This feature is perfect for when teams are down teammates, but what justification can there be for turning a 4v4 game into a 4v5 game and then leaving it that way? A comfortable KOTH win turns into a late-game loss, turning only when the other team gets what amounts to a 10-minute powerplay. It makes no sense. If you’re dead-set on maxing out the people in each game, for example turning a 3v3 start into a 4v4 eventually, how difficult is it to make the system wait until you have a player for each side before dropping them in? I don’t understand how a feature designed to eliminate unfair teams can so easily counteract its own purpose.
JIP was just a bad idea. To keep matches alive a better solution would have been to make the quit penalty harsher and more frequent. I have NEVER received a quit ban, yet I quit out of my fair share of games after my other teammates bolt. If a timeout from match making came more frequent for quits it would cut down on them, problem solved. JIP has so many problems that I really hope it does not make it into H5
I really don’t understand why they added JIP it hurts more people than it helps.
During the glory days in which join-in-progress didn’t exist, games were so much more exciting. If everybody on your team left, you either had to make the decision to quit and lose your game experience/temporarily be banned or fight against the other team knowing you might lose but always hoping you would make that awesome comeback.
Now… Eh. Like you all said, it seems to hurt more people than it helps.
It does hurt many more than it does help, but if they had tuned it and edited it, the system wouldn’t have been so bad.
Having a player count for both teams with unequal numbers is where the system should help.
It shouldn’t start during the last seconds or when the teams are equal.
The system could have been way better.
Didn’t they change it recently so that you can’t join a game that’s halfway in progress?
Did 343i seriously make a feature that doesn’t even do it’s one job?
I would rather see a “surrender” option than JIP.
If things get too out of hand or the majority of your team quits you get the option to end the match early and surrender.
The match ends, back to the lobby to await the next match. No penalty, no hard feelings … game on.
Most of you are insane if you honestly think JIP hurts more than it helps. Making strict quitting penalties isn’t going to help. They had pretty strict penalties in Halo 3 and I still had entire teams quit. Thanks to JIP even if 6 of my teammates bail on me in BTB odds are I’ll get 6 back pretty quickly. I might have to endure a little black screen time, but I’d rather deal with that than have to have a 2v8 game.
> Most of you are insane if you honestly think JIP hurts more than it helps. Making strict quitting penalties isn’t going to help. They had pretty strict penalties in Halo 3 and I still had entire teams quit. Thanks to JIP even if 6 of my teammates bail on me in BTB odds are I’ll get 6 back pretty quickly. I might have to endure a little black screen time, but I’d rather deal with that than have to have a 2v8 game.
All they did in Halo 3 was take 1 exp away form you. Not much of a penalty. Reach has an OK system, you quit 3 games in a certain period of time and you’re quit banned for I think it was 15 minutes. And when you were unbanned there was still a time window for every quit you did you got banned again.
JIP is awful, because most of the time you’re going to be placed on the losing team and that’s just not fun for most people. Or say the game is close and it’s half way over, to me that’s still not fun because I missed half the game.
Seriously just ban people who quit to much. 3 quits in an hour, 15 minute ban. Then when they’re unbanned impose a 1 hour window where any quit will warrant a 15 minute ban and the time window will reset for each quit. If they have for example 10 quits in a 24 hour period, then a 24 hour ban is imposed.
The numbers are just examples, however the point will get across. If you keep quitting you won’t be able to play.
JIP for capture the flag is a total joke. The system must be timed based and not score based because I have joined a match, spawned for the first time and hear “enemy team scored, game over” awesome.
I leave JIP hookups as soon as they start (please don’t flame, it won’t change my mind). Why? Because it generally takes at lest 5 extra minutes to start the match, and it’s usually a joinable game because of connection issues or very uneven matchmaking. There were so many bad ones in a row I stopped participating entirely.
In Reach, when someone quit, you were down one and stayed that way. I recall some hilarious SWAT games in that, where all but one on a side left and the remaining player was able to win it by being sneaky and accurate. My favorite to this day was one on Pinnacle (before the whiners got some maps removed for being spawn camp prone) where the last opponent was by himself, and rather than quit was teabagging and spinning wherever he’d spawned until someone sniped him. On one spawn, we all walked over and watched him for a minute, and he kept doing it.
All at once we meleed him like he was Julius Caesar. I still laugh over that game.
Another game was in Sword Base (SWAT), and the event took place in the upstairs jet room (the one at the top of the stairs). My whole team quit, and I was killed in that room. The 4 enemies started teabagging and beating my body; I spawned nearby, entered the doorway and nailed them all before they noticed.
Lot of fun, Reach.