Worst part of Halo 5

The worst part of Halo 5 isn’t any of the changes to gameplay mechanics, it isn’t sprint or spartan charge or ground pound, it isn’t a slightly more useful AR, the RNG system to unlock armors or the poor narrative construction of the campaign. The absolute worst part of Halo 5 hands down is the quitters.

We’re gonna need a bigger banhammer

Praise be the banhammer

Just another wonderful day in the neighborhood.

The community

All of the people that complain about thd game not having this and that. No one cares!! shut up and go kill someone in halo it will make you feel better.

> 2533274806371849;5:
> All of the people that complain about thd game not having this and that. No one cares!! shut up and go kill someone in halo it will make you feel better.

Well said. But I think some people are starting to run out of ways to kill people. Other than that, pew pew pew.

It’s an epidemic, especially in Arena for some reason. I think we need bigger punishments than just bans, there should be loss of XP, RP and CSR punishments at some point too

All praise the mighty banhammer!

> 2533274839690428;7:
> It’s an epidemic, especially in Arena for some reason. I think we need bigger punishments than just bans, there should be loss of XP, RP and CSR punishments at some point too

It’s especially common in arena because it’s competitive and people there care MUCH more about their K/D and W/L than people in Warzone.

Banhammer? Let’s see. Didn’t work in Halo 3. Didn’t work in Reach. Didn’t work in Halo 4. MCC, the game with the biggest banhammer as well as other more aggressive anti-quitting tools, had the worst quitting problem in the history of Halo.

Just how exactly do you imagine that bigger, longer, un-cut bans are going to have any effect at all when history shows us that just the opposite is true? I’m not saying that I have the anti-quitting magic bullet tucked away inside my jacket pocket, but I feel pretty confident about what isn’t going to work. And what you’re suggesting is it.

> 2533274873843883;10:
> Banhammer? Let’s see. Didn’t work in Halo 3. Didn’t work in Reach. Didn’t work in Halo 4. MCC, the game with the biggest banhammer as well as other more aggressive anti-quitting tools, had the worst quitting problem in the history of Halo.
>
> Just how exactly do you imagine that bigger, longer, un-cut bans are going to have any effect at all when history shows us that just the opposite is true? I’m not saying that I have the anti-quitting magic bullet tucked away inside my jacket pocket, but I feel pretty confident about what isn’t going to work. And what you’re suggesting is it.

This is true. Positive reinforcement works better than punishment. A reward for stringing together completed games is more likely to help.

I think the problem is the stress on competition and winning. Without the serious stress on k/ds and winning rates, people get frustrated and leave when the team is doing poorly.

Not true. The worst part of Halo 5 is the story. It had so much hype, and could have been so good, but they threw it all away because they were scared of making people mad.

Warzone is unwinnable.

> 2533274806371849;5:
> All of the people that complain about thd game not having this and that. No one cares!! shut up and go kill someone in halo it will make you feel better.

Best summary of life.

> 2533274839690428;1:
> The worst part of Halo 5 isn’t any of the changes to gameplay mechanics, it isn’t sprint or spartan charge or ground pound, it isn’t a slightly more useful AR, the RNG system to unlock armors or the poor narrative construction of the campaign. The absolute worst part of Halo 5 hands down is the quitters.
> We’re gonna need a bigger banhammer

How to fix the quitter problem… let’s find the root cause:

Why do we have so many quitters? Because one team gets demolished (then the quitting obviously turns lop-sided into decimation).

Why does one side get demolished? Because the teams are unbalanced from the start.

Why are the teams unbalanced from the start? The ranking mechanics used to create balanced teams is, well, lacking to say the least.

Why is the balance lacking? I can speculate as to a few reasons for this:

    1. The unranked players in a particular type of arena are thrown into the mix, thereby creating huge swings in comparable skill.
    1. One side will be comprised in large part by a well-organized group of familiar players. This automatically gives a drastic advantage to them if both teams were perfectly even from the start.
    1. 343 obviously is terrible at balancing. As illustrated by, well, the weapons, the levels, the maps, the constant experimental balancing updates, the… well pretty much everything illustrates this issue.

So. How to resolve the quitting problem? Simple. BALANCE THE -YOINKING!- GAME!

We’re limited to slayer, CTF, strongholds, swat, and warzone.

I can’t blame people for wanting to quit.

It can be frustrating playing the same 3 gamemodes on several awful maps in a row.

No, it is sprint.