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> > > Oddly I agree with MRVEEK that H4 was a better system, but I say so for the opposite reasons - I felt like I always got better balanced matches in 4, not the free-for-all of no skill restrictions that he seemed to think it was.
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> > I don’t really believe that you always got better matches. I played H4 and I had plenty of games that were mismatches and blowouts which is similar to any social system like in Reach or H5 for example.
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> I would say “over all” or “on average” the matchmaking seemed to be better. I readily admit that’s purely anecdotal evidence, but that game seemed so much less hostile than this one, and matchmaking quality was a big part of that. Or so I remember it. On the other hand, these perceptions could be down to nothing more than a lack of visible ranks in that game. In Halo 4 I might get kicked around by some guy in a match, but when that match was over then I put it out of my mind. In Halo 5 I look at his rank in the post-game lobby and if it’s three tiers higher than mine then I become infuriated at matchmaking and Halo 5 is forever etched in my brain as the garbage game that thinks Silver/Diamond matches are totally okay.
I played a decent amount of Halo 4 because I enjoyed the game, but there’s no way I’d consider the matchmaking quality better in Halo 4 than Halo 5.
Halo 4 dealt with an improperly implemented JiP system for all match types that was being relied on to back-fill matches that constantly seemed to start with an uneven number of players on each team because they prioritized search time over ensuring team’s were adequately balanced and filled out.
Without dedicated servers P2P connections granted host advantages and it also led to a ton of host migrations during matches; especially, when combined with the lousy JiP system that was implemented into Halo 4.
Halo 4 allowed splitscreen players access to online matchmaking and the added strain that created often negatively affected the stability of the match too.
The relied upon JiP system combined with P2P network performance strains (many related to splitscreening players) and host migrations would lead to such annoying in-game pauses (aka black screens) right in the middle of a match’s action.
Also, in Halo 4 you’d occasionally run into some players making use of a classic cheat tactic via lag switching.
Lastly, Halo 4 did eventually introduce CSRs, but you had to visit the Halo 4 Waypoint app/site to visualize them, so I understand what you’re trying to get at regarding visual in-game ranks.
Now, despite my ragging on Halo 4’s JiP system I would like to make it clear that I was happy during that period of time that 343i finally adopted JiP into the franchise, but I was highly critical of how they went about it. Even today, with a vastly better JiP system implemented into Halo 5, there’s room for future improvement.
As for in-game visible ranks, I think the way Halo 5 handles them is pretty damn good. People know what they’re getting into when they search a ranked playlist, but you can only gain the information post-match instead of pre-match like older titles use to provide you. Sure you might get upset by witnessing what ranks were in a match, but with improvements toward rank integrity that hopefully becomes less of an issue. Increased population would be another method to help improve upon the issue you mention.