As the title suggests, I’ll be discussing how the Banhammer’s current iteration is at its core, flawed and does nothing to mitigate quitting. I will be providing my own personal insight, suggestions and recommendations that I believe will benefit not only the game, but the community as whole.
The Banhammer’s first flaw, is that it does not stop quitting in the first place. It is the result of quitting, nothing more. This is why players continue to complain about quitters, daily.
The second flaw is that it’s easily bypassable. A secondary and/or even a third account can be easily made on the Xbox itself. Xbox Live can be shared with local accounts. Though this, the Banhammer fails to do the one and only thing it’s supposed to be good at, keeping the player from playing.
The third flaw is that it is inconsistent and it’s exact functions are not clearly explained and written out for the player to reference to when needed in game. It fails to warn the player before the ban happens, which breeds further frustration if and when it happens.
The fourth flaw is that it punishes more than quitters, in equal measure. Players with poor internet situations due to conditions outside their control, players over seas being forced onto American servers (I hear your cries for help, EU!), people with on call 24/7 jobs, players stuck in situations where a quitter caused the match to become lopsided, etc. It fails to separate the troublemakers from the innocent.
My approach toward solving the Banhammers flaws is two pronged. On one side, a newly simplified, clear and consistent Banhammer that both reminds players not to quit, and eases the pain of those that leave under legitimate conditions. And on the other side, a reward system that convinces players to stay and complete their games, with solid and easily achievable rewards for those that complete them on a consistent basis.
Let’s discuss our new Banhammer first.
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The Banhammer no longer waits until multiple quits occurred. It bans the player for a short time (ideally for as long as the inconvenienced from the quit), every time they leave suddenly. The match duration, and/or a set time, say 20 minutes would be enough. This completely removes any mystery to how it functions, and it acts consistently without any convoluted algorithms, or increases to its punishments. People with legitimate concerns would not mind such a short time if they are in fact bothered by real life concerns, and habitual quitters will find that multiple 20 minute bans add up over time.
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The Banhammer no longer applies to social and/or solo gamemodes. Due to Join in progress and a lack of a ranking system, Social game modes do not need the Banhammer. FFA quits effect no one besides the quitter, so punishing them is unnecessary.
Next the reward system.
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Completing multiple games in a row will reward REQ packs with the player not having to spend REQ points, and continuing to complete games further will unlock greater tiers and increased rewards the longer they go without quitting. This gives the player set, tangible goals to look forward to.
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A REQ point jackpot system similar to Halo: Reach. Completing games increases your chances to hit the big bucks.
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Daily/Weekly/Monthly challenges that require a set number of completed games (on top of some more interesting challenges). Rewards armor/emblems/skins. Yet another set path toward tangible goals for players to follow.
As a side note, providing a veto system, a surrender option that activates when a quit occurs, and allowing players to leave the matchmaking process at any time before the map/gametype loads up could also go a long way to mitigate unnecessary quitting and suffering.
I’ll leave you with this. It is impossible to stop quitting at all times. We do not live in a perfect world where everyone has an honor bound, White Knight mentality. There’s no way to tell if a disconnect was intentional, or accidental due to the nature of the internet. All we can do is make the game more appealing and rewarding to those that wish to stay, and ease the pain of the innocent that get caught in the crossfire. 343 NEEDS to take steps to reduce quitting, not illogical punishments that do nothing to stop it.
Feel free to leave your own ideas, and point out any flaws in my idea (I’m sure there are some).
Tl;Dr: The Banhammer needs to have considerably shorter bans, but needs to occur everytime a quit occurs. A reward system locked to completing games continuously is needed, on top of veto and surrender options.
Edit1:Adjusted my first paragraph to appear less hostile. Changed the name of the thread from “The Banhammer: Flawed and Ineffective.”
Edit2:Minor adjustments to paragraphs so it’s not so cluttered