So enter a warzone game in progress and join a team that getting destroyed and then I play the match and the game freezes it shuts out and it counted as loss. I would like to appeal this loss due to the game malfunctioning in the server. Can some please fix this issue and erase this loss. This is not fair at all in many ways and it’s ruining my w/l ratio. This was on attack on sanctum warzone.
Sorry OP, but it’s not possible to do this
> 2533274813317074;2:
> Sorry OP, but it’s not possible to do this
Can you explain why? This so not my fault and it’s not fair.
For the same reasons that lagging out of matches can lead to a ban, it would be abused. To many people would use something like this to remove losses from their records, not to mention the sheer amount of work it would be. These things happen from time to time
> 2533274813317074;4:
> For the same reasons that lagging out of matches can lead to a ban, it would be abused. To many people would use something like this to remove losses from their records, not to mention the sheer amount of work it would be. These things happen from time to time
Then you guys should probably change the algorithm and come up with one that would detect
whether or not the loss of connection was on purpose or the result of natural like causes this is ridiculous. Horrible game developers in so many ways in this game.
> 2533274855222859;5:
> Then you guys should probably change the algorithm and come up with one that would detect
> whether or not the loss of connection was on purpose or the result of natural like causes this is ridiculous. Horrible game developers in so many ways in this game.
It would be nice if this was possible, but the technology simply doesn’t exist right now to detect this level of granularity.
You can detect the difference between quitting from the menu and disconnecting easily enough, but losing connection is the kicker. Being dropped from the server and pulling out your ethernet cable / turning off WiFi look exactly the same - you’re just no longer in the game. Due to that the both need to be treated in the same manner
> 2533274813317074;6:
> > 2533274855222859;5:
> > Then you guys should probably change the algorithm and come up with one that would detect
> > whether or not the loss of connection was on purpose or the result of natural like causes this is ridiculous. Horrible game developers in so many ways in this game.
>
> It would be nice if this was possible, but the technology simply doesn’t exist right now to detect this level of granularity.
>
> You can detect the difference between quitting from the menu and disconnecting easily enough, but losing connection is the kicker. Being dropped from the server and pulling out your ethernet cable / turning off WiFi look exactly the same - you’re just no longer in the game. Due to that the both need to be treated in the same manner
I want to agree whole-heartedly with this, but after time playing Destiny there’s definitely ways moving forward (with Infinite) where certain errors are known and can be differentiated from others. Server-side connection errors can’t exactly be replicated by an end-user and if it can by manipulation then there’s a reason to add that error and disconnect as manipulated. Certain ones just aren’t the fault of the user and I’m sure there’s a way with Infinite that they can have a course of action to help delegate intentional disconnects from outright server issues.
However, I agree in the context of Halo 5. There’s really no way in it’s current state that it could be alleviated timely and efficiently with only a sustain team left behind. Let’s hope there’s something in Infinite that helps with unearned losses.
> 2533274813317074;6:
> > 2533274855222859;5:
> > Then you guys should probably change the algorithm and come up with one that would detect
> > whether or not the loss of connection was on purpose or the result of natural like causes this is ridiculous. Horrible game developers in so many ways in this game.
>
> It would be nice if this was possible, but the technology simply doesn’t exist right now to detect this level of granularity.
>
> You can detect the difference between quitting from the menu and disconnecting easily enough, but losing connection is the kicker. Being dropped from the server and pulling out your ethernet cable / turning off WiFi look exactly the same - you’re just no longer in the game. Due to that the both need to be treated in the same manner
The technology is there to detect whether someone disconnected client- or server-side. 343i simply isn’t making use of what is already available or could be made available in collaboration with the Xbox Live team.
I hope you agree that getting disconnected from the H5 server while still being connected to Xbox Live is a clear indication that there was a problem on the H5 server and not on the client (console) side.
Or in other words: based on your explanation that such technology doesn’t exist and therefore to prevent abuse everyone affected by H5 server issues needs to be punished as if they were common cheaters then you agree that reporting a lagging or teleporting player via the Xbox report function also has to result in punishing those players as if they were indeed using for example a lag switch.