I would like to apologize in advance for this rant: So many times otherwise fair games are ruined by people quitting. I can understand having to turn off the xbox because of an emergency- that’s fine. But when you quit and then join another warzone match or switch over to slayer (which is very easy to see if you select the people who quit and look at their gamercard) it gets to be incredibly frustrating. All too often I, a single player, get thrown into these matches because people don’t want to fight to take back the fortress and only want to play if they can win it off the start. The result is single players getting thrown into a losing match with too few req points available to turn the tide. Now I know that there is a banhammer in effect for repeated offenders, but the banhammer doesn’t do much when it only lasts a short amount of time, and the people who quit can just switch over to BTB. Why is there not a more rigorous banhammer in effect? For example- first offense is banned for an hour. Not from warzone/slayer/whatever you were playing, from Halo 5 multiplayer altogether. Second offense is banned for an entire day. Third is two days, etc until a certain cooldown period is reached. Have an emergency and need to quit? Fine. That emergency will most likely take up an hour which means that you’re free to play when you get back. This way people who quit don’t get to repeatedly join new games/switch game modes if they get banhammered and penalize people who don’t quit by forcing them into JIP’s. I’m not a custodian, and having to clean up their matches/play at a disadvantage because my teammates quit is incredibly aggravating.
It’s a problem.
agree, however how the system can recognize a quit from a lost connection?
i had quit sometimes before, but not by choice. i had only quit once bcause i was left alone, slayer, 25 kills to the enemy team win.
i only play social, and cant be angree with players quiting on social, i would use this in ranked or WZ, but not FF or Asault.
if you quit for not been good enough you will never be good at all.
Ascribing motivation to quitters is a moral quagmire.
The harshness of your solution to the quitting problem is based on an assumption that quitting occurs only on a losing team (which is not true) and is only committed by people who are too lazy to slog it out and turn the match (also not true). You can attach a moral judgment to quitting if you want to, but you do no one any favors by making assumptions about the reasons for quitting, and if you can acknowledge that there are some circumstances in which a quit might be justified then even the moral judgments become problematic.
If the developer was interested in finding out why people quit matches then there are a number of ways they could get at that data, but, like you, they live in a world of black and white where circumstances do not matter and there is no consideration beyond the match at hand. For as long as you both continue to live in that world there will continue to be quitting, you will refuse to understand why it happens, or worse, will make specious claims as to why you think it happens, claims that have some basis in reality but are hardly conclusive or exhaustive, and the dog will continue to chase his tail.
Quitting is not the problem. Quitting is a symptom of larger problems. Poor sportsmanship is only one of those problems and I’d wager that it’s far from the biggest one. If the problem was limited solely to people behaving selfishly, and people who were fully aware of the selfishness of their bad behavior, then their guilty consciences would be susceptible to the correction of the ban hammer. And yet, with some of the harshest bans this game has ever had, people continue to quit. I don’t know if they quit in record numbers, but things certainly seem to be getting worse. So maybe the ban hammer slows the pace of quitting, maybe it assauges certain kinds of quitting, or quitting on behalf of a certain kind of player, but it’s still a blunt instrument and a seemingly ineffective one. I agree that even harsher bans will change behavior, but not in the way that you think or want. It would just cause people to afk or team kill or feed kills to the enemy.
The only real way to stop quitting from affecting your matches is to build up your friend list and join a spartan company and stop going into matchmaking without a full team.
Quitting is pure selfishness.
I’m wondering if quitting could be systematically driven out of the system by the community if everyone consistently reported any quitters after the match ended?
I’d think that the occasional disconnect, or emergency quit (phone call or something) wouldn’t drastically affect an individual’s reputation due to the small sample size and frequency…so no real harm to legitimate in-game departures. However, for the chronic quitters, I would expect that frequent reporting would finally catch-up with them after a period of time.
I don’t know. Just a random thought. Nonetheless, I certainly understand the OP’s frustration.
> 2533274843056602;6:
> I’m wondering if quitting could be systematically driven out of the system by the community if everyone consistently reported any quitters after the match ended?
>
> I’d think that the occasional disconnect, or emergency quit (phone call or something) wouldn’t drastically affect an individual’s reputation due to the small sample size and frequency…so no real harm to legitimate in-game departures. However, for the chronic quitters, I would expect that frequent reporting would finally catch-up with them after a period of time.
>
> I don’t know. Just a random thought. Nonetheless, I certainly understand the OP’s frustration.
I used to report all quitters, now I only report arena quitters. Not sure what effect this has on the player if any.
> 2533274875982754;7:
> > 2533274843056602;6:
> > I’m wondering if quitting could be systematically driven out of the system by the community if everyone consistently reported any quitters after the match ended?
> >
> > I’d think that the occasional disconnect, or emergency quit (phone call or something) wouldn’t drastically affect an individual’s reputation due to the small sample size and frequency…so no real harm to legitimate in-game departures. However, for the chronic quitters, I would expect that frequent reporting would finally catch-up with them after a period of time.
> >
> > I don’t know. Just a random thought. Nonetheless, I certainly understand the OP’s frustration.
>
> I used to report all quitters, now I only report arena quitters. Not sure what effect this has on the player if any.
Yeah…you sound very similar to me, and I know exactly what you mean. At the end of the day, the effect is probably minimal. For this to truly be impactful, the whole Halo community would really need to embrace the idea and execute it. Otherwise, the occasional “quit early” report won’t be frequent and significant enough to drive the (chronic) quitter’s reputation down to the point of punishment or banhammer. It’s really an attempt at a “long play” by playing a numbers game against chronic, repeat quitters.
Well, that’s the theory anyway. Ha, ha.
You can’t stop quitting. People lag out, get matched against farmers and smurfs, get a phone call or real world issue and go afk, or just decide getting wrecked for 15 minutes isn’t worth their time. Harsher penalties only drive people away. If I get banned for 2 hours then I’ll just play another game or another account. It’s not like I’m going to crouch in a corner for 2 hours waiting for the ban to expire. As far as reporting, if getting reported in halo began to impact my overall Xbox experience then I wouldn’t be playing halo much more. I don’t like quitting but mm and server quality has degraded. I’m not wasting my short gaming time on a match with teleportating players, farmers, or smurfs.
My modem turns off very often because of how old it is, there has to be a way for the system to know if you quit or lagged out.
> 2533274873843883;4:
> Ascribing motivation to quitters is a moral quagmire.
>
> The harshness of your solution to the quitting problem is based on an assumption that quitting occurs only on a losing team (which is not true) and is only committed by people who are too lazy to slog it out and turn the match (also not true). You can attach a moral judgment to quitting if you want to, but you do no one any favors by making assumptions about the reasons for quitting, and if you can acknowledge that there are some circumstances in which a quit might be justified then even the moral judgments become problematic.
>
> If the developer was interested in finding out why people quit matches then there are a number of ways they could get at that data, but, like you, they live in a world of black and white where circumstances do not matter and there is no consideration beyond the match at hand. For as long as you both continue to live in that world there will continue to be quitting, you will refuse to understand why it happens, or worse, will make specious claims as to why you think it happens, claims that have some basis in reality but are hardly conclusive or exhaustive, and the dog will continue to chase his tail.
>
> Quitting is not the problem. Quitting is a symptom of a larger problems. Poor sportsmanship is only one of those problems and I’d wager that it’s far from the biggest one. If the problem was limited solely to people behaving selfishly, and people who were fully aware of the selfishness of their bad behavior, then their guilty consciences would be susceptible to the correction of the ban hammer. And yet, with some of the harshest bans this game has ever had, people continue to quit. I don’t know if they quit in record numbers, but things certainly seem to be getting worse. So maybe the ban hammer slows the pace of quitting, maybe it assauges certain kinds of quitting, or quitting on behalf of a certain kind of player, but it’s still a blunt instrument and a seemingly ineffective one. I agree that even harsher bans will change behavior, but not in the way that you think or want. It would just cause people to afk or team kill or feed kills to the enemy.
>
> The only real way to stop quitting from affecting your matches is to build up your friend list and join a spartan company and stop going into matchmaking without a full team.
Voices that criticize ideas while not providing any better ones are best left silent
> 2533274843056602;6:
> I’m wondering if quitting could be systematically driven out of the system by the community if everyone consistently reported any quitters after the match ended?
>
> I’d think that the occasional disconnect, or emergency quit (phone call or something) wouldn’t drastically affect an individual’s reputation due to the small sample size and frequency…so no real harm to legitimate in-game departures. However, for the chronic quitters, I would expect that frequent reporting would finally catch-up with them after a period of time.
>
> I don’t know. Just a random thought. Nonetheless, I certainly understand the OP’s frustration.
I always report quitters, yet even after finishing a JIP match (and losing) and not returning to the main menu my very next match is another JIP I have to finish. I don’t even get to start a new match anymore and it’s ruining the game for me. At the very least implement a post game lobby so single players aren’t forced to clean up after others
I don’t mind when people quit, especially when they’re on my team. Harder for the enemy to get kills when going up against just me…
> 2535468812026872;9:
> You can’t stop quitting. People lag out, get matched against farmers and smurfs, get a phone call or real world issue and go afk, or just decide getting wrecked for 15 minutes isn’t worth their time. Harsher penalties only drive people away. If I get banned for 2 hours then I’ll just play another game or another account. It’s not like I’m going to crouch in a corner for 2 hours waiting for the ban to expire. As far as reporting, if getting reported in halo began to impact my overall Xbox experience then I wouldn’t be playing halo much more. I don’t like quitting but mm and server quality has degraded. I’m not wasting my short gaming time on a match with teleportating players, farmers, or smurfs.
Real world issues won’t be affected as they typically last more than an hour. No issues with that. But quitting because “getting wrecked for 15 minutes isn’t worth their time” is -Yoink-. If you only want to play because you can win and “harsher penalties only drive people away” then I don’t want to be playing with those sorts of people to begin with. Frankly those people aren’t worth my time. Let them play another game, I truly don’t care as long as they’re not on my team and I don’t need to deal with them.
> 2535458269032348;13:
> I don’t mind when people quit, especially when they’re on my team. Harder for the enemy to get kills when going up against just me…
You, sir/ma’am, are a badass. I applaud you. The only issue is that I’m not quite that good, and I typically end up losing in 2V1 or 3V1 encounters.
> 2533274910775774;1:
> Why is there not a more rigorous banhammer in effect? For example- first offense is banned for an hour. Not from warzone/slayer/whatever you were playing, from Halo 5 multiplayer altogether. Second offense is banned for an entire day. Third is two days, etc until a certain cooldown period is reached. Have an emergency and need to quit? Fine. That emergency will most likely take up an hour which means that you’re free to play when you get back. This way people who quit don’t get to repeatedly join new games/switch game modes if they get banhammered and penalize people who don’t quit by forcing them into JIP’s. I’m not a custodian, and having to clean up their matches/play at a disadvantage because my teammates quit is incredibly aggravating.
All of this falls apart when you realize that disconnections are possible (and arguably more likely than an hour long emergency), and would invoke the banhammer. On top of which, there is no forgiveness in the system, considering you said your first offense jumps straight to a ban.
Also, you never really said how long the cooldown period actually is. That means someone with two emergencies over two days will see themselves with a day long ban the second time instead of being “free to play when you get back.”
You’re starting to cross over that fine line where people go “If the game won’t let me play, I’ll just play a game that does.” This isn’t just pushing “quitters” away, it’s pushing people who are hit unfairly by the banhammer for something that very well could be a one time offense.
All in all this is just a really bad system that hurts more than helps.
> 2533274921115718;3:
> agree, however how the system can recognize a quit from a lost connection?
> i had quit sometimes before, but not by choice. i had only quit once bcause i was left alone, slayer, 25 kills to the enemy team win.
> i only play social, and cant be angree with players quiting on social, i would use this in ranked or WZ, but not FF or Asault.
> if you quit for not been good enough you will never be good at all.
> 2533274831172342;10:
> My modem turns off very often because of how old it is, there has to be a way for the system to know if you quit or lagged out.
From a technical standpoint,it would be possible,but it dont got implented,because people could simply turn of their modem if they want to quite without getting a punishment.
> 2533274831172342;10:
> My modem turns off very often because of how old it is, there has to be a way for the system to know if you quit or lagged out.
Technically, yes this is possible.
But from a practical standpoint, how is the system supposed to know if your modem turned itself off due to age, or if someone turned it off? They both come to the same result, you disconnected.
> 2533274910775774;11:
> > 2533274873843883;4:
> >
>
> Voices that criticize ideas while not providing any better ones are best left silent
I would have thought that your statement applied more to anyone and everyone who ever came on to these forums to say something as obvious (and useless) as “quitters must be punished,” or “quitters need to be banned for life,” or “quitting is out of control,” or “why isn’t 343 doing anything about quitting?”
For years my proposed solution to the problem has been to eliminate game play that is bound by a clock or a score-to-win, both carry-overs from football, both in their day adequate for certain types of competition, both still relevant for certain types of competition now, but both extremely rigid and therefore extremely vulnerable. If 343 or players in general want to maintain a twelve minute, 4v4, 50-kills-to-win game type then so be it. But there are other options. How about a match, team-based or not, that starts on the day the game launches and never ends. Players rotate in and back out whenever the mood comes over them. There is no “win,” there is no “game over,” there is only a list of stats available to you when you finally leave the match: KD, KDA, Kills/minute, Assists, Accuracy… the list could go on. You could spend ten minutes in the match, ten hours, ten seconds, whatever pleases the player. It starts when you decide to start, it ends when you’re done or have to go do something else. There is no quitting, there is only leaving. Maybe to join a different match, maybe to take out the trash, maybe because of a disconnect. It doesn’t matter why you leave - no one cares why and your slot is filled by the next incoming player.
I can see how this could be a hard sell to people who have never experienced stat-based competition and who only understand “12 minutes or 50 kills, whichever comes first.” I can understand how it’s easy to say, “I’m awesome because my team just won,” rather than “I’m awesome because in 25 minutes of play I got a kills-per-minute figure that places me in the top 10% of everyone in Halo,” or “I’m awesome because I just got this week’s Best KDA for the game type.”
The point is that there are solutions that address the underlying problems - problems which are mistakenly thought to be about nothing other than poor sportsmanship. The fact that threads like these are commonplace and have been since Halo 3 should be proof enough for anyone that the same old “quitters deserve harsher bans” is just ridiculous on the face of it. The bans have been getting harsher with each consecutive game and yet people still quit in numbers high enough to generate an endless succession of threads complaining about a problem that is permanent and intractable for as long as the developer chooses to ignore the fact that not all players respond to the current game play formula in the same way, not all players respond to competition in the same way, and not all players respond to censure in the same way.
I hope that helps you to see that there’s more than one way of viewing this issue, but if not then it wouldn’t be the first time I’d failed at Halo.
The amount off people either quitting or getting disconnected is definitely on the rise! Something is going on and its really starting to mount and hurt H5. I think why we have not seen any adjustment to this is currently there is no way to tell from a quitter or a disconnect. I think 343i maybe turning a blind eye to this to not sacrifice any population or to save what population we may have left. I just think they would have done something about this by now if it wasn’t for what I stated above. Make no mistake I don’t like it and it hurts teams in so many ways its not fun at all. Sometimes when a player gets dropped or quits I notice the game plays better and sometimes it swings the other way. I remember those H5 beta days and how crisp it played then. Now fast forward to today and its night and day difference. Games are so very inconsistent from one another its mind blowing!
Zippy.