The official Halo 5 "Why was I banned?" thread

> 2533274975125874;5406:
> I just received a two week ban for supposedly idleing in matches.
> I do not idle in matches.

I looked at your last 10 Warzone Firefight matches. You have idled through MANY WZFF games.

> 2533274796457055;5408:
> > 2533274975125874;5406:
> > I just received a two week ban for supposedly idleing in matches.
> > I do not idle in matches.
>
> I looked at your last 10 Warzone Firefight matches. You have idled through MANY WZFF games.

I also had taken a look at the last 10 WZFF matches & you cannot hide or lie about the truth.

> 2533274975125874;5406:
> I just received a two week ban for supposedly idleing in matches.
> I do not idle in matches.
> However my internet connection is not the greatest and I recall a few match’s I was removed from do to lost connection.
> Personally if you guys honestly think your banhammer is so perfected to the point that it bans everyone fairly and justly, then you are completely incognizant of the fact that NOTHING is perfect.
> I can’t afford higher speed internet but I choose to buy your games because I have been a fan for many years.
> However over the course of these years your restrictions and police like attitude is ruining your games, and is extremely disappointing to see from what used to be a great franchise.
> Anyway as I expect nothing less then my voice getting completely ignored from another money hungry corporation I’ve decided to never purchase another 343 game and will actively voice that opinion to the gaming community.
> Hopefully one day games will be good again.
> Your company has had many opportunities to improve but doesn’t. To you it’s about control and manipulating gamers to buy into your schemes, no split screen multiplayer? Requisition packs for money? You may continue to make money from your games but it does not mean the gaming community that made you what you are now respects you whatsoever.

I am glad 343 is taking action on this type of behavior. Many of my Warzone FF games were ruined by someone idling through the entire match or someone only getting like 1 or 2 kills (to make it look like they were doing work) but they aren’t contributing to the team effort. So many wins I COULD HAVE HAD I didn’t due to one or more people idling. The 2 week ban was most definitely deserved.

Maybe don’t have strikes or bans against me when I’m stuck in warzone spawn for over 400 seconds.

This doesn’t even include the lack of games I’m able to match in warzone (please don’t give me the “wrong forum section” speech).

Just move part of my comment or copy and paste as it applies to both.

Thanks.

I understand all that’s being said. But I have been banned 2 days in a row for being idle. That would be fine but I wasn’t idle. The first time I finished a social game and left halo 5, but didn’t leave the lobby my bad. Woke up this am to a ban and I am confused because not only did I finish game but left the lobbies to be sure I wouldn’t get banned Again only to find to my surprise THE BANHAMMER strikes again. IM SO CONFUSED PLEASE HELP!!!

> 2533274841745100;5412:
> I have been banned 2 days in a row for being idle. That would be fine but I wasn’t idle.

I watched the theater playback for your last played game of Classic Multi Flag and yes, you were. You were idle for the first few minutes and subsequently removed leading to your ban.
https://www.halowaypoint.com/en-us/games/halo-5-guardians/xbox-one/mode/arena/matches/bd33356f-d218-4a10-a4d2-9c1ff7251f32/players/x%20king%20zarkon%20x?gameHistoryMatchIndex=0&gameHistoryGameModeFilter=Arena

> 2533274975125874;5406:
> I just received a two week ban for supposedly idleing in matches.
> I do not idle in matches.
> However my internet connection is not the greatest and I recall a few match’s I was removed from do to lost connection.

“Speed” as in how many mbps you have is not the most important number when it comes to the “quality” of your internet connection.
First of all you want to make sure you have an OPEN NAT - that is important.
Then you want a connection with a low “ping” - sometimes referred to as “latency”. Not sure what 343i recommends for Halo but once you have more than 180ms your connection is pretty bad.
Your ping doesn’t get better just because you pay for more mbps - of your ping is bad you might want to ask your ISP why it is so high. My ping improved significantly after my ISP invested in new hardware in their data center.
I know it sounds harsh but you are not the only one who has this issue but it is highly annoying for everyone else in your fireteam when you end up being a DNF no matter what the reason for this may be.

<mark>This post has been edited by a moderator. Please do not bump.</mark>
*Original post. Click at your own discretion.

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> > > > > > > 2533274802237072;5386:
> > > > > > > > 2535454062204215;5384:
> > > > > > > > 343 industries or whoever it concerns, stop banhammering people for backing out of a game lobby and quitting. It’s like you’re slapping them in the face. How you just going to tell people what to do with something they bought? Banhammering should be removed. You’re placing players in timeout just for leaving a game. That’s not fair. Not all of us are little kids. Stop trying to be Mommy and Daddy and control your player base. People pay for the game and you get a cut off the sales. There is no reason and no justification to this.
> > > > > > >
> > > > > > > The banhammer is absolutely justified. Every time you quit out of a game you are ruining the experience for those left playing the game. Every one of those players paid for the game just like you did and they don’t want to play short handed.
> > > > > >
> > > > > > With all due respect sir/mam, the banhammer in my opinion isn’t the best way of handling the quitting situation (though I do agree that quitting can negatively impact other players experience) all I am saying is that there are better ways to go about handling the quitters such as matching repeat quitters with other repeat quitters until they improve their behavior.
> > > > >
> > > > > That would have pretty much zero effect. The reason is everyone quits, so you would be right back to the same issue within one iteration.
> > > > >
> > > > > There’s this fallacy that there’s a small group of the population responsible for most the quitting. That’s not true. It’s more like the other way around. There’s a tiny population of people who never quit. Everyone else quits.
> > > > >
> > > > > They don’t quit every game, but every quitter you see is pretty much just an average player who randomly quit out of that particular game, but they don’t go on to quit after that.
> > > > >
> > > > > So there’s no magical population of “repeat quitters” that you can force to match each other and thereby fix things. It won’t work.
> > > >
> > > > Okay, most people quit to some extent maybe like 5 games per every 100. But I am pretty sure there are those who quit far more often than that. Nothing is ever 100% one way or the other. Every thing in life is on a sliding scale and I feel like we should be penalising the worst offenders and maybe not sweating too much over the less severe ones.
> > >
> > > Penalizing only the worst offenders would have, again, zero impact on the quitting problem since it’s so tiny of a group.
> > >
> > > Whereas “not sweating” the less severe ones results in higher quit rates. If there isn’t a punishment, the average player does it much much more often, leading to massive increases in terrible matches.
> > >
> > > So, again, not effective.
> > >
> > > There has to be consequences or people do it.
> >
> > But even you have to admit that some people don’t really have the best internet or sometimes the servers go haywire. How is penalising someone for something like that right? It isn’t.
>
> Wrong, it’s completely right.
>
> A network disconnect and faking a network disconnect look the same to us. If we assumed network disconnects were innocent, everyone would do them whenever they quit to get around the ban rules. We’ve tried this before, and, like I’ve said, quit rates sky rocketed through fake disconnects.
>
> Even worse, having a bad internet is just as damaging to other players as quitting intentionally. If your internet is that bad, you shouldn’t be playing until it’s fixed because you’re ruining the game at a 7:1 ratio, which is not acceptable.
>
> So, again, we’ve tried and analyzed everything you’re mentioning and still feel this is the best solution overall at this time.

First of all, I completely agree with punishing early quitters. Full Stop.

I do not agree with the network disconnect explanation.
How do you explain someone being suddenly removed from a running match returning to the lobby with that red/black screen telling me the network connection has been lost. However, at the same time anything else within Xbox live works just fine (no interruption in party chat, etc.).

In that case Xbox Live should be the most trustworthy witness telling you that there was no network issue other than with the Halo server.
I just can’t believe you guys aren’t able to check for that.

Luckily I don’t think I ever got a ban for those kind of disconnects but it seems like you are punishing some players for them.

Shouldn’t you hardware ban a console for “cheating” every time a player has some kind of lag? They might be cheating or they really may have a 1000ms ping but it looks the same so shouldn’t you treat it the same?

<mark>This post has been edited by a moderator. Please do not call out individuals. This includes forum members, moderators, administrators, and non-forum members.</mark>
*Original post. Click at your own discretion.

Today I got banned for team killing. But it was not your ordinary team killing. I was playing ranked with my friend and we got into a match versus <mark>-REDACTED-</mark>. He was playing the game and at first I thought he was just low ranking player. However, at the end of the match he ended up standing in the open and spam crouching. We killed him and move on. But it gets spicy here. <mark>-REDACTED-</mark> got placed in the same match as us and this time on our team. He managed to kill us over and over, and to avoid ban he just started to intentionally give the enemy team kills. He killed us over and over. So I looked this guy up after the match and saw he was streaming. I watched the stream for a bit and found out they were getting a laugh out of this. He switched to a smurf account under the name of <mark>-REDACTED-</mark>. He continued to do this, so I watched him and got into a match with him. I killed him over and over since we were on the same team, and I let my friend try to play the game. I took the ban for it and I understand that. However, <mark>-REDACTED-</mark> and <mark>-REDACTED-</mark> need to be banned.

If this thread gets notice I will send clips to the admin that needs evidence.

> 2533274798332734;5415:
> > 2533274839818445;5396:
> > > 2533274807364374;5391:
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> > > > > > > 2533274807364374;5387:
> > > > > > > > 2533274802237072;5386:
> > > > > > > > > 2535454062204215;5384:
> > > > > > > > > 343 industries or whoever it concerns, stop banhammering people for backing out of a game lobby and quitting. It’s like you’re slapping them in the face. How you just going to tell people what to do with something they bought? Banhammering should be removed. You’re placing players in timeout just for leaving a game. That’s not fair. Not all of us are little kids. Stop trying to be Mommy and Daddy and control your player base. People pay for the game and you get a cut off the sales. There is no reason and no justification to this.
> > > > > > > >
> > > > > > > > The banhammer is absolutely justified. Every time you quit out of a game you are ruining the experience for those left playing the game. Every one of those players paid for the game just like you did and they don’t want to play short handed.
> > > > > > >
> > > > > > > With all due respect sir/mam, the banhammer in my opinion isn’t the best way of handling the quitting situation (though I do agree that quitting can negatively impact other players experience) all I am saying is that there are better ways to go about handling the quitters such as matching repeat quitters with other repeat quitters until they improve their behavior.
> > > > > >
> > > > > > That would have pretty much zero effect. The reason is everyone quits, so you would be right back to the same issue within one iteration.
> > > > > >
> > > > > > There’s this fallacy that there’s a small group of the population responsible for most the quitting. That’s not true. It’s more like the other way around. There’s a tiny population of people who never quit. Everyone else quits.
> > > > > >
> > > > > > They don’t quit every game, but every quitter you see is pretty much just an average player who randomly quit out of that particular game, but they don’t go on to quit after that.
> > > > > >
> > > > > > So there’s no magical population of “repeat quitters” that you can force to match each other and thereby fix things. It won’t work.
> > > > >
> > > > > Okay, most people quit to some extent maybe like 5 games per every 100. But I am pretty sure there are those who quit far more often than that. Nothing is ever 100% one way or the other. Every thing in life is on a sliding scale and I feel like we should be penalising the worst offenders and maybe not sweating too much over the less severe ones.
> > > >
> > > > Penalizing only the worst offenders would have, again, zero impact on the quitting problem since it’s so tiny of a group.
> > > >
> > > > Whereas “not sweating” the less severe ones results in higher quit rates. If there isn’t a punishment, the average player does it much much more often, leading to massive increases in terrible matches.
> > > >
> > > > So, again, not effective.
> > > >
> > > > There has to be consequences or people do it.
> > >
> > > But even you have to admit that some people don’t really have the best internet or sometimes the servers go haywire. How is penalising someone for something like that right? It isn’t.
> >
> > Wrong, it’s completely right.
> >
> > A network disconnect and faking a network disconnect look the same to us. If we assumed network disconnects were innocent, everyone would do them whenever they quit to get around the ban rules. We’ve tried this before, and, like I’ve said, quit rates sky rocketed through fake disconnects.
> >
> > Even worse, having a bad internet is just as damaging to other players as quitting intentionally. If your internet is that bad, you shouldn’t be playing until it’s fixed because you’re ruining the game at a 7:1 ratio, which is not acceptable.
> >
> > So, again, we’ve tried and analyzed everything you’re mentioning and still feel this is the best solution overall at this time.
>
> First of all, I completely agree with punishing early quitters. Full Stop.
>
> I do not agree with the network disconnect explanation.
> How do you explain someone being suddenly removed from a running match returning to the lobby with that red/black screen telling me the network connection has been lost. However, at the same time anything else within Xbox live works just fine (no interruption in party chat, etc.).
>
> In that case Xbox Live should be the most trustworthy witness telling you that there was no network issue other than with the Halo server.
> I just can’t believe you guys aren’t able to check for that.
>
> Luckily I don’t think I ever got a ban for those kind of disconnects but it seems like you are punishing some players for them.
>
> Shouldn’t you hardware ban a console for “cheating” every time a player has some kind of lag? They might be cheating or they really may have a 1000ms ping but it looks the same so shouldn’t you treat it the same?

No, Xbox Live irrelevant because the servers you are connected to with Xbox Live are almost never in the same datacenter as the H5 server, so you can have perfect connectivity to Xbox Live and still lose connection to H5.

And again, if a player just pulls the plug, it looks exactly the same to us. There’s no difference between “sudden terrible internet” and “fake sudden terrible internet”’ from our point of view, and there’s no way for us to know where that failure happened.

Meaning if we didn’t ban for network drops, everyone would fake network drops — it’s happened before quite often.

And, also like we’ve said already, if you do just have terrible internet, you are ruining the game for 7 times more players than just you every game, so you shouldn’t be playing until you fix that.

> 2533274839818445;5417:
> No, Xbox Live irrelevant because the servers you are connected to with Xbox Live are almost never in the same datacenter as the H5 server, so you can have perfect connectivity to Xbox Live and still lose connection to H5.
>
> And again, if a player just pulls the plug, it looks exactly the same to us. There’s no difference between “sudden terrible internet” and “fake sudden terrible internet”’ from our point of view, and there’s no way for us to know where that failure happened.
>
> Meaning if we didn’t ban for network drops, everyone would fake network drops — it’s happened before quite often.

Is the following statement correct?:
A ‘fake network drop’ - any network drop for that matter - would disconnect you from both the H5 server and the Xbox Live server.

If this is correct then how do you explain a disconnect from the H5 server while still perfectly connected to the XBL server?

And how is the XBL connection irrelevant? My point is that when the connection to the H5 drops but NOT the connection to XBL isn’t that a clear sign the client didn’t pull the plug?

My point is that while I would love to see all those habitual early quitters getting what they deserve I am not sure 343i is taking the right approach as in taking H5 server issues into account.

> 2533274839818445;5417:
> And, also like we’ve said already, if you do just have terrible internet, you are ruining the game for 7 times more players than just you every game, so you shouldn’t be playing until you fix that.

Totally agree. But then why does matchmaking doesn’t give me the option to avoid anyone with ‘terrible internet’?

And how does 343i define ‘terrible internet’?
I think we all can agree that a 1990’s version of dial-up internet would be terrible.
But even some DSL, cable, satelite, etc ISP surely qualifies for that.
What is the minimum download and upload mbps 343i considers ‘good’?
What is the maximum ping 343i considers ‘good’?

> 2533274798332734;5418:
> > 2533274839818445;5417:
> > No, Xbox Live irrelevant because the servers you are connected to with Xbox Live are almost never in the same datacenter as the H5 server, so you can have perfect connectivity to Xbox Live and still lose connection to H5.
> >
> > And again, if a player just pulls the plug, it looks exactly the same to us. There’s no difference between “sudden terrible internet” and “fake sudden terrible internet”’ from our point of view, and there’s no way for us to know where that failure happened.
> >
> > Meaning if we didn’t ban for network drops, everyone would fake network drops — it’s happened before quite often.
>
> Is the following statement correct?:
> A ‘fake network drop’ - any network drop for that matter - would disconnect you from both the H5 server and the Xbox Live server.
>
> If this is correct then how do you explain a disconnect from the H5 server while still perfectly connected to the XBL server?
>
> And how is the XBL connection irrelevant? My point is that when the connection to the H5 drops but NOT the connection to XBL isn’t that a clear sign the client didn’t pull the plug?
>
> My point is that while I would love to see all those habitual early quitters getting what they deserve I am not sure 343i is taking the right approach as in taking H5 server issues into account.
>
>
>
>
> > 2533274839818445;5417:
> > And, also like we’ve said already, if you do just have terrible internet, you are ruining the game for 7 times more players than just you every game, so you shouldn’t be playing until you fix that.
>
> Totally agree. But then why does matchmaking doesn’t give me the option to avoid anyone with ‘terrible internet’?
>
> And how does 343i define ‘terrible internet’?
> I think we all can agree that a 1990’s version of dial-up internet would be terrible.
> But even some DSL, cable, satelite, etc ISP surely qualifies for that.
> What is the minimum download and upload mbps 343i considers ‘good’?
> What is the maximum ping 343i considers ‘good’?

Terrible internet meaning they drop often from the game and get banned already, so we already help you avoid them.

And, yes, it is possible to fake a drop from H5 and still be connected just fine to Xbox Live, though I won’t explain how.

So, yes, we still have to ban even when that happens.

> 2533274813317074;5413:
> > 2533274841745100;5412:
> > I have been banned 2 days in a row for being idle. That would be fine but I wasn’t idle.
>
> I watched the theater playback for your last played game of Classic Multi Flag and yes, you were. You were idle for the first few minutes and subsequently removed leading to your ban.
> https://www.halowaypoint.com/en-us/games/halo-5-guardians/xbox-one/mode/arena/matches/bd33356f-d218-4a10-a4d2-9c1ff7251f32/players/x%20king%20zarkon%20x?gameHistoryMatchIndex=0&gameHistoryGameModeFilter=Arena

I just watched that game as well. Point Taken. Ladies and Gents to prevent this from happening to you please do the following so this glitch won’t get you. After your done playing go to halo icon and press start hit quit game so that way when you are truly done you won’t be thrown into a match and get a ban. Your welcome

> 2533274798332734;5418:
> If this is correct then how do you explain a disconnect from the H5 server while still perfectly connected to the XBL server?

Just spitballing but force quitting the Halo 5 app from the home screen would disconnect from H5 but not XBL. And it would also circumvent the “Leave game” option within H5. The only way H5 could detect this is if game tracked your actions while outside of the game, which I don’t think it does (nor should it; that could become a privacy issue). So in order to catch this potential exploit, the game treats all disconnects equally.

> 2533274798332734;5418:
> I think we all can agree that a 1990’s version of dial-up internet would be terrible.
> But even some DSL, cable, satelite, etc ISP surely qualifies for that.
> What is the minimum download and upload mbps 343i considers ‘good’?
> What is the maximum ping 343i considers ‘good’?

In general, multiplayer games don’t actually require all that much bandwidth to adequately transmit signal. For instance, my bandwidth is 50 down/10 up, and I tend to have a very stable connection in multiplayer games. Ping and packet loss are probably much more important to a stable connection than bandwidth. Ping isn’t exactly something you control, but the game tries to provide you with the lowest ping possible to a server that has enough people on it for you to match. Ping has to be pretty high for a connection to time out based on ping; even people with 100ms ping can play, albeit with a lot of lag. If you add in packet loss to ping, then you end up in with a situation where it takes the signal a long time to reach the server and it’s not all getting there on the first pass, so the signal has to be sent multiple times to get it all there. In those scenarios, timing out seems much more likely; the server is going to have more trouble processing how that player interacts with everyone else in a timely manner, so it resolves the issue by removing the bad connection. There are thing within the player’s control they can do to lower packet loss, but there are also things outside player control that can lead to it. This is why players should troubleshoot their connection if they’re consistently getting disconnected. Sometimes there’s an easy solution like decongesting your home network; other times, the issue is something your ISP would need to investigate. But if you know the game doesn’t like your connection and you choose to play anyway, it shouldn’t come as a surprise when the game tells you it doesn’t want you playing at that time.

> 2533274841745100;5420:
> I just watched that game as well. Point Taken. Ladies and Gents <mark>to prevent this from happening to you please do the following so this glitch won’t get you</mark>. After your done playing go to halo icon and press start hit quit game so that way when you are truly done you won’t be thrown into a match and get a ban. Your welcome

It’s not a glitch though. It’s on you to make sure you have backed out of matchmaking before you put your controller down

> 2533274817408735;5421:
> > 2533274798332734;5418:
> > If this is correct then how do you explain a disconnect from the H5 server while still perfectly connected to the XBL server?
>
> Just spitballing but force quitting the Halo 5 app from the home screen would disconnect from H5 but not XBL. And it would also circumvent the “Leave game” option within H5. The only way H5 could detect this is if game tracked your actions while outside of the game, which I don’t think it does (nor should it; that could become a privacy issue). So in order to catch this potential exploit, the game treats all disconnects equally.

OK, indeed quitting the H5 app (or ‘dashboarding’) would disconnect from the H5 server but not from XBL.
I don’t see a privacy issue with checking if someone ‘dashboarded’ but that should be a different discussion since it isn’t technical but more of a legal nature.
My point simply is that I am sure there are people who get disconnected from the H5 to no fault of their own but due to an issue with the H5 server itself. It just would be nice if someone would acknowledge this.

> 2533274817408735;5421:
> > 2533274798332734;5418:
> > I think we all can agree that a 1990’s version of dial-up internet would be terrible.
> > But even some DSL, cable, satelite, etc ISP surely qualifies for that.
> > What is the minimum download and upload mbps 343i considers ‘good’?
> > What is the maximum ping 343i considers ‘good’?
>
> In general, multiplayer games don’t actually require all that much bandwidth to adequately transmit signal. For instance, my bandwidth is 50 down/10 up, and I tend to have a very stable connection in multiplayer games. Ping and packet loss are probably much more important to a stable connection than bandwidth. Ping isn’t exactly something you control, but the game tries to provide you with the lowest ping possible to a server that has enough people on it for you to match. Ping has to be pretty high for a connection to time out based on ping; even people with 100ms ping can play, albeit with a lot of lag. If you add in packet loss to ping, then you end up in with a situation where it takes the signal a long time to reach the server and it’s not all getting there on the first pass, so the signal has to be sent multiple times to get it all there. In those scenarios, timing out seems much more likely; the server is going to have more trouble processing how that player interacts with everyone else in a timely manner, so it resolves the issue by removing the bad connection. There are thing within the player’s control they can do to lower packet loss, but there are also things outside player control that can lead to it. This is why players should troubleshoot their connection if they’re consistently getting disconnected. Sometimes there’s an easy solution like decongesting your home network; other times, the issue is something your ISP would need to investigate. But if you know the game doesn’t like your connection and you choose to play anyway, it shouldn’t come as a surprise when the game tells you it doesn’t want you playing at that time.

In this day and age there shouldn’t be any package loss. TCP/IP has enough redundancy to cover that (by re-transmitting data that hasn’t been acknowledged by the receiving side). On the other hand that adds overall latency (not the ping in this case).
Our Xbox has such a nice ‘detailed network statistics’ tool - I wonder if it would be possible for 343i to tap into that and show the results for example on the H5 title screen.
And then right there the game should warn players if whatever connection they have isn’t on par with what 343i considers a ‘not terrible connection’ (not saying ‘good’ on purpose).
Again, I probably want habitual early quitters getting what they deserve more than most people here (I wish I could get their IP LOL). On the other hand I also want to make sure 343i is accountable for anything that is server related rather than just blaming it on the client.

Edit: some typos :slight_smile:

> 2533274798332734;5423:
> My point simply is that I am sure there are people who get disconnected from the H5 to no fault of their own but due to an issue with the H5 server itself. It just would be nice if someone would acknowledge this.

An error with a H5 server would more than likely affect all the players connected to that server. If it’s just one player who disconnects but the others keep playing with no issue, that doesn’t sound like an issue with the H5 server. If a bunch of people in a game get disconnected, though, that’s another story. But I don’t think this scenario is as common as you’re suggesting. People are quick to blame the server when things go wrong, but there are plenty of other points on the connection that can go wrong other than the server than lead to disconnects.

> 2533274817408735;5424:
> > 2533274798332734;5423:
> > My point simply is that I am sure there are people who get disconnected from the H5 to no fault of their own but due to an issue with the H5 server itself. It just would be nice if someone would acknowledge this.
>
> An error with a H5 server would more than likely affect all the players connected to that server. If it’s just one player who disconnects but the others keep playing with no issue, that doesn’t sound like an issue with the H5 server. If a bunch of people in a game get disconnected, though, that’s another story. But I don’t think this scenario is as common as you’re suggesting. People are quick to blame the server when things go wrong, but there are plenty of other points on the connection that can go wrong other than the server than lead to disconnects.

I don’t know what level of experience you personally have with servers but individual connection drops are quite common.
And when I get that dreaded red/black screen about the connection loss to the H5 server I am quite certain it wasn’t on my end or would I otherwise still be connected to all other XBL services? And just for the record: I didn’t ‘dashboard’ or otherwise terminate Halo 5 because if that was the case I wouldn’t even see the red/back error message, would I?

> 2533274798332734;5425:
> I don’t know what level of experience you personally have with servers but individual connection drops are quite common.
> And when I get that dreaded red/black screen about the connection loss to the H5 server I am quite certain it wasn’t on my end or would I otherwise still be connected to all other XBL services? And just for the record: I didn’t ‘dashboard’ or otherwise terminate Halo 5 because if that was the case I wouldn’t even see the red/back error message, would I?

I’m not saying individual connection drops aren’t common. I’m saying that what’s probably not common is server-wide issues, because that would affect more than one individual. If a whole dedicated server has an issue, everyone connected to that server would be affected. If you get disconnected and then go into your history and see that everyone else finished that game, that’s not indicative of that server failing. That’s more indicative of some aspect of your connection getting wonky, which can happen anywhere from your console generating a signal to the server recieving that signal. And as Josh said, it’s possible to disconnect from Halo 5 servers without disconnecting from XBL. You can say you’re certain it wasn’t on your end, however there is a limit to what you are able to control on your end. The issue could very well be outside of your control but still local to your connection, rather than an issue with the server itself. Unless you’re able to send test packets to the H5 servers themselves and track those packets, there’s no telling where along your connection an issue could be occuring. As far as I know, the detailed network stats your console provides you are about your connection to XBL, not individual games.

> 2533274817408735;5426:
> I’m not saying individual connection drops aren’t common.

And there are individual connections that drop even server side. It isn’t always the client’s fault.

> 2533274817408735;5426:
> I’m saying that what’s probably not common is server-wide issues, because that would affect more than one individual. If a whole dedicated server has an issue, everyone connected to that server would be affected.

Correct, a “server-wide” issue would very likely affect the whole match. (I am assuming the so called dedicated server that is starting for each match is a fairly small virtual server just for that particular match). But again, it doesn’t need to be a server-wide issue to be an issue caused by the server.

> 2533274817408735;5426:
> As far as I know, the detailed network stats your console provides you are about your connection to XBL, not individual games.

Correct, but since this is the best we can get at this time I take those numbers over nothing :slight_smile:

Can you say with 100% certainty that never ever any individual player has been disconnected from Halo 5 due to anything server-side?