PART I → Prioritize DLC Players
Two games.
Two problems.
In Halo 3, many players were un-able to play many of the play-lists for not having one or multiple map packs purchased. This made a shift in player population per play-list, and down-right disabled people from playing with friends. DLC wasn’t implemented wisely enough due to a likely scenario of Microsoft trying to force users to buy DLC to play. (not on Bungie’s fault)
In Halo: Reach, many players who purchased DLC could not search in their favorite play-lists and find the maps they just downloaded coming up at all. This was due to all players in every play-list being able to play together without DLC restrictions. (minus DLC exclusive play-lists) This is good in a sense that it allows us all to play with our friends despite who has what DLC, and if you wanted to play the new maps you would go into said DLC exclusive play-lists to play on your new battlegrounds.
Again, though, outside of DLC play-lists, and once the new map pack came out and replaced the old one in “new-ness” you would almost NEVER see it in matchmaking due to the majority of games having at least ONE player who didn’t have a map-pack. Then add in the randomness of map selection so that even if everyone had the maps you still might not see it show up.
Well, how do we fix it so that you can have it all? Just like how Halo 3 and Reach had options in searching for optimized connection priority or to find players of close skill range, how about an option that allows people with DLC to prioritize search for players with same DLC?
This allows you to keep MM open like Reach, but ensures that there is a higher chance of playing on DLC maps in your MM experience should you be one who purchased them. (can only be toggled on if you own one or more map packs)
PART II → Prioritize for New Lobbies
The name could use work, but the application is sound.
How many times have you entered an objective play-list in MatchMaking only to join an oddball game where you are down by 150 points, and your team is low on man count, and the other team has map control? How many CTF games have started on you when you are down two men, and they have a full team and the game doesn’t find you anyone to start until a minute, two, maybe THREE into the game? And, in said CTF game the other team poured over your meager defenses with sheer numbers allowing map control to set up the win for the rest of the game or even get an easy early cap on you before your team gets to full man count?
Why should this happen? Why in a game where we have shields, and where team-work is absolutely essential to winning do we start with un-even members? Where we begin a match only to never see a team spot filled, or filled late in-game only to be lost when the new comer leaves immediately upon seeing the inevitable outcome of the game?
It shouldn’t happen! Thus, I propose an option in matchmaking prioritization that ensures you NEVER join a game that is in progress. What it SHOULD do is focus on making new lobbies and gathering players (especially those who prioritize for this) to start a game, and it would NEVER start unless both teams are full. (To add further to this, yes, players who don’t mind joining in progress are able to join these games of course, both before, during [if someone leaves] and after)
These are just two thoughts of mine I would love to see put into the game. Like, and comment if you agree! Or comment about what you would put in or how you would change it or if you disagree of course!