> Being how Microsoft stated that all main multiplayer titles will be server based, it would be highly unlikely the JiP will not be part of the next Halo game. That being said, I feel one of the biggest problems Halo 4 had with JiP is that there was no way for a player to control if they were going to be thrown into a lobby or into a game with no hope of winning. There should be a way for a player to decide what they are getting into. My idea for this would be to have two choices under each playlist, “Quick Play” and “Search for Lobby”. The “Quick Play” option is primarily the JiP option, searching for a game with space and dropping a player in. If an open game isn’t found, a player is just placed into a lobby. The “Search for Lobby” option omits a player from the JiP search, and just looks for a pre-game lobby, starting a new one if none are found.
>
> Now as a bit of balance for JiP players that can be tossed into one-sided games, there could be some perks to make joining JiP games more appealing (not CoD-type perks so settle down). Say if a player joins a game that is already 50% over, either of time left or by score, the negative stats of the match aren’t recorded such as the loss and deaths if the player’s team loses, which would be good for players that cry “foul” that the JiP screwed up their stats. For players that join a losing game and win, they could even earn a medal like “Comeback Kid” or something along those lines.
>
> Even with a JiP system in place, I feel that a punishment for quitters needs to be in place as well. As the opposite of the JiP player, I think a quitter should only keep the negative stats from the game, as well as a loss credited to the player for quitting. Beyond that, players that quit games every once in a long while shouldn’t need more of a punishment. However, habitual quitters should still receive various bans the more they do it. And if there is a “Ranked” or “Competitive” styled playlist, the number of quits needed to be banned should be significantly less, possibly even an extended ban from just the Ranked playlist unless the player stops quitting so much. Hopefully though, if a player “quits” because of network trouble, the server could detect that and give the player a short window to rejoin before a quit punishment is placed on the player.
>
> Those are my thoughts on it.
This is actually a pretty fair system. I like it, though I’d ditch “Quickmatch”, and just have JiP as a toggle-able option in settings.
I do like JIP, but would like just one thing implemented in the way I join a game in progress: I want a preference (settings menu) that allows me to just join some type or types of game.
For instance, I’m more than willing to join an Infinity Slayer game every single time, no matter if the team I landed on is losing hopelessly I don’t mind.
But I don’t want to join a Big Team Battle or any objective game (CTF, KOTH), so I’d like a preference setting to adjust this to my liking.
If JIP returns it should only be for social playlists. Even then it needs some tweaks. I was playing CTF the other day, the matchmaking system locked me in a 4v4 match. I looked at the K/d ratios of the players and it looking like it was going to be a tough game, a close one. At the very beginning of the match the enemy team got an extra player and my team didn’t. I lost simply because I was outnumbered from the start thanks to JIP.
JIP Enabled for Social Playlist and Disabled for Ranked Playlist.
Done
JIP Enabled for Social Playlist and Disabled for Ranked Playlist.
Done
> First off let’s say in halo 3, 3 of the 4 guys on your team quit that makes you the last guy. So you were winning before, but the other team catches up and you lose.
First of all, when does that ever happen? The people that are losing quit and most of the time the people that JiP are voming into a game like 10 points down. How is it fair for them?
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I played CTF games where we had a lead of 2 flags and just slaying the other team. One or two of them quit, new players come. And again, and again, and again and again. Instead of 5 people losing that CTF game with no chance of winnig, there were like 12 people losing that one game.
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When a game starts 4v4 in CTF the enemy team always gets another person in their team making the game unbalanced. And we dont get another teammate, or do we? Its randomm/luck based.
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5 blackscreens a game instead of one or two. Making me DNF and losing games I would have won.
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Just played a CTF game 6 vs 3. Well done JiP
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I cant watch my friendlist, some TV or go to the toillet while searching. I could always join into a lost game. Ridicilous.
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I would not play if I couldnt avoid JiP with a glitch.
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I play 3 vs. 4 in slayer with my good friend. even with one player down we manage to hold the lead always with like 5 kills ahead. BOOM a bad player joins our team going negative a ton and we lose the game. Also because of JiP.
I never ever wanna Join into a game in Halo. I dont take games with JiP any serious from a competitive view. JiP makes more problems than it solves. Even if its better implented.
I would not have played Halo 4 anymore after a month if I couldnt avoid JiP with a glitch.
Funny how beat to death topics keep coming up like they are new over the years. JIP should go. It is a casual idea for casual games and gamers and it is a joke. No need to further crap on Halo with so many casual games to choose from. Its time to purge Halo of the garbage that has infected Halo: Reach and Halo 4.
But regardless, rather than promoting people to quit via JIP, and rather than trying to implement ineffective quit penalties, it is smarter and more effective for the devs to be proactive and focus on giving incentives to stay in a match rather than quitting, which is their problem to figure out. And if a player is down 1v4, tough luck. It happens, get over it. Quit if you want to quit in that situation and find another game.
And if JIP does stay in future games it should be something we can turn off on an individual basis and it should only exist in casual game modes. For those of us that don’t want to put up with that joke of a system we should have the option to turn it off. If only more games allowed that option.
Ignore the touchy biased people please.
I’d love some research to be done on if quitting bans actually work in any fashion. Common sense would say that people would simply leave the game in frustration at having to choose between playing losing games or being locked from the game.
Join in progress solves this. The only reasons I’ve seen against it here are people who hate it because it ruins their oh so precious statistics. Why does it really matter if you get put into a game where you’re losing? Fight back. Or better yet quit! Find a better game.
I am glad that I do not have to endure the horrors of a 1 v 8 big team match. JIP has got to stay. It is the future: Gears of War, Call of Duty have it and just about every other big FPS.
Why don’t we solve the problem by improving/fixing the MM system?
JiP is such a problem because we are forced to play with people that might not have the same mentality. Some want to win, some want to goof around, but why, why dear god, does the “super-tryhard-no life-player” have to play with the “no hands-casual-noob-player”?
If 343i returns to Halo 3’s ranked/social split there wouldn’t even be a need for JiP since competitive players ans casuals are separated.
A punishment for quitters has to return!
A great addition could be a quitting-stat which shows how many games (in %) a player has quit and then gives you an option to set a maximum quit-% you want to play with/against. But you can’t set this to a number lower than your quit-%.
e.g. you have quit 5% of your games so you can’t be matched up with players who have quit <5% of their games but you can say “hey 10% is the max” and set it to 10%.
Additional to this you shouldn’t be punished if you quit when at least 50% of your team has quit (assuming we don’t have JiP).
> Funny how beat to death topics keep coming up like they are new over the years. JIP should go. It is a casual idea for casual games and gamers and it is a joke. No need to further crap on Halo with so many casual games to choose from. Its time to purge Halo of the garbage that has infected Halo: Reach and Halo 4.
>
> But regardless, rather than promoting people to quit via JIP, and rather than trying to implement ineffective quit penalties, it is smarter and more effective for the devs to be proactive and focus on giving incentives to stay in a match rather than quitting, which is their problem to figure out. And if a player is down 1v4, tough luck. It happens, get over it. Quit if you want to quit in that situation and find another game.
>
> And if JIP does stay in future games it should be something we can turn off on an individual basis and it should only exist in casual game modes. For those of us that don’t want to put up with that joke of a system we should have the option to turn it off. If only more games allowed that option.
Level1,
You make two great points, that I have highlighted in Yellow.
JIP should be available, but only in the social playlist. It is disabled in RANKED.
Now in Social Playlist, people should be able to quit without penalty. Its social, and if the JIP works much better than it does now, places from those who quit should be filled instantly. As long as H5 is great and have a high player count, much like H3, then this should be easy.
However Quitting in Ranked games should involve a heavier punishment. An instant banned for 3 mins. IF you purposely quit because of an emergency or because someone at the door, or toilet break etc. By the time you get back, your banned is already over. But it be great if they game could detect, that you are outnumbered or the connection is really bad, and you can be prompted to forfeit the game.
JIP is good, needs improvement, but should not be available for Social playlist.
> Ignore the touchy biased people please.
>
> I’d love some research to be done on if quitting bans actually work in any fashion. Common sense would say that people would simply leave the game in frustration at having to choose between playing losing games or being locked from the game.
>
> Join in progress solves this. The only reasons I’ve seen against it here are people who hate it because it ruins their oh so precious statistics. Why does it really matter if you get put into a game where you’re losing? Fight back. Or better yet quit! Find a better game.
I take it from this that winning and losing dosn’t really matter to you. That’s cool.
But I’m curious. What is it about the game that you enjoy? What about the game draws your interest, outside of winning and losing?
Get your than and then right, it’s really important
as a person who has nearly 20,000 h4 mm kills, (a flash in the pan in comparison to CE-H:R playtime) i have a qualitative analysis from my experiences and the 100+ people that i talk to and what their experience is like.
from these experiences it’s quite clear that JiP doesn’t solve the quitting problem but enhances it. it allows players to not have any reward for winning (lopsided games, join into losing game, statistics etc) and has next to no punishment for quitting (coz hey, someone will take my place).
in my experiences across all online multiplayer halo games, halo 4 by far has the worst quitting problem.
my suggestion, as it always has been, is have the league of legends system, in which players who quit can only join back to the game they came from, quitting is penalized with a quit penalty and it gives the losing team the chance to surrender after a certain time limit (and in halo’s case score as well)
trust me that system curbs the quitting problem, and the LoL community is a lot more toxic than the halo one.
It SHOULD to come back because of the exponential jump in habitual quitters today; however, it MUST BE heavily modified from its current state because the worst you get is like a 15 minute ban for quitting too much.
It’s bad because, in Halo especially Reach and after, one quitter starts a domino effect. Most people in Reach quit from lobby and as soon as they did like 1-2 others followed suit immediately. You already a few men short and most people just didn’t feel like dealing with it after that. Then everyone quit and it was just you being pummeled by 4-5 guys who suddenly think tea-bagging is awesome.
You couldn’t quit because it would hurt your stats, but staying in the game was equally terrible for your stats.
I would say balance the lobby at all times. If most people from one team quit before the match starts re-balance the teams. If too many people leave just let others join the lobby. For JiP let it happen for like the first 20% of the game (whatever that is) in ranked, but still have quit penalties and social let it to 50% of the game or so (because joining at the end is just stupid).
JIP is a feature that simply has no place in Halo. Sure it’s good when one of your teammates quit and you’re down one player, but if 343 instead would have had good quitting penalties and a awesome ranking system, then JIP would have been completely useless, and quitting would had been significantly less AND you wouldnt have to join a match that is just about to end.
> Ignore the touchy biased people please.
>
> I’d love some research to be done on if quitting bans actually work in any fashion. Common sense would say that people would simply leave the game in frustration at having to choose between playing losing games or being locked from the game.
>
> Join in progress solves this. <mark>The only reasons I’ve seen against it here are people who hate it because it ruins their oh so precious statistics</mark>. Why does it really matter if you get put into a game where you’re losing? Fight back. Or better yet quit! Find a better game.
What would be nice is if join-in-progress doesn’t effect your stats. So if you’re pissed about being forced into a losing game, you won’t have to worry about harming your precious W/L ratio. Some may argue that a JiP will be a get-out-of-jail-free card because you don’t have to worry about winning or losing, but if you still have high quit penalties, JiPs will be a rare scenario.
I’ve seen some alternatives to JiP that involve removing quit penalties if someone in your team quits to prevent the misery of 1v4’s, which would work at first glance. However, if you make it so that quitting after a teammate quit doesn’t have any penalties, you end up with an avalanche of quits.
I’d much rather not have any effects to stats when JiPing instead of having the entire game end after one person decides to quit.
> JIP is a feature that simply has no place in Halo. Sure it’s good when one of your teammates quit and you’re down one player, but if 343 instead would have had good quitting penalties and a awesome ranking system, then JIP would have been completely useless, and quitting would had been significantly less AND you wouldnt have to join a match that is just about to end.
Having high quit penalties will only decrease the problem, it won’t solve it entirely. Having high quit penalties combined with join-in-progress, on the other hand, will solve the problem with only a small side effect of the small chance that you may be put into a losing game… However, that can be solved by having join-in-progress not effecting your stats.
> > JIP is a feature that simply has no place in Halo. Sure it’s good when one of your teammates quit and you’re down one player, but if 343 instead would have had good quitting penalties and a awesome ranking system, then JIP would have been completely useless, and quitting would had been significantly less AND you wouldnt have to join a match that is just about to end.
>
> Having high quit penalties will only decrease the problem, it won’t solve it entirely. Having high quit penalties combined with join-in-progress, on the other hand, will solve the problem with only a small side effect of the small chance that you may be put into a losing game… However, that can be solved by having join-in-progress not effecting your stats.
If the stats of players that JiPed are not affected then everybody’s stats shouldn’t be affected if a new player joins because it creates a new situation for everybody.
Just imagine two of your opponents are substituted by pro players and you lose a game that you normally would have won.
It’s just something that doesn’t work pretty well because it’s changing the nature of the game. And I don’t mean the game as itself but the match you’re playing.
Punish quitters and then put them together with other quitters.
If they make the game unplayable for others make it unplayable for them. PERIOD!
> > JIP is a feature that simply has no place in Halo. Sure it’s good when one of your teammates quit and you’re down one player, but if 343 instead would have had good quitting penalties and a awesome ranking system, then JIP would have been completely useless, and quitting would had been significantly less AND you wouldnt have to join a match that is just about to end.
>
> Having high quit penalties will only decrease the problem, it won’t solve it entirely. Having high quit penalties combined with join-in-progress, on the other hand, will solve the problem with only a small side effect of the small chance that you may be put into a losing game… However, that can be solved by having join-in-progress not effecting your stats.
When it comes to being joined into a losing game, most people are not concerned with how it will affect their W/L ratio. Instead, people get most upset about the matches being unfair, as they started with a disadvantage. If people were concerned about the effects of quitting on their W/L ratio, you would see far less of it as people would try harder to win rather than take an automatic loss.