Scalable solution for unsportsmanlike behavior

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?

> 2533274808281708;1:
> 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.

> 2533274874872263;2:
> > 2533274808281708;1:
> > 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)

> 2533274808281708;3:
> > 2533274874872263;2:
> > > 2533274808281708;1:
> > > 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.

> 2533274874872263;4:
> > 2533274808281708;3:
> > > 2533274874872263;2:
> > > > 2533274808281708;1:
> > > > 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.

> 2535458188883243;5:
> > 2533274874872263;4:
> > > 2533274808281708;3:
> > > > 2533274874872263;2:
> > > > > 2533274808281708;1:
> > > > > 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.

In my opinion I think we should keep things simple and just have an easy option to report players in-game for their actions. If enough reports come through, it will get passed to 343 to investigate and then they can take the appropriate action against the abuser. I also like how the current version of the MCC is handling this: repeatedly quitting bans you for playing for an increased amount of time after the game for each quit, however, if 50% or more of your team quit, you will not be penalized for quitting. I think if I were to change anything with that system it would be to change it from 50% to 25%.

completely automating things wouldn’t be perfect. Unless the machine learning is getting that good. We could have a better overall community IF everyone had some input/control. The idea of giving someone some form of props would encourage this. Only giving people the option to report someone seems lopsided.

Does 343 have enough people to investigate?

It seems more scalable if the community can moderate themselves given the right tools. just my two cents.

I guess a big question here is what is considered excessive spawn killing and bagging.
Like 5 kills within 3 seconds of their spawn?
3 bagss instead of 2 tbags?
Anybody here seeing a hingle mccringleberry
Parallel? PENALTY FLAG

> 2533274808281708;1:
> 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?

Mute people who are toxic on the comms and have the ability to forfeit the match if the score gets put of control. Halo has some savage lobbies and there is nothing wrong knowing your outclassed. In terms of in game behavior, you can just report them. A lot of complex systems punish the wrong people usually.

> 2533274808453107;9:
> I guess a big question here is what is considered excessive spawn killing and bagging.
> Like 5 kills within 3 seconds of their spawn?
> 3 bagss instead of 2 tbags?
> Anybody here seeing a hingle mccringleberry
> Parallel? PENALTY FLAG

LOL i don’t even care about bagging. you can still get revenge. and its even sweeter when you do :grin:

This would have to be tested, like most things in Halo. Or just start at the extreme; The ENTIRE team gets killed 3x within 2 seconds of spawning. then work back from there.

I agree, sometimes there is toxic lobbies and nothing you can do except leave and get banned. there should be an option to either kick toxic players on the team via team kick vote. another would be quoting XiEpsilon, the forfeit option should be a thing, when there is only like a 2 v 5 which is not fair, but the forfeit would give only half or 2/3 of the xp, since they didn’t win. it definitely should be an improvement so you could still get xp from having games with lobbies with people leaving. another quote, MorseyBaby there NEEDS to be a xp system for players, the good ones are ok, but the negative ones are not. Maybe a system where if they get flagged by too many players, their xp goes down and plays with the more toxic players and every non-toxic player can be fine. maybe like 5-8 flags would be enough to be sent to the lower levels.