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> > > > > This has happened to me several times- i’ll join a game (super fiesta for example). We get wiped out very quickly, 2 guys leave and we’re just destroyed for a few minutes. OR
> > > > > Husky Raid, and the other team doesn’t capture they flag. They just spawn kill for 5 minutes. And if i quit, i’ll be penalized for that. So i end up just leaving leaving my controller on the ground and taking a break. I’m also irritated when my own teammates do this. So i’ll try to push them to finish the match ASAP. No need to bullies/sore winners. Just move on. Yes, these are social playlists- they aren’t suppose to be competitive, but they are suppose to fun.
> > > > > Or in warzone assault, just continuous spawn killing.
> > > > >
> > > > > My idea:
> > > > > If the majority of the team is being killed within X seconds (this should be tested) continuously. A “forfeit” option should appear to the losing team. If the majority of the team accepts, the match is over. That’s it. I think this could help, since matchmaking isn’t perfect. It will get all players into another match sooner, players who do get stuck with an unfortunate situation (bad teammates, spawn killing, etc…) can move on quicker. There are some standard metrics, so it can’t be spammed, but also gets players’ input so its not fully automatic.
> > > > >
> > > > > Its too late to fix this in all the current games, Halo Infinite has a shot.
> > > > >
> > > > > Thoughts?
> > > >
> > > > Honestly not a bad suggestion. I have absolutely no time for any player who spawn kills and sets out to ruin it for others. Some explain themselves by pointing to overly grindy requirements (which I can understand but can’t excuse - and game devs can easily avoid in future).
> > > >
> > > > One thing I would suggest would be XP caps on any game won by forfeit - i.e. disincentivise teams to do it.
> > > >
> > > > I’d love to see some kind of in-game Rep voting too and matchmaking can take that into account - if you play a game vs a load of spawn killers you can negative rep them. Too much negative rep gets you put against others with negative rep. Quitting gets you automatic negative rep.
> > > >
> > > > I would also really like there to be some kind of in-game good behaviour/gamesmanship bonus. Things like repeat crouching over a kill, teamkilling, killing too soon after spawn get you negatives from it.
> > >
> > > oh good idea with the XP caps.
> > > For the in game good behavior thing / i wonder if players can somehow tag other plays as a good sportsmanship. There would have to be some rules/caps to avoid abuse, regardless of the reward. Maybe its a badge earned every month? Or unlocks achievements? Or you can only give it once to a particular player (so you don’t have a clan or group of friends circle "rewarding" each other)
> >
> > Easier to scale if you just automate it: you start with the assumption that everyone is going to behave well. You can then detect negative behaviour within game to detract from that (teamkilling, killing players within x seconds of spawn, tbags, or any other behaviour deemed negative which is easily detectible - e.g. repeatedly using only one/sequence of inputs to idle).
> >
> > You make the good behaviour modifier something like a x1.0. Any negative actions reduce that (e.g. first offence -0.05, second -0.1, third -0.2, fourth -0.3, fifth your modifier becomes x0.
>
> so you want to punish players for being good? like when you rightfully get swamped by a better team? or punish people for teabagging? you can’t police the internet and all it’s going to do is annoy people.
Those were examples. Feel free to suggest your own list and/or tweaks to engage in constructive discussion.
Examples: start the modifier at x1.2 or give one, two or three ‘free passes’ to the x1.0 level
My rationale:
Teabagging had its time, but unfortunately can be a toxic thing and especially offensive to some groups of players. I have younger cousins who I would like to introduce to the game, but their dad played back in the Halo 3 days and would never let them play MP until they’re older because of Teabagging. It shouldn’t be normalised behaviour in my opinion.
Players can be good without spawn killing. I totally agree that there are plenty of times when it can happen accidentally (you turn a corner and take a shot), I also agree lots of it can be avoided by better spawn mechanics, however there are lots of times when people set up to do it and it can happen after one single lost duel over a power weapon - that’s not a skill thing necessarily. Spawn kills have nothing to do with skill.
Feel free to join in constructive discussion. As I say, I used those as examples especially of things which are easy to detect and automate. I’m not staking the whole proposal on those things whatsoever.
I agree you can’t police the internet, but you can encourage positive behaviour.