1 out of 2 games someone is quiting in ranked. I never seen so many people quit when the game is going bad or in the middle of the game. Maybe people are lagging out but I see players stop playing before they quit the game. They go afk and then leave. So it’s not like they are just lagging out. I don’t quit but I definitely get unmotivated every other game. The grenade spam is insane. Melees and trades are everywhere and it never feels like you can get to a battle. It always feels like your running a marathon.
Here’s my feedback.
The games need to be far shorter. Cut strongholds down by at least 50 points. Cut CTF down to 3 flags and put back the regular overtime. When you reset the whole game for the overtime it wastes more time instead of speeding up the process. Remove the rounds from oddball. Make it a 200 score to win.
Remove grenades from start. You shouldn’t be starting with any grenades. There is already enough on the map as it is. This would reduce grenade spam because I see players spawn in then stand over a grenade spawn and they are able to throw 4 grenades in a row.
Collision needs to be top priority. I keep phasing through oppentents and missing my melees OR I would back smack them while they are facing me because I phased through him. Believe it or not adding back collision would fix a lot of the melee problems. I still think the lunge needs to be reduced. A good example is the thruster pack. When you thrust away and someone else melees you their lunge catches up to the thruster. That doesn’t happen in halo 5 often. That’s how you know the lunge has a crazy range to it. Sometimes when someone is on a ledge and I’m below I’m spratan floats up to him and get the melee kill. That shouldn’t be a normal thing.
Overall there is a lot of backwards things in this game that go against engaging for example the sheild recharge. It’s so slow that most of the time I miss out on key battles because I have to recover from being one shot. It doesn’t matter how good you are, often times when you win a 1v1 you are left one shot and you have to recover or else you’ll be on spawn if you try to engage. The game play is slowed down a lot because of this. Another thing I see that slows down gameplay is picking up equipment. Going to pick up the equipment itself instead of heading straight to battle leads to longer games because each of those seconds add up during the whole game. It tends to be an overall longer game. In some pockets of the game you sometimes tend to notice that nobody picks up equipment because the pace of the game picked up and there is no time to pick up equipment. Another way equipment slows down gameplay is when your trying to pick up a power up. I’ve seen plenty of people picking up and re picking up equipment because they keep picking up the power up. Even if you accomplish dropping and then picking it up it’s still not as fast as just picking it up. Another way gameplay is slowed is when people do ring around the Rosie’s. They will Sprint in a circle and even sometimes around the whole map to avoid from dying. Sure leaving a battle to fight anther day is a good thing but there is a lot of battling the same person again instead of getting to a conclusion.
All of these things lead to frustrating gameplay and a lot of times gameplay is snowballed. I see it a lot with flag. Once one flag is captured all you really have to do is play really good defense. A lot of games stay stuck in a stale mate until the end. A lot of the times I’m going the full 12 mins of the game. That’s taxing after while. In 12 mins I’m alreay a 3rd of the way done with a battle royale and that’s long. Overtime doesn’t help either. These are the reason why I think players quit.
There’s multiple times and ways players quit I’ve seen them move before they quit. I’ve seen players leave right after someone scores. Ive played enough games now that I notice players quiting. It’s not just lagging out. I don’t lag out often and my friends dont lag out often and players are leaving ranked matches often so I don’t think it’s a lagging out issue. And I have a friend that has addmited to leaving games because he felt the game wasn’t going anywhere so it definitely exsists
I think there are leavers, but the biggest thing that needs to be included is the ability to rejoin matches, because honestly it sounds like crashing from the way you describe it.
You are definitely trying to circumvent my points. At somepoint you notice people quit. Especially when I just played a few 3v4s just now. All of them where we are loosing the game. Not winning. This doesn’t happen when I’m winning. I don’t crash or lag out. I used to when my graphics card wasn’t updated but not anymore. Same as my friends. When all of us are in a team we play for the whole night and don’t lag out or crash
I’m taking issue with one of the building blocks of your points.
Crashes or leavers aren’t going to be fixed by your followups.
I have no doubt that’s when you notice them the most.
However that doesn’t mean it doesn’t happen in the good matches either.
People do leave during the rough points of the match, but your fixes aren’t going to change this. Unfortunately people are going to do what people do, rage quitting is a result of when players can’t accept that someone is better than them and exit the match to avoid facing that reality. You can’t change the human by changing factors in a game that don’t even factor into that outcome.
That doesn’t mean that other people don’t. It’s pretty clear by a quick browse through this forum alone that it’s still a prevalent issue.
I’ve got several friends who do still crash, ruined a game for us actually. My evidence is just as anecdotal as yours is though.
Regardless it sounds like your advocating for some interesting and decent balance changes, but they’re in no way going to fix crashes or quitters. The best way to overcome this is simply to play the game with a stack of friends you trust to avoid the random unknown nature of humans you happen to be matched with.
You’re right, it’s much better to just be a man down and outnumbered than to risk getting killed out of position one time and forced to respawn, how silly of me.
This isn’t pubg. Rejoining a match will only make the match more pointless because no one knows exactly when they will spawn in and when they do spawn in it could be at a crucial time. This would essentially be RNG.
I didn’t make this post after seeing one person quit. I’m making this post because I see a Stark contrast between how me and a full group plays vs me playing by myself. At a certain point when you see all the signs of a quiter throughout the games you play it begins to become a more clear picture. Like I was saying above. I’ve seen players move and then stay still and then leave. Or move then stay still. Then move again, die. And then leave. When players abruptly just disappear during a play that’s really the only way you can tell but so far I’ve seen a lot of the above rather than the latter
I think the fixes will help because it would engage the player more. There are times when full teams die. Both teams. And it was all due to a grenade spam. Even if a do well I spend a lot of time spawn. Even the fastest moments in the game you are on spawn a lot. Not because your dying and not helping but you are engaging in far more melee and nade trades. In my opinion I think the overall pace of the game needs to be more streamlined. More to the point. It feels like there is a lot of fat around the meat that needs to be trimmed off if that makes any sense. I’ve always said there are two different types of speed. The speed of which you pyshically move and the speed of which your desiscsions are made. The less overall clutter the cleaner the gameplay. Some people say that rounds are in oddball because of snowballing. I say fine. However it creates a different problem. And that is. “Inbetween time”. Every time you wait around the corner for someone. Every time your shielding up. Every time you are in a loading screen to start the next round. All of these times are you static. It’s passing time. This is nesscary. However the balance of it can lead to slower of faster gameplay but not pyshically in the way you move but the decisions you choose. Which is why I mention the shield recharge being too long. You either go out and risk getting killed while one shot or you play it safe. Then couple that with the nade spam. Players have a lot of an incentive to stay behind a wall and I see it alot in gameplay where their primary play is standing in place and waiting for you to come for the strong hold. Even tho at somepoint players do engage I feel as a whole it’s become more stationary. You may be able to make that argument with classic Halo but Halo infinite doesn’t have maps like lockout where one jump can take you into another path. The action was a lot more to the point because everything was closer together. Even maps like high ground which could be considered a long map, once you got into the structures they weren’t stretched out because of Sprint.
I feel that the Sprint, clamber, slide is something that everyone is comfortable with from other games. That’s why it might seems like it works in halo but I think we need to look at what’s under the hood because this specific combination leads to a lot of delays rather than engagements imo
Unless you can change the way players react to negative situations, negative situations will either bring out the worst in a player or the best in a player.
Balance changes will not fix player attitudes. I’m sorry dude I gotta disagree.
Well if they go afk long enough the game will kick them for being inactive. also challenges seem to cause players not to play the game and make people mad and quit also some maps don’t allow people to do the challenges so they quit instead of having to wait around for another game… also the game is playable but in a horrible status like it’s being held together by a bunch of ductape further increasing anger and the want to just quit, honestly at this point I don’t blame people for quitting considering there are many reasons to just quit
You fix that by giving a chance to have a positive one. It’s hard to stay positive when 8 grenades flying down the same hallway or when someone sprints around a corner and melees you instead of trying to have a gun battle. If players feel more engaged in the battle an there is less in-between time it will create opportunities for more positive events and conclusive outcomes. When things drag on it creates more opportunities to get more upset at the game.