In Halo: Xbox One, I think there should be penalties for those players who quit early to save their stats or are sad that they are getting creamed by a better team. I was watching a video on youtube by Nak3d Eli and he brought up the system that is used in LOL (league of legends) where if you quit before the game is over, you have to wait until that game that you left finishes before you can play another online match. I think this would be an excellent way to stop quitters instead of giving them a 10 minute ban from matchmaking if they quit more than 7 games in a row or whatever it was in Halo: Reach. Also I think your skill level/rank that other players can see should go down too (that is, if it’s a competitive based ranking system like halos 2 and 3). Hopefully quitting won’t be too much of a problem in the next major halo title because of the dedicated servers preventing the dreaded lag and (if 343 has learnt from halo 4) no join in progress. This means that the only reason to quit is if there is something important going on around you (in the real world) or you don’t like how good the other team is. I’d like to hear what you guys think about quitters and how they influence the game and its popularity/reputation and what you would suggest to stop people from quitting games frequently.
As well as having to wait for the game to end before being able to join another, if you quit, you should also be forced into a sort of “Limbo” where other players who grief, quit, afk and so forth are. And then they’d play each other, no stats tracked. And the only way to get out would be to have a few clean matches in a row.
See the problem with quit bans and other punishments is that the players getting punished still are in regular matchmaking with those who do not do such things.
There should be no way of getting to derank either, as that also will happen.
No quit penalties in conjunction with JiP has made Halo 4 the Halo game with the most quitters out of all of them. Here’s how I think it should work:
[/li]- Players who leave a match cannot re-enter matchmaking for a time, or can only re-enter the match that they left
- Quitting causes players to lose progress in their progressive skill rank
- In ranked playlists, quitting causes players’ skill rank to go down (but only a small amount in a certain time period, to help deter deranking)
I think the LoL system will be good, because if you quit for a legitimate reason it probably won’t really matter to you because when you come back from doing whatever, that previous match should be done. I would also add to that, you should keep all of your negative stats from that match, so it would count as a loss to the quitter, have them keep their deaths, betrayals, etc., and maybe have an AWOL medal because of their desertion. Hopefully the system will also match habitual quitters with other habitual quitters.
As for Join in Progress, I think the biggest problem with that is because you couldn’t choose to exclude yourself from it. I think in the next game they should have two options when selecting a gametype, “Quickplay” and “Search for lobby”. Quickplay will be exclusively for JiP games, for people that just want to get into a game and whatever happens happens, but if the search can’t turn up a JiP game, the player will be placed in a regular lobby. Search for lobby should be self explanatory, the system completely excludes JiP games and instead will place the player in a pre-game lobby for a new match.
I could see some benefits be added as well to make JiP a bit more desirable to the more stat conscious among us. Could be if you join in the last 50% of a match and lose, the loss and deaths aren’t counted, only the positive points such as kills and commendation credits are counted. Could even have a medal for joining a losing game and winning. Pretty much the opposite of what I suggested for a quitter.
> Hopefully the system will also match habitual quitters with other habitual quitters.
The problem with systems like this is that players can get “stuck” in that realm. What if a player decides he wants to get his act together?
In trying to fix or balance a system like this, you would make it pretty complicated. Over-complicated systems do not make a good experience for anyone, including the people they’re supposed to help.
Wasn’t the whole point of JIP to prevent unbalanced teams caused by players quitting? Yeah… Well unfortunately it doesn’t work. Too many times I have had my entire team quit and I go the entire game without getting any new teammates.
At first I used to try to keep playing even though I was likely going to get smashed by the other team, but now I just don’t think it’s worth it. If I don’t have a new team within a minute I’ll quit as well.
The best way to solve this is to go back to punishing quitters so you don’t have people leave because they don’t get the map/gametype they want or they’re losing or whatever. But then again, probably 90% of my unfinished games are due to lag/disconnection so that’s another problem that needs to be fixed. I assume it won’t be as much of a problem with dedicated servers.
> In Halo: Xbox One, I think there should be penalties for those players who quit early to save their stats or are <mark>sad that they are getting creamed by a better team.</mark>
Why should I be punished for the failings of the matchmaking system?
I think quitting has become a major issue of Halo’s multiplayer experience.
Quitting players often ruin the games for the other people. It’s simply not fun to play 4v2 or a BTB match with only a handful of people.
Nonetheless, I think you should not approach the “quitting issue” with strict punishments since there are varied reasons for quitting but the system cannot check them, hence it cannot make fair judgements.
You always have to consider that there are people who quit unintentionally (connection/power issue, real life pops in) and people who quit intentionally, mostly because they do not enjoy the current game for whatever (comprehensible) reason.
Punishing every reason the same isn’t quite fair if you ask me.
Plus with strict punishments your game can become quite unattractive as well, since you more or less force people to stay in the game.
I think the simplest approach would be:
When people enjoy the game, they normally won’t quit it.
So, the amount of intentional quits could be reduced through a well-working MM system, that matches people with similar/equal skill and creates teams that are on par, and of course through an overall entertaining/appealing multiplayer experience.
A proper JIP system that works hand in hand with the MM system could fill the empty spaces within a few moments with people of similar/equal skill to keep the game fair and with dedicated serves that should work without any interruptions.
Nonetheless, I think frequent quitting should be discouraged.
I.e.: Everyone could have a set amount of “free quits” per day and once you used them up the suggested LoL penalty could kick in.
In addition, I don’t know what to think about the “de-rank” suggestion as a punishment when it comes to a proper skill rank since it could likely mess up the MM system.
Other than H2’s and H3’s progression skill rank that has to be grinded I would like to have a skill rank that gets actually calculated, hence of course a quitted game would have to be considered in the calculation but counting them as a loss would be incorrect, in my opinion.
> > In Halo: Xbox One, I think there should be penalties for those players who quit early to save their stats or are <mark>sad that they are getting creamed by a better team.</mark>
>
> Why should I be punished for the failings of the matchmaking system?
Exactly. The main purpose of playing games is to have fun, and getting stomped on by a bunch of superior players or a superior team is anything but fun.
That being said there should be some way of punishing quitters (especially frequent ones). I think the LoL method would work fairly well.
> That being said there should be some way of punishing quitters (especially frequent ones). I think the LoL method would work fairly well.
The LoL solution still punishes me for the failings of the MMing system.
> You always have to consider that there are people who quit unintentionally (connection/power issue, real life pops in)
My perception is that those “good reasons” for quits happen so little, I would consider them negligible.
Sure, I can see connection issues being problematic, especially with Halo 4’s flawed matchmaking system. But especially with dedicated servers, this shouldn’t be a big issue at all. If a player is disconnected from the server often, it would be a fault on his end that he needs to get straightened out. I sympathize with players who just do not have reliable internet, but their unreliable internet causes problems for others.
For real life issues, my argument is that a Halo match is a commitment, and you shouldn’t start a matchmaking session unless you know you can devote 15 minutes to the match. That means making sure your chores are done, your errands are run, and life can go on without you until the match ends.
Quit penalties should be loose enough that the occasional accidental or “emergency” quit penalty would be negligible, but harsh enough that habitual quits will start to sting after a while.
A significant EXP penalty should be levied to any quitter - habitual or not.
Like Halo 3 where 1 win got you 1 EXP, and quitting lost you 1 EXP. I would prefer that whole system to return, but if H5 will have the same EXP system as Reach and H4, then an EXP penalty equivalent to 3 or 4 games worth of EXP should be the fine. Maybe somewhere between 5000-10000 EXP.
That way it’ll take 3 games or so to guarantee you got your EXP back. In H3, there was no guarantee that you’d get a win in your next game, but chances are you’d win one of your next 3 games. It should equal out to about the same weight of the penalty.
> Punishing every reason the same isn’t quite fair if you ask me.
No matter what your reason for quitting, it still has the same consequences on your team. All quits leave your team down because you didn’t do something. You didn’t do whatever before the game, and now you have to quit to do it. You didn’t sort out your internet after the last 10 times you got disconnected.
If there’s an emergency, of course you can’t plan for it. But I’m pretty sure you won’t care about a penalty in Halo if there’s a real emergency.
Other than taking a loss and lowering your skill based rank there should not be any punishment for quitting.
Quit bans are ridiculous.(By the way never been quit banned once). It makes me sad that there are people that support these kinds of things.
The LoL system does isn’t completely flawless though. Your router went out? Guess what? You’re banned for a week before you can even reconnect it.
> > You always have to consider that there are people who quit unintentionally (connection/power issue, real life pops in)
>
> My perception is that those “good reasons” for quits happen so little, I would consider them negligible.
>
> Sure, I can see connection issues being problematic, especially with Halo 4’s flawed matchmaking system. But especially with dedicated servers, this shouldn’t be a big issue at all. If a player is disconnected from the server often, it would be a fault on his end that he needs to get straightened out. I sympathize with players who just do not have reliable internet, but their unreliable internet causes problems for others.
I can follow that argument about connection/power issues.
Of course it doesn’t allay the situation you have put your team with your quit when quitting was simply not your intention.
But on the other hand I think people who have connection issues shouldn’t be diadvantaged even more with penalties. I’ve experienced what it means having heavy connection issues, where I got frequently disconnected completely randomly for months and all I could do was waiting for it getting fixed. (Somehow I only received a few penalties though)
Getting kicked out of a great game is frustrating enough and a penalty isn’t really what you need after something like that.
> For real life issues, my argument is that a Halo match is a commitment, and you shouldn’t start a matchmaking session unless you know you can devote 15 minutes to the match. That means making sure your chores are done, your errands are run, and life can go on without you until the match ends.
Well, calling a Halo match a commitment is a bit extreme for me since its just a game.
However, when I get a call, I will answer it. When the door bell rings, I will look who’s there. when my sister screams for help because there is a spider somewhere I likely have to think twice :P.
Sometimes life doesn’t want you to see playing Halo.
> Quit penalties should be loose enough that the occasional accidental or “emergency” quit penalty would be negligible, but harsh enough that habitual quits will start to sting after a while.
I could actually agree on that but nonetheless I hope that there won’t be a need for penalties because people like to stay in the game because the game sucked them in and not locked them in.
> The LoL system is one of the most flawed systems ever designed. Your router went out? Guess what? You’re banned for a week before you can even reconnect it.
That sounds a little harsh, but I agree with the part where you can’t join another game until the one you quit is finished.
If you quit to much your halo 5 disc will explode.
> But on the other hand I think people who have connection issues shouldn’t be diadvantaged even more with penalties. I’ve experienced what it means having heavy connection issues, where I got frequently disconnected completely randomly for months and all I could do was waiting for it getting fixed. (Somehow I only received a few penalties though)
> Getting kicked out of a great game is frustrating enough and a penalty isn’t really what you need after something like that.
I just think people need to be more considerate. When you realize that you can’t matchmake reliably, you should avoid matchmaking to begin with out of respect for the other players. For every good matchmaking experience you have, you may be causing five bad experiences for others.
For example, right after Halo 4 launched, my Xbox 360’s disc drive started to deteriorate and frequently gave me dirty disc errors when I tried to load maps. I knew this was causing uneven teams at the start of those matches, so I stopped even trying to matchmake until I could get a new Xbox.
> However, when I get a call, I will answer it. When the door bell rings, I will look who’s there. when my sister screams for help because there is a spider somewhere I likely have to think twice :P.
I wasn’t really talking about those types of scenarios. How long does it take to take care of a spider or answer a call and ask to call them back? No need to quit; just go AFK for a few minutes.
Of course, if a guest shows up unexpectedly at your home, I don’t expect you to ignore them until the match is over–face-to-face always takes precedence over people on the phone or internet. It’s all about having respect and being considerate, and if you quit for things that could wait or should have already been taken care of, you are not showing respect towards your fellow players.
> I just think people need to be more considerate. When you realize that you can’t matchmake reliably, you should avoid matchmaking to begin with out of respect for the other players. For every good matchmaking experience you have, you may be causing five bad experiences for others.
>
> For example, right after Halo 4 launched, my Xbox 360’s disc drive started to deteriorate and frequently gave me dirty disc errors when I tried to load maps. I knew this was causing uneven teams at the start of those matches, so I stopped even trying to matchmake until I could get a new Xbox.
You definitely have a point here and I agree.
> I wasn’t really talking about those types of scenarios. How long does it take to take care of a spider or answer a call and ask to call them back? No need to quit; just go AFK for a few minutes.
>
> Of course, if a guest shows up unexpectedly at your home, I don’t expect you to ignore them until the match is over–face-to-face always takes precedence over people on the phone or internet. It’s all about having respect and being considerate, and if you quit for things that could wait or should have already been taken care of, you are not showing respect towards your fellow players.
That with the spider was just a joke.
However, I guess I kind of misunderstood you then.
Though being AFK for few minutes isn’t any better than quitting and sometimes even worse in my opinion and in case JIP and the MM system would work properly I think it would be more appreciated when I quit and a new player of similar/equal skills takes my place than standing around and being more harm than help.