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Subject: Halo: Reach and teammates quitting

Bringing you lame jokes, social awkwardness and the occasional good idea since 2008

I'm personally against EXP penalties. The average player won't quit unless something important comes up. Besides, the negative EXP system turned out to be exploitable, so it only hurt the people who didn't have much choice anyway. I like the second suggestion, the first sounds ok, but I think it could lead to some games that aren't completely fair skill wise, as it would bypass the matchmaking skill system. This could be changed so that only somebody with skill close to the games could join though.

  • 11.21.2009 9:11 AM PDT

if the real life event is truly important then I don't think you will mind losing a level or the 5 minute penalty...

If your dad is having a heart attack I would think you would be more worried about your dad than getting a 5 minute penalty or losing a rank... I think they could put in a judgement system as well... like if the enemy has 24 points and you have 1... then it would judge more harshly where as if its like 24 for enemy and 23 for you then well you must have a good reason for quitting...

I like the idea of no custom/forge/mm until match is over the reason I say forge and custom should be left out as well is people who are rage quitters or quit because they are losing will just go pass the time in forge/custom... also if its till the end of your match well then what Im about to say doesn't apply but if its a 5 - 10 minute penalty halo should have to be on for the timer to count down so they can't just go put in another game...

The whole idea is so that there are less rage quitters and people won't quit so often because they're losing... like I said if there is something really important you're not going to care about the penalty... now in the case of people who have parents that think there own thing comes first and say oh just pause it!!!!! Or you can finish it after!! Or its a game its not Important!!! What I used to do when that happens is explain as calmly as possible... "I can't pause it, I'm with other people in an online match, it literally can't be paused... you can always then go into saying my team is depending on me."

Also if they still yank you off I like to use the analogy of like a sports game, soccer, basketball, football, whatever sport saying ok if you were in an intense sports competition you wouldn't just leave the game because someone asked you to run to the store would you? It's the same here, you have a team thats expecting you to participate and help same with sports you don't leave the team for something like fixing the computer when people are in need of help.

Now using the sports analogy again if you're about to make the winning touch down and someone runs into the field saying "Your mom/dad just got hit by a car!" You're not going to ignore that to make the winning touch down, you will drop the game accept losing and go help out... You just have to prioritize if its worth the penalty.. If it can wait 5 minutes then finish the game, if it can't wait like if you don't go now the fridge is going to fall on someone and they need your help then drop the game and go help... same with the heart attack example.

EDIT: Actually this is why I try to stay away from matchmaking because I'm often called out to do something... same with other shooters I've played... luckily my parents understand that you can't pause this kind of thing. It bothers her but she understands.

[Edited on 11.21.2009 9:15 AM PST]

  • 11.21.2009 9:14 AM PDT

Aye.

Tallying up: if a player is quitting often, start subtracting more and more exp and start adding temporary (ie 5 mins) matchmaking bans.

Every so often you can't avoid quitting - ie being sick.

Also consider some people have craptasticly unreliable internets which may make a dropped connection look like a quit - I don't have this problem so I'm not really sure how H3's networking deals with that.

  • 11.21.2009 9:46 AM PDT
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Posted by: archkronos
Tallying up: if a player is quitting often, start subtracting more and more exp and start adding temporary (ie 5 mins) matchmaking bans.

Every so often you can't avoid quitting - ie being sick.

Also consider some people have craptasticly unreliable internets which may make a dropped connection look like a quit - I don't have this problem so I'm not really sure how H3's networking deals with that.

this can work,
if you quit between 1 and 10 times --> no penalty
11 - 20 times --> 1 exp
21 - 30 times --> 5 exp
and so on with whatever numbers you like

  • 11.21.2009 9:52 AM PDT
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"You know the music. Time to dance."

Posted by: archkronos
Tallying up: if a player is quitting often, start subtracting more and more exp and start adding temporary (ie 5 mins) matchmaking bans.

Every so often you can't avoid quitting - ie being sick.

Also consider some people have craptasticly unreliable internets which may make a dropped connection look like a quit - I don't have this problem so I'm not really sure how H3's networking deals with that.


The tallying of negative XP isn't such a great idea if Bungie were to continue to use the TrueSkill system in its current state. If it were to be updated to eliminate ranking up of negative XP players however, it will be useful. I like the temporary ban/restriction idea though. Similar to spam post flooding in chat rooms, if a player continuously quits consecutively a few games in a row -lets say five to ten- it would be suited if the player is temporarily restricted from playing matchmaking for 30 minutes up to an hour or so.

  • 11.21.2009 9:55 AM PDT

Bringing you lame jokes, social awkwardness and the occasional good idea since 2008

I think the penalty should be determined by frequency, rather than by total number. Any more than 5 times a week and you start getting penalties. This way the average gamer, even with a bad connection, will have minimal undeserved penalties.

  • 11.21.2009 9:55 AM PDT

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