t they?
>
> Bungie has attempted to only rectify the solution of HABITUAL quitters. Not people who quit here and there. So while Billy gets a ban for all of his quits, Little Timmy who quits less will not get a ban, but still leave his team at a disadvantage just as Billy would.
>
> What is your solution to helping the remaining players of Billy’s and Timmy’s team? They are now down a man, and inherently at a disadvantage.
>
> F U N Z B O B has provided a start to the solution of improving JIP. It without a doubt needs refinement, but how could removing it altogether a good option for the downed team?
343i will never “fix” it properly, not in halo 4 because they are so cocky and arrogant.
They also think that everything they do is perfect and doesn’t need to be fixed.
How to fix JIP:
1)When i join a game, i want to see THE PLAYERS, HOW MUCH TIME IS LEFT, THE SCORE and THE MAP and then decide to join or not.
2)I also agree with F U N Z B O B
3) If the game started off 4v4 or 5v5 DON’T ADD NEW PLAYERS!!!
> Yesterday I played two games of BTB Skirmish where the game started off 5v5. While the game was loading up, the other team got 3 jip players and my team got 0. In fact, one of my teammates even quit out. JIP sucks and should never be put in another Halo game again.
And 4v1 matches suck, basically not all players have a problem with JiP. The best solution would be to bring back pure Ranked and Social playlist. Social would allow JiP and ranked would obviously not have JiP, this way they will cater to a lot of players.
This will most likely never happen for Halo 4, but maybe they will do the right thing for Halo 5 and have Ranked and Social back again.
I think they need to remove the CSR penalties when you join a game already in progress. That way I am not punished whenever I join a losing game and then decide to stay and help.