SOLUTION FOUND! JIP SHOULD STAY...

I still think Join-In-Progress should be kept… but revamp quite a bit. Lets think of this logically the main idea behind JIP is to keep teams even, matches ongoing and the overall game fair… so it has a positive benefit.

How did we used to deal with the issue of quitters, lost connections or other non-active players or even trolls… punishment via experience, and thus demotions… perhaps we should have one and also the other.

Leavers, as in quitters and lost connections, should be punished somewhat if they have quit more than two matches in a row, during matchmaking. They would be punished via a grandous xp take or perhaps a straight demoted rank… and if the quitting continues like 10 matches over a period of 2 hours or so… they are temporarily banned from matchmaking.

In terms of the stayers, current players on the now unfair team, should first have the option of forfieting the match, which turns to an overall vote… and must be unnaminous… to which the match ends the opposing team wins, gains experience as usual, and the other team just return to matchmaking lobbys without punishment.

There is also the other option if they elect to continue to play with low numbers… the experience they gain multiplys by the disadvantages they attain… so one player less, 1.5 times normal xp, two players 2x, three 2.5x, four 3x etc. The join in progress option still remains available but only for lobby searchers, to which before they join they get to check the stats of the match and elect to join or pass… this way they have control of the outcome of their K/D and xp… also the benefit of a join-in-progress would allow some xp gain even at a loss… take for example the original players on your team lost, but you JIP… you gain 0.75 of the normal xp… thus giving you some reward for the risk.

Also if you have idle players, you should be able to team elect to boot them if they do not perform any commands during the phase of the match… perhaps even going so far as to temporary ban from matchmaking lobbies.

I think my suggest way of punishment, reward and risk of experience and the JIP… is a much need successor and advancement of the matchmaking

This is a good solution, but I can see quite a few flaws which I think seem pretty obvious to you as well.

In its current status, I think that this would be fine, however it could easily be exploited by griefers and teams who refuse to rank down when they should.

Dude. You just copy and pasted your comment from a very similar thread! I hope a monitor sees this and locks this thread so we can continue our conversation on the other thread with more suggestions.

With that being said, I’m gonna be a hypocrite and give you my response that I gave you in the other thread.
I see flaws. General JIP should not come back.
However, a JIP for friends and current players should be available. So if you Lost Connection you could immediately get back into the fight. (Unless booted for betrayal)

The multiplying disadvantages would be abused so bad. People would buy burner accounts and have their friends just quit so they could gain the multiplied xp.
(Side not, XP takes away from the team focus of winning. We just need a rank based on wins will suffice. Anything that has to do with XP and progress bars that can be grind’d for xp is not Halo. They experimented with it in H3, and was the norm in Reach & H4. Grinding in Halo should not exist.)
For Idle account people, if there is no XP, then there will be no incentive for idle match players doing a Destiny Bounty of finishing matches regardless of win or lost.

Punish quitters, demote losers & reward winners. It’s that simple.

That system would be ripe for abusing.

There is no perfect system. If you demote losers and quitters, then that leaves the door open for derankers. If you let people who forfeit go unpunished, then you get the quitter/deranker accounts a much easier time to become booster accounts.

On top of that, how is that a solution to JiP. It sounds like you are trying to fix a ranking system by tying it into the JiP mechanic, which is a terrible idea. Just saying. Keep the mechanics separate and leave the ranking system to Josh Menke. Have faith he knows what he’s doing. That is his main job and he spent years in college working on that kind of stuff. If you think you can come up with something that complex while sitting on the pooper, you got another thing coming.

I don’t think it needs to be super complex. just make JIP an option you select before matchmaking. people who want to get into a lobby fast will get it, and people who want their ideal experience won’t be affected… PLUS, they’ll get reinforcements from the people who don’t care about joining late.

the idea of a server browser style thing that shows you the stats of the game is good too. forfeiting is too easily abusable, xp gains are potentially unbalanced.

Nothing is fair or fun about joining a game where you get thrown on a team losing by a landslide. When I get a match like that, I honestly consider quitting because there is no point in playing when there is 0% chance of winning.

they should keep JiP in, but make it optional. And to give incentive, games you lose in JiP wont affect your TruSkill, but games you win will.

also have some achievements (win X games by JiP) and unlockables.

Join in Progress should just be kept for social MM and not ranked. It’d be a pain in the butt to accurately measure true skill otherwise.

That said, I like your XP idea but I think it would need tweaking to become viable. The change I’d make is that I’d have an XP pot whereby on completion it is shared out equally to the members on the team. So if one player quits then the rest of the players get a 1.33x XP boost, if two players quit then the remaining two get a 2x boost, and if 3 players quit the last player gets a 4x boost. In each scenario the players who quit get no XP.

As for booting idle players, rather than a vote, I think a system should be put in place for this. On FIFA for example, you are warned that you have 30 seconds to press a button until you are kicked. Something similar could work in Halo.

> The change I’d make is that I’d have an XP pot whereby on completion it is shared out equally to the members on the team. So if one player quits then the rest of the players get a 1.33x XP boost, if two players quit then the remaining two get a 2x boost, and if 3 players quit the last player gets a 4x boost. In each scenario the players who quit get no XP.

Your proposal of ‘Rewarding’ non quitting players just screams abuse. It’d be so easy to set up burner accounts (1 month free trial accounts) and quit out so my friend or ‘real’ account could reap the benefit of a 4x boost every game.

Remove XP all together, no grinding elements should be in Halo. Just a skilled based rank that reflects your ability to win.

> > The change I’d make is that I’d have an XP pot whereby on completion it is shared out equally to the members on the team. So if one player quits then the rest of the players get a 1.33x XP boost, if two players quit then the remaining two get a 2x boost, and if 3 players quit the last player gets a 4x boost. In each scenario the players who quit get no XP.
>
> Your proposal of ‘Rewarding’ non quitting players just screams abuse. It’d be so easy to set up burner accounts (1 month free trial accounts) and quit out so my friend or ‘real’ account could reap the benefit of a 4x boost every game.
>
>
> Remove XP all together, no grinding elements should be in Halo. Just a skilled based rank that reflects your ability to win.

I agree that there should be no XP rewards for people quitting and people staying in matches and all that good stuff. I feel JiP is a dumb mechanic for Halo. Reason why:

If my team can upset the other team to the point where they get angry and quit, I know I was just destroying them and they were probably going to lose anyways. That doesn’t mean the other team mates weren’t good, but that person was just having a bad game/they were out of their rank/had a terrible connection or whatever reason you want. It doesn’t matter because if someone is going to quit a game, they are making my game better. I want to play challenging people and if they aren’t a challenge or they don’t have a good connection, let them go. But it’s also not fair to throw new people into a game they are already losing because someone had a bad game. Once people quit, just have let the other team forfeit and take the loss or try and win a man down. If the person was disconnected, MAYBE allow them to join again. However, if they have a bad connection and are lagging all over the place, what’s the point of having them join again? They will just lag all over the place some more and get disconnected again. JiP isn’t necessary and it really doesn’t help anything.

To me it sounds like the problem is people quitting. Instead of punishing everyone by having a JiP mechanic that the majority doesn’t want, how about we take the “Quit” button out of the game. The only way to leave the game is to dashboard/completely leave the game/lose internet. That will deter most quitters. If it happens too frequently, ban the person from Matchmaking for 10-15 minutes. Reach did it. Sure it sucked when you just had a terrible connection and we constantly getting kicked, but your bad connection was also ruining the game for everyone else.

On you stance of the “skill XP only”. There are people who don’t care about skill and only want to unlock things. We should incorporate both into the game so people can unlock certain armors just for playing, but also have some tied to skill rank for the people who just care about skill. It’s not detrimental to the game and it allows players to do what they want.

> > The change I’d make is that I’d have an XP pot whereby on completion it is shared out equally to the members on the team. So if one player quits then the rest of the players get a 1.33x XP boost, if two players quit then the remaining two get a 2x boost, and if 3 players quit the last player gets a 4x boost. In each scenario the players who quit get no XP.
>
> Your proposal of ‘Rewarding’ non quitting players just screams abuse. It’d be so easy to set up burner accounts (1 month free trial accounts) and quit out so my friend or ‘real’ account could reap the benefit of a 4x boost every game.
>
>
> Remove XP all together, no grinding elements should be in Halo. Just a skilled based rank that reflects your ability to win.

It’d be so easy to notice these burner accounts too and dish out bans where necessary. I’m pretty sure artificially inflating your rank is a ban worthy offence. Seeing as my proposal wouldn’t affect gameplay and only aesthetics (hopefully XP will only ever be used to buy armour) it wouldn’t bother me much. Having that extra incentive to stay in the game certainly out-weighs possible rank boosting.

As for removing XP, it’s one of those game mechanics which is essential to get players hooked on the game. One of the fundamentals of game design which will always be with us.

> As for removing XP, it’s one of those game mechanics which is essential to get players hooked on the game. One of the fundamentals of game design which will always be with us.

^ You couldn’t be more wrong dude. Halo 2 had ZERO XP mechanics and I played more of that than anything. Then Halo 3 started without am xp mechanic, but they added a lame attempt of an xp mechanic that nobody cared about. Halo Reach really ran with it, and then Halo 4 continued and built on it. See my stats below, those are extremely close approximates of my personal time played with the Halo Multiplayer. Halo ABSOLUTELY DOES NOT NEED A XP SYSTEM to sustain a high population.

H2: 34.3 days
H3: 23.5 days
HR: 22.5 days
H4: 8.5 days

> > As for removing XP, it’s one of those game mechanics which is essential to get players hooked on the game. One of the fundamentals of game design which will always be with us.
>
> ^ You couldn’t be more wrong dude. Halo 2 had ZERO XP mechanics and I played more of that than anything. Then Halo 3 started without am xp mechanic, but they added a lame attempt of an xp mechanic that nobody cared about. Halo Reach really ran with it, and then Halo 4 continued and built on it. See my stats below, those are extremely close approximates of my personal time played with the Halo Multiplayer. Halo ABSOLUTELY DOES NOT NEED A XP SYSTEM to sustain a high population.
>
> H2: 34.3 days
> H3: 23.5 days
> HR: 22.5 days
> H4: 8.5 days

I know I’m not wrong because of psychology tests. Being rewarded for playing with XP makes you want to play again to get more XP. It’s a fact.

That said, there could be numerous reasons why your personal stats seem to go against this. A couple being that you maybe don’t have as much time to play games as you used to or you’re getting tired of playing Halo after however many years.

> I know I’m not wrong because of psychology tests. Being rewarded for playing with XP makes you want to play again to get more XP. It’s a fact.
>
> That said, there could be numerous reasons why your personal stats seem to go against this. A couple being that you maybe don’t have as much time to play games as you used to or <mark>you’re getting tired of playing Halo after however many years</mark>.

Getting tired of playing Halo, hilarious and false.

I may be minority gamer in the sense that XP elements absolutely bore me to death and honestly just make me angry. (I can’t stand rpg’s like Final Fantasy, Never played World of Warcraft, Hate the Prestige elements in CoD) I remember on Reach when people would glitch/grind xp on Oni Sword Base. People loved it that there was a way to rank up the CR so quickly by abusing the last check point with target locator. All I could think is why the heck would anyone find this type of video game playing enjoyable, it blows me away but people love to grind in games for time based ranks. Boggles my mind?!

I played the Destiny beta and the grind/loot elements turned me off completely. I couldn’t play PvP Crucible till I grind’d to Level 4, what a joke. It’s a shame to, cause the Vault of Glass raid looks like something I’d really enjoy, but the amount of time that you have to grind and rank up to that point looks miserable and something I just won’t attempt.

Again, I know people love xp based ranks on time played, but I loath it, Halo 2 never had it and it was fantastic. Halo doesn’t need xp, less content is more.

LOL

Titanfall manages JiP well enough for my liking. ( I don’t believe every playlist should support JiP, however a majority certainly should.)

In Titanfall, if you join a match and loose, you don’t get the loss. If you join and win, you get the win. If you start a game and quit, either from the beginning or mid-match, you get a loss.

There is no perfect system but psychologically there is a least unappealing option. For me, that is it. I care more about playing a full game than the hard results of it. Yes I do care to win and be the top of my team but I want to play a full game first.

I wouldn’t mind that.

Just remove JIP all together, I find it annoying joining in the middle of a game I either have no chance of winning, or I don’t have a chance getting to the top of my team because my team has a load of kills.

> 2724275667461698;15:
> > I know I’m not wrong because of psychology tests. Being rewarded for playing with XP makes you want to play again to get more XP. It’s a fact.
> >
> > That said, there could be numerous reasons why your personal stats seem to go against this. A couple being that you maybe don’t have as much time to play games as you used to or you’re getting tired of playing Halo after however many years.
>
>
> Getting tired of playing Halo, hilarious and false.
>
> I may be minority gamer in the sense that XP elements absolutely bore me to death and honestly just make me angry. (I can’t stand rpg’s like Final Fantasy, Never played World of Warcraft, Hate the Prestige elements in CoD) I remember on Reach when people would glitch/grind xp on Oni Sword Base. People loved it that there was a way to rank up the CR so quickly by abusing the last check point with target locator. All I could think is why the heck would anyone find this type of video game playing enjoyable, it blows me away but people love to grind in games for time based ranks. Boggles my mind?!
>
> I played the Destiny beta and the grind/loot elements turned me off completely. I couldn’t play PvP Crucible till I grind’d to Level 4, what a joke. It’s a shame to, cause the Vault of Glass raid looks like something I’d really enjoy, but the amount of time that you have to grind and rank up to that point looks miserable and something I just won’t attempt.
>
> Again, I know people love xp based ranks on time played, but I loath it, Halo 2 never had it and it was fantastic. Halo doesn’t need xp, less content is more.

This, I prefer ranking up with skill. Armor should be unlocked with achievements.