I love Halo. Loooove it. To bits. If I could, I’d marry Halo and create mini-Halo babies and live the rest of my life in happiness…
Where was I? Oh yes. Back on topic.
If there’s one problem with Halo today, it’s the rampant quitting that continues to plague matchmaking. It seems that people are quitting out of the majority of games I play, and it truely destroys team balance and more often than not ruins the fun, which is what most of us are here for, right?
A solution MUST be found, lest the Reclaimer Trilogy be plagued with frustrating matches and low matchmaking population.
I am of a strong belief that negative reinforcement (e.g. probation a la Halo: Reach) is not a good idea. Probation just doesn’t cut it - 10 minutes of no gameplay is more of an annoyance than a punishment. It could even be driving gamers away from Halo towards other games where quitting is not penalised.
Positive reinforcement may be a good idea: where players are rewarded for not quitting. The rewards would have to be substantial though.
Another solution could be the inclusion of drop-in-drop-out gameplay. Other games use it to great effect - you don’t have to worry about the repercussions of quitting (of which there are many). Yes, it is annoying when you join a 3/4 complete game but that’s really the only flaw I can see.
This would be for Social Playlists ONLY where fun>stats. It would not be present in Ranked matches.
You could argue that it’s ‘simply not Halo’ and that it shouldn’t be present because none of the past games had it… here’s the problem: FPS games are an extremely competitive market and Halo needs to evolve with the times to keep a decent amount of gamers playing - people can and will switch to other games.
Maybe we need to look at the cause of quitting to reach an effective solution, but that is an entirely different topic. At least I hope we can all agree that something NEEDS to be done.
Soooooo, forum, what are your views on quitting? Any ideas for a solution to this massive problem?