Two changes that would make online better

The first change is simple: Allow players to tag multiple assassinations and then randomly use an animation from the group selected when the player performs an assassination. It’s silly that players wind up have multiple legendary and ultra rare animations, many of which are awesome, and are forced to continually use one over and over again throughout a match.

The second is a bit more complicated would the effects would be huge: Keep a running total on how much damage players do to their own teammates, and slowly phase players that rise to the top of that chart into their own matchmaking group.
I know the amount of programming and work involved in that is probably a bit steep, but in Arena at least, the game is already keeping track of how much damage each Spartan is doing. All you’d have to do is keep track of damage to teammates only, as well.

I think that the majority of people don’t realize the effect that others are having on their game when their teammates are overly selfish/careless.

Here’s what made me think of this:
I played a match where, at the start of the game, there was a firefight between both teams for the Sword. It was on the Overgrowth map.
Myself and one other teammate were in the thick of things, and we eliminated the other team.
We both had no shields, and a third teammate had only weakened shields, having avoided most of the opposing teams fire.
Our fourth teammate, after all the enemies were eliminated but before our shields recharged, began spamming grenades into the room, killing all three of us.
All three of us had been damaged by the opposing team prior to this, so he didn’t get any betrayals, the other team was given three points for free basically, when we had just killed all of them, and they wound up getting the sword too because the guy spamming nades didn’t actually go into the room that he killed all of us in. That’s pretty ridiculous.

Later in the match, I challenged an opponent 1v1, and immediately when I started shooting him, my shields dropped, and he turned around and killed me. Low and behold, it’s the same teammate from before, and he just dumped his AR mag into my back trying to squeak the kill on me, but because he took my shields down, the enemy killed me when they otherwise wouldn’t have.

We lost that match 50-47. I know for a fact that one teammate on my team was responsible for FOUR of my teams deaths, and he didn’t get any betrayals, no notifications about it, nothing.
Currently there is nothing in place to prevent this kind of crap, which is a bit frustrating. It really should be there.

If 343 just kept a running total of how much damage one has done to their teammates divided over the number of games, and then increased the likelihood that the players that are above average are matched with each other and vice versa, Arena games would be a lot more fair.

It’s frustrating to have the carelessness of another player literally cost you the match, especially knowing that they probably don’t even know they did it because they don’t even get a betrayal for it.
So that’s my rant.

A forfeit option to counter quitting and ban penalties for the team mates that were left in match by a disconnected player/quitter.

> 2533274873172929;2:
> A forfeit option to counter quitting and ban penalties for the team mates that were left in match by a disconnected player/quitter.

that would be abused

get gud

> 2533274873172929;2:
> A forfeit option to counter quitting and ban penalties for the team mates that were left in match by a disconnected player/quitter.

did you even read my post

I originally thought the assassinations would be a set of similar ones, not just one you did over and over, so I’m game for the assassinations one.

The friendly fire one certainly isn’t a bad idea. Also the idea of simply pairing the careless with the careless (as opposed to say, dishing out more bans) is also a pretty solid idea. If they’re simply clutzy and careless and not just an outright butt, then they simply have to deal with other careless teammates, rather than not being allowed to play the game.
Average over games is an important point that I’m glad you mentioned. Because it’d suck if someone was on a bad rut of careless grenade spam, got stuck in the ugly lobbies, and never was allowed back out even if they improved.

> 2533275010968401;3:
> > 2533274873172929;2:
> > A forfeit option to counter quitting and ban penalties for the team mates that were left in match by a disconnected player/quitter.
>
>
> that would be abused
>
> get gud

Abuse could be circumvented by greying out the forfeit option until a certain requirement is met. Such as :

A certain amount of your team leaving - 2 in Arena, 4-6 in WZ
A reasonably high score deficit - 25 in Slayer, 600 in WZ

These aren’t necessarily well thought out, but they could figure out the correct balances. Point being, they could implement a forfeit system that couldn’t be abused, and could only be used in situations that would be appropriate.

first one is a good idea however the second one not so much, I have accidentally have killed people with warthogs and tanks because they just don’t pay attention to what is going on around them. I am focused on killing or making sure I keep the people that are counting on me to drive and to have you not pay attention to what is going on around you makes my life as a driver harder to deal with.

> 2533274802029738;5:
> I originally thought the assassinations would be a set of similar ones, not just one you did over and over, so I’m game for the assassinations one.
>
> The friendly fire one certainly isn’t a bad idea. Also the idea of simply pairing the careless with the careless (as opposed to say, dishing out more bans) is also a pretty solid idea. If they’re simply clutzy and careless and not just an outright butt, then they simply have to deal with other careless teammates, rather than not being allowed to play the game.
> Average over games is an important point that I’m glad you mentioned. Because it’d suck if someone was on a bad rut of careless grenade spam, got stuck in the ugly lobbies, and never was allowed back out even if they improved.

Yeah I agree that more bans is definitely a worse idea than grouping the careless people together. At the very least, the amount of damage inflicted on teammates should be totaled at the end with the rest of the stats, so that you can see.

And averaging over games played ensures that the repeat offenders are the only ones that wind up being matched with the other careless players. I think it’s a good idea.

> 2533274868062286;7:
> first one is a good idea however the second one not so much, I have accidentally have killed people with warthogs and tanks because they just don’t pay attention to what is going on around them. I am focused on killing or making sure I keep the people that are counting on me to drive and to have you not pay attention to what is going on around you makes my life as a driver harder to deal with.

How the hell are you not the one at fault? You’re running your teammates over and then blaming them for not paying attention?

They don’t pay attention to what’s going on around them, and you’re focused on killing the other team (in other words, you don’t give enough of a -Yoink- to not kill your own teammates and you want to pad your personal stats more instead).
It makes your life harder to not betray your teammates? wow dude lol you are exactly the type of person I am talking about. You’re the guy in the ghost that is driving along a narrow path and rather than stop and carefully go around your teammate, you just bang into him and take his shield away and he gets headshotted.

Number 1 is useless…

> 2533274825122013;1:
> Keep a running total on how much damage players do to their own teammates, and slowly phase players that rise to the top of that chart into their own matchmaking group.

Though not done in this precise way, a form of this system exists, but within the Xbox Live core services, rather than Halo 5’s matchmaking. It’s called the reputation system. Admittedly, it’s not automatic in that it requires you to report players that TK or antagonize with non-killing shots. So I like this idea, but would tweak it.

It would be better if the auto-flagging you describe could be reported by the game to Xbox Live itself. Any dev that makes a multiplayer game would just have to inject this API into their matchmaking code, and XBL’s servers would be able to intercede in the matchmaking process to match players that have a history of unsporting behavior.

The best part of this solution is that, like the current reputation system, it follows rude players from game to game. So if you TK, Q/D, or are generally a -Yoink- to people in Halo 5, you can’t just swap over to, say, Titanfall 2 while you wait for the ban to expire. You head over to another game, and even if you’re not banned in that game, you still only get matched with other -Yoinks!-. This would of course still be connected to the voluntary reporting system already in place, since a server can’t tell if you’re playing nicely but simultaneously yelling racial slurs or something.

> 2533275010968401;3:
> > 2533274873172929;2:
> > A forfeit option to counter quitting and ban penalties for the team mates that were left in match by a disconnected player/quitter.
>
>
> that would be abused
>
> get gud

It’s not a matter of “getting gud”. In high-level Arena play, as soon as one team losers one or more players, they’re at an enormous disadvantage. Other team will establish power weapon and map control and proceed to obliterate the opposition by forcing them to spawn in one small area of the map.

I don’t see how it would be abused. Forfeiting team will still lose the same CSR/MMR amount and winning team will gain the same amount. Losing team just won’t spend the next 5 minutes going 0-20 and having their precious KD ratio get destroyed (despite my efforts to emphasize how little KD matters, people are still obsessed with it). These experiences just piss people off and make them stop playing the rest of the night (or week, month, etc), which is terrible for the community as a whole.

> 2533274845787769;10:
> > 2533274825122013;1:
> > Keep a running total on how much damage players do to their own teammates, and slowly phase players that rise to the top of that chart into their own matchmaking group.
>
>
> Though not done in this precise way, a form of this system exists, but within the Xbox Live core services, rather than Halo 5’s matchmaking. It’s called the reputation system. Admittedly, it’s not automatic in that it requires you to report players that TK or antagonize with non-killing shots. So I like this idea, but would tweak it.
>
> It would be better if the auto-flagging you describe could be reported by the game to Xbox Live itself. Any dev that makes a multiplayer game would just have to inject this API into their matchmaking code, and XBL’s servers would be able to intercede in the matchmaking process to match players that have a history of unsporting behavior.
>
> The best part of this solution is that, like the current reputation system, it follows rude players from game to game.

I agree that it would be good if the game could report to Xbox Live as well, but honestly, the reputation system doesn’t really work. I’ve played with guys that were complete total jerks and when I avoided them on Xbox Live, I saw they had positive rep, and was still matched with them again after.
I really don’t think it does hardly anything at all.

Merely logging the amount of friendly damage done and having that skew who you’re matched with would be best imo.

> 2533274921373075;9:
> Number 1 is useless…

It’s for flavour alone.

The animations are awesome. Assassinations in Halo 5 look amazing. And yet, you’re only ever able to equip one. There should be a setting to pick randomly from a group that you’ve selected, in my opinion.
What is the point of being limited to only one, really? It’s just a negative experience that isn’t necessary at all.

Good stuff

> 2533274935834633;11:
> > 2533275010968401;3:
> > > 2533274873172929;2:
> > > A forfeit option to counter quitting and ban penalties for the team mates that were left in match by a disconnected player/quitter.
> >
> >
> > that would be abused
> >
> > get gud
>
>
> n’t see how it would be abused. Forfeiting team will still lose the same CSR/MMR amount and winning team will gain the same amount. Losing team just won’t spend the next 5 minutes going 0-20 and having their precious KD ratio get destroyed (despite my efforts to emphasize how little KD matters, people are still obsessed with it). These experiences just piss people off and make them stop playing the rest of the night (or week, month, etc), which is terrible for the community as a whole.

It could be abused for win trading, for one.

Another thing is that you could have a full team of four and begin to lose, and have three (if you require a majority) of your teammates vote to forfeit even if you’re still having success.

> 2533274935834633;11:
> > 2533275010968401;3:
> > > 2533274873172929;2:
> > > A forfeit option to counter quitting and ban penalties for the team mates that were left in match by a disconnected player/quitter.
> >
> >
> > that would be abused
> >
> > get gud
>
>
>
> I don’t see how it would be abused.

Here’s another idea. Do you still get RP if you forfeit? Because you do still get RP if you simply lose.

If you do get RP for forfeiting, fireteams would just forfeit immediately when the match starts, and continue to do so for the entire day, just to speed up the RP process. Their win% would plummet but their KD/R wouldn’t budge.

i agree with the team killing thing

Both of these seem like great ideas. I wish there was a option to boot kick a team member even if they didn’t betray anyone kind of like counterstrike. I’ve been in quite a few games where one or two of my teammates are trolling by feeding the enemy team and killing my team when our shields are low so they dont get counted as betrayals and they don’t get kicked from the match.

I liked the directional assassinations from Reach a lot better. Not that I’ve ever played a game in Halo 5 with assassinations turned on.

> 2533274825122013;15:
> > 2533274935834633;11:
> > > 2533275010968401;3:
> > > > 2533274873172929;2:
> > > > A forfeit option to counter quitting and ban penalties for the team mates that were left in match by a disconnected player/quitter.
> > >
> > >
> > > that would be abused
> > >
> > > get gud
> >
> >
> > I don’t see how it would be abused.
>
>
> Here’s another idea. Do you still get RP if you forfeit? Because you do still get RP if you simply lose.
>
> If you do get RP for forfeiting, fireteams would just forfeit immediately when the match starts, and continue to do so for the entire day, just to speed up the RP process. Their win% would plummet but their KD/R wouldn’t budge.

I don’t think that would be very productive because RP are based on match length. Hence some games of SWAT/Breakout that end really fast the losing team only picks up 400-500 RP. So If you forfeit right away you more than likely won’t gain very much RP.

> 2533274791978557;19:
> > 2533274825122013;15:
> > > 2533274935834633;11:
> > > > 2533275010968401;3:
> > > > > 2533274873172929;2:
> > > > > A forfeit option to counter quitting and ban penalties for the team mates that were left in match by a disconnected player/quitter.
> > > >
> > > >
> > > > that would be abused
> > > >
> > > > get gud
> > >
> > >
> > > I don’t see how it would be abused.
> >
> >
> > Here’s another idea. Do you still get RP if you forfeit? Because you do still get RP if you simply lose.
> >
> > If you do get RP for forfeiting, fireteams would just forfeit immediately when the match starts, and continue to do so for the entire day, just to speed up the RP process. Their win% would plummet but their KD/R wouldn’t budge.
>
>
> I don’t think that would be very productive because RP are based on match length. Hence some games of SWAT/Breakout that end really fast the losing team only picks up 400-500 RP. So If you forfeit right away you more than likely won’t gain very much RP.

I didn’t think it was based on match length? I consistently get 100+ RP per minute of play in Slayer whereas I rarely get anywhere near that in Warzone. Warzone matches often go ~23 minutes and I’ll get ~1800 RP even if I have an unreal game. I thought it went by game mode, not game length.

> 2533274950162674;17:
> Both of these seem like great ideas. I wish there was a option to boot kick a team member even if they didn’t betray anyone kind of like counterstrike. I’ve been in quite a few games where one or two of my teammates are trolling by feeding the enemy team and killing my team when our shields are low so they dont get counted as betrayals and they don’t get kicked from the match.

It really is frustrating when you have a teammate like that because there’s nothing you can do about it and you’re almost certainly going to lose as a result.

The example I gave in the OP only lists the kills that I actually personally witnessed the guy doing. He might have been responsible for 10+ team kills over the course of the entire match, it’s hard to say. But it’s definitely not fair to give that guy to teams that actually want to win.