> The point of it is to balance, not to fix the problem. Balancing counteracts the problem, it doesn’t fix it. You can’t ‘fix’ quitting…
Agree.
> You can’t ‘fix’ quitting… …without removing the quit button entirely and forcing one to turn off his Xbox to quit.
Ummm… removing the quit button still wouldn’t “Fix” the problem of quitting and for the exact reason you state… turning the Xbox off or simply Dashboarding is still a form of quitting.
Therefore, quitting will never be cured it can only be addressed and that’s why a “Join-Active Session” is important. Halo’s traditional matchmaking system caused to many moments of wasted time for players when a teammate or opponent quit a match. Many people cannot stand wasting their time in games where a player quits and throws the team balance out the proverbial window. Now, I understand people’s concerns with a “Join Active Session” system. I also don’t enjoy being dropped into active matches where I’m being spawn trapped or where the game is clearly out of reach for my team to win and when I’ve joined only to witness the very end of the match. I don’t think it’s fair to incur a loss on my record just because I’ve been dropped into an impossible situation or where I’m not even given the chance to make a difference. Heck, one could even argue that a “Join Active Session” system does little to discourage a player from quitting a game and might even simply re-enforce the bad habit, but still regardless to this issue and those previous problems that I pointed out a properly implemented “Join Active Session” system will undoubtedly provide the best flexibility and enjoyment to the overall Halo player base as it’s the best way to gloss over the quitting problem.
Bungie tried to dis-sway habitual quitters by introducing temporary bans, but the fundamental problem with this method is that most of those who quit did’t really care about the consequence of a temporary ban. If they are penalized by this ban then they’ll just switch to another game. I’m guessing most of you will be like, that’s a good thing and good-riddance to them, but honestly Halo needs to maintain a healthy dose of online players, especially the casual players, so that there isn’t a great divide between good veteran players and beginners. Therefore, interest in their game needs to be maintained and anything that would push a “would-be” player away from the game is actually not a good thing for Halo.
As for what I think a properly implemented “Join Active Session” system would be in Halo…
I believe the MM should be a split system where for a Social playlist there would be the (limited) “Join Active Session” system and for a Ranked playlist there would be a more traditional “Non-Join Active Session” system.
The “Join Active Session” system I envision in more detail…
A capping or locking of any social game would kick in when one team stretches it’s lead to such a point where it’s likely futile for anyone to join and make any real difference. Also, there should be a hard time cap too, meaning that if a match has less then 30 seconds to go it will become locked too. This locking or capping would essentially prevent further online members from being able to join the game. Obviously, a game mechanic would have to be developed to determine when is the appropriate time for a match to become locked. In any case, at the point of time when the match does become locked, where nobody new will be able to join, the team which is getting hammered should be given opportunities during each losing player’s re-spawn to choose whether or not they’d like to raise a white flag as an indicator of surrender. This white flag would also replace the quit option in the menu system. If the majority of the (remaining) team decides to raise the white flag the game will end early by forfeit. Preventing continuous wasted time by either team’s players. (To note: a white flag option should also be included into the Ranked games too, but it should be available at any time during the match simply through the menu system, it would basically replace any quit or leave match option)
Further important details on the “Join Active Session” matchmaking system…
Anytime a player automatically joins a game “in progress” where the team that was joined is currently losing, then that player’s account will not be credited or at risk of acquiring the loss on their statistical record. However, if the team that player joined managed to take the lead at some point after their joining but went on to still lose the game, then their account would indeed get credited with the loss. On the other hand, for those players who join a game in which the team they joined was winning and went on to win, the factor for determining whether they should be credited with the win should be based off of the time they spent on the team in reference to the total match’s play length. For example: If the game ended within a specific amount of time, lets say “X” amount of time, then that player had to have been playing with that team for at least… 1/3, or maybe 1/4, of the total match time (“X” time). Otherwise, they will not be credited with the win, but all of the other game stats, such as kills, deaths, assists, experience points, credits, and whatever else, will still count towards that player’s overall statistics.
Final notes on a well implemented matchmaking system…
Also, regardless of whether someone is playing a Ranked or Social game, if a player quits an active game, by whatever means, they should be penalized. That penalty should be that they are given a strike against their account… if that player accumulates 3 penalties, or strikes, then those should turn into 3 losses on their record. Yet, when a player has garnered one of these penalties there should also be a way to wipe the slate clean by demonstrating that the issue isn’t habitual because there are odd things that can occur, things out of their control. The way this should work is that after 20 to 25 clean games, meaning games with no quitting, a strike should be removed if one exists. One other thing, if Halo 4 does decide that the quit ban is indeed a good punishment to continue to have then it should only affect quitters of Ranked matches and block them from the Ranked playlist for a temporary amount of time that increases with every incurred ban.