join in progres is useless

does anyone else frequently have games where people quit and half the game one team has 2 or 1 players without anyone joining? i guess this game is just dead and that’s why noone joins most of the time. Also, classic Halo games never even had the feature so i cant complain too much. It does piss me off when I get put in a 2-0 flag game with a few minutes left though. There has been 1 or 2 times where a teammate joined the game after it started and proceeded to backpack me to victory

i think they removed JIP for arena be thankful that it’s still in for WZ

its still in social playlist, except somehow you never get teammates joining when you need them. Yet, you still join ganes where you’re down 2 flags sometimes

In warzone JIP is not often that useful. However I would think that it would be useful in arena especially in a 1v4 situation. Either implement it or introduce a surrender option.

No, it’s not a population issue. If the game was “dead”, you’d barely be able to find games. It’s a flaw with the JIP. Some games I’ll play and I’ll never get any new teammates, some games I’ll get a new teammate the second someone quits. They also didn’t bother to put in specifications regarding a cut off of when JIP is active which just makes it awful. They should have programmed it so that you can’t JIP if the game is under a certain time remaining or the score deficit is greater than X. They also should’ve made it so you aren’t punished if you quit a JIP game seeing as how there’s no option to turn JIP off which means you’re basically being held in an unenjoyable match against your will.

Most of it depends on the connection and the connect of the other players. If you have bad connection, it’s hard to find games.

I don’t want to sound like I’m raining on your sour grapes (sorry for the mixed metaphor) but JiP is a net benefit, and we all have to take the good with the bad. Or stay in ranked matches. I know it’s a lot easier to recall the instances where JiP screwed you over (sorry for the split infinitive) than it is to recall all the times it seamlessly gave you a new teammate for a close match, but just because memory is selective doesn’t mean that JiP is only dealing you garbage hands. It isn’t. And getting back to ranked matches: I haven’t noticed that ranked gameplay has any less instance of quitting than any other game mode, but I can tell you that when one guy quits off of a four man team, and no one is in-bound to replace him, then you’re way more likely to get an additional quitter and/or have people just stop playing. I don’t really have an answer for how to deal with that problem. I know JiP in ranked is a bad idea, but I also know quitting is unaffected by any penalty yet devised by the developer or by Xbox Live.

> 2533274840836213;1:
> does anyone else frequently have games where people quit and half the game one team has 2 or 1 players without anyone joining? i guess this game is just dead and that’s why noone joins most of the time. Also, classic Halo games never even had the feature so i cant complain too much. It does piss me off when I get put in a 2-0 flag game with a few minutes left though. There has been 1 or 2 times where a teammate joined the game after it started and proceeded to backpack me to victory

It’s also broken, I’ve seen games were my friend would get disconnected from games and tried to rejoin and was un-able to…even if there were plenty of random players leaving and joining and yet my friend was instantly trying to rejoin a game that he should have been able to get into it but couldn’t because the servers are unreliable.

> 2533274873843883;7:
> I don’t want to sound like I’m raining on your sour grapes (sorry for the mixed metaphor) but JiP is a net benefit, and we all have to take the good with the bad. Or stay in ranked matches. I know it’s a lot easier to recall the instances where JiP screwed you over (sorry for the split infinitive) than it is to recall all the times it seamlessly gave you a new teammate for a close match, but just because memory is selective doesn’t mean that JiP is only dealing you garbage hands. It isn’t. And getting back to ranked matches: I haven’t noticed that ranked gameplay has any less instance of quitting than any other game mode, but I can tell you that when one guy quits off of a four man team, and no one is in-bound to replace him, then you’re way more likely to get an additional quitter and/or have people just stop playing. I don’t really have an answer for how to deal with that problem. I know JiP in ranked is a bad idea, but I also know quitting is unaffected by any penalty yet devised by the developer or by Xbox Live.

Somewhat agree and somewhat disagree, mostly due to what I stated about a lack of a cutoff point for JIP to be active in a match. I did join a couple BTB games this week that were close and I joined about halfway through and ended up doing very well and helped bring my team to a win, but that’s such a rarity. The reality of the matter is that most of the time, you JIP because somebody quit a lopsided game. Therefore you’re placed on the losing team which is getting trounced and you end up having the same exact experience as the person who you replaced. People rarely quit games where their team has control and is in the lead. This makes JIP a good idea on paper, but without restrictions, it’s too flawed and puts you into bad experiences the vast majority of the time.

> 2533274840836213;3:
> its still in social playlist, except somehow you never get teammates joining when you need them. Yet, you still join ganes where you’re down 2 flags sometimes

Happens to me all the time. I hope they remove jip all together

The only restrictions (or cutoffs) to JIP that I’ve noticed is the amount of people who join then quit before the system stops adding people to the game.

> 2533274832376620;9:
> > 2533274873843883;7:
> > …
>
> …
> This makes JIP a good idea on paper, but without restrictions, it’s too flawed and puts you into bad experiences the vast majority of the time.

But the Halo 5 JiP system is limited. That’s not to say that it couldn’t be improved as I’ll outline what I think would make an ideal JiP system in Halo.

  • No JiP within Ranked matches unless it’s modified to only allow someone re-entry into a match they unintentionally got kicked from. - Restrictive JiP within Social matches where it’s active until a certain benchmark is reached that turns it off. Those benchmarks should be (1) the score disparity, (2) the match’s remaining time, and (3) the amount of people the JiP system brings into the match. The score disparity in relation to remaining time should work well for most modes, but for other types (Flag, Bomb, etc) having a turn-off point that’s also based on limiting the amount of total people the system will allow to join a particular team in relation to remaining time should help prevent the system from getting abused by opponents looking to pad their stats (aka kill farming). I do think the initial cut-off numbers for potential people to join should coincide somewhat with the initial team size; plus, nobody should be joining a match-in-progress as the match’s timer is about to conclude.Not to mention, it’s worth noting that a JiP system should not be relied on to cover up a matchmaking system that proceeds to match start with an unequal number of players on each team – this was a major problem with Halo 4, but was properly addressed in Halo 5. And it’d be nice to see players who get JiP’d into a social match where the team they join is losing not have the potential loss indicated on their statistical record or affect their match-make rating (MMR) unless the team they joined managed to take the lead before going on to lose.

> 2533274832376620;9:
> > 2533274873843883;7:
> >
>
> Somewhat agree and somewhat disagree, mostly due to what I stated about a lack of a cutoff point for JIP to be active in a match. I did join a couple BTB games this week that were close and I joined about halfway through and ended up doing very well and helped bring my team to a win, but that’s such a rarity. The reality of the matter is that most of the time, you JIP because somebody quit a lopsided game. Therefore you’re placed on the losing team which is getting trounced and you end up having the same exact experience as the person who you replaced. People rarely quit games where their team has control and is in the lead. This makes JIP a good idea on paper, but without restrictions, it’s too flawed and puts you into bad experiences the vast majority of the time.

I would be the first to say that there is room for improvement with JiP, just as there is room for improvement in most aspects of the game over all. That said, improvement is exactly what is required, not a wholesale retreat from the concept and a return to the way things worked in Reach. If 343 chose that path then all we would have is a situation where they exchange JiP for an even worse quitting epidemic. I know way too many people who think that JiP needs to go and harsher quit penalties need to come in by way of stopping the root problem. To me this completely ignores human nature and the true motivations behind quitting. Experience has already shown that harsher penalties don’t stem the tide. I suspect that if you made the penalties harsh enough to stop the quitting then what you would have is people simply leaving the game in its entirety, and yes, that might end the quitting problem, but it also turns Halo into a ghost town. This game needs to be looking for ways to bring people into the fold, not driving them away.

That said, I will take exception to your observation that, “most of the time, you JIP because somebody quit a lopsided game.” That hasn’t been my experience. I find that the games I’m dropped into are a rough mix of tight and loose matches - it’s just that the blow outs are, as I said before, much more memorable. I can also say that when I quit matches, as I often do, it rarely has anything to do with the score or the leaderboard. I may be the exception here rather than the rule, but I think it’s too easy to assume that lazy poor sportsmanship is always the cause of quitting, and that therefore a JiPPed player will always end up on a losing team. And again, my experience of being jipped into games aligns with that supposition.

My biggest issue is getting JIPed into consecutive games. There have been instances where I’ve JIPed into three games in a row and naturally there is a >50% chance that you’re going to JIP into a losing/lost game.

Good thing it’s Social.

The game usually prefers to place people in new games, not games that are already in progress.

The only exception would be if you are waiting more than 30 seconds, which in my experience is rare in social.

One of the most satisfying things in WZ is to JIP into a game where your team is getting owned, and turn the tide to come back and win.

I doubt they’re even going to bother to fix it even though it still has glaring problems.

I haven’t liked JIP since the beginning. I think almost every game I’ve joined, is a losing one. Or nearly impossible to recover from.

> 2533274848704527;15:
> **Good thing it’s Social.**The game usually prefers to place people in new games, not games that are already in progress.
>
> The only exception would be if you are waiting more than 30 seconds, which in my experience is rare in social.

Never quite understood this argument. Being an unranked playlist isn’t relevant. Usually people do not enjoy losing games regardless of whether you’re playing Action Sack or Team Arena. Losing is not enjoyable, especially when you’re losing in a manner of being slaughtered which is what a lot of JIP games tend to be like.

Is there anything that isn’t broke abused or just awkward in this game? One fix throws another balance out and so forth. Wash rinse repeat shouldn’t be for issues…