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This topic has moved here: Poll [211 votes]: Would you prefer a "Join Active Session" Matchmaking System?
  • Poll [211 votes]: Would you prefer a "Join Active Session" Matchmaking System?
Subject: Would you prefer a "Join Active Session" Matchmaking System?

Poll: Would you prefer a "Join Active Session" Matchmaking System?  [closed]
Yes:  41%
(86 Votes)
No:  59%
(125 Votes)
Total Votes: 211

PEASE READ THIS BEFORE CASTING YOUR VOTE

The matchmaking system used by future Halo titles (343 Industries), such as Halo 4, and any future Bungie FPS titles really should be a blend of Halo's traditional matchmaking system along with a "Join Active Session in Progress" system. The lack of this type of matchmaking system is one of the main reasons why many of my friends and myself do not enjoy playing Halo in comparison to other FPS titles. I sometimes find it odd that my friends list which is still 80% or so made of friends I've met through playing Halo:CE, Halo 2, and Halo 3. (I say Halo:CE because of LAN get togethers, and XboxConnect) Whenever I ask those who I know still own Halo 3 or Halo: Reach to join me for some games... they usually decline, but every once in a while I can get a few of them to play. This will then usually last until we have a teammate quit on us, leaving us in a game that has become unbalanced were everyone becomes quite annoyed. Now, even though Halo is one of the most different FPS available and requires the most about of skill to play well, as well as being one of the top notch quality games that money can buy, the fact is that it's matchmaking system causes too many moments of wasted time and it is a real problem going forward.

I understand my friends complaints on it, I too cannot stand wasting my time in games where a teammate quits, but I really want to enjoy Halo games in the future and more specifically I'd like to enjoy them with the friends I've been playing them with for the last 10 years. That player quitting problem is usually followed by another teammate quitting and so on and so forth, until I or anyone in that position might as well quit too. Once just one team member leaves, the match usually and quickly becomes a pointless game of trying to survive. Now in Halo: Reach there is of course that ever-so-scary and dreaded penalty my account will take for being a quitter... oh no! The problem with the penalty as a determent is that most of those who quit don't really care about the consequence of a temporary ban, for if they are temporarily banned then they'll just switch to another game. I'm guessing most of you will be like, that's a good thing and good riddance to them, but honestly Halo needs to maintain a healthy dose of online players and interest in the game, so anything that pushes a would-be player away is actually not a good thing.

The Halo 4 Matchmaking system I'd like to see...

I believe the system should be a split matchmaking system where for a Social playlist there would be a (limited) "Join Active Session in Progress" and for the Ranked (and/or Arena) playlists there would be a more traditional "Non-Join Active Session in Progress" system. The Social playlist should work perfect with the progression experience (with ranked emblems) and credit system used in Halo: Reach. The method for finding and matching players up in Social games should be loosely based on overall player progression, while hidden behind the scene, a player's true skill level should also assist with team balance, but Social matches doesn't put a heavy emphasis on matching up skill levels, instead it focuses mostly on the game's connection quality. The Ranked playlist on the other hand should use a player's Ranked playlist rankings almost exclusively for matching up players, with the emphasis being on balanced team skill levels. The Ranked playlist rankings a player earns (think of the traditional 1-50 system) should be dictated by a player's true skill level as well as his/her playlist experience. These rankings should work by requiring a specific amount of playlist experience along with a true skill level, meaning that as a player earns enough playlist experience to move up into the next ranking number they must also have a true skill level that's equal to or above the required skill level for the next ranking. If a player doesn't meet the required skill level then they are halted from proceeding to the next rank, that is until they raise their skill level to meet or exceed the ranked requirement. Once a rank is earned, even if a player's skill level were to drop they should not lose their (highest) ranking, as a method to prevent de-leveling.

A player's true skill level should be available for display at any time, but only through a combat record menu system. A player's Ranked playlist ranking should be available for all to see when searching in Ranked games and their overall Halo experience progression ranking should be visible in Social games. In Ranked games a player would still earn credits and experience towards their character's overall progression, but the real point is to increase a player's playlist skill ranking for particular gametypes (Slayer / Objective). I also believe that a players true skill level should be dictated by an average score per minute type of system that is weighted by the game types that help make it up. This weighting is important in order to provide a fair point system average across all game types, because some game types may provide a higher score per minute average (globally) then others.

The "Join Active Session in Progress" system in more detail...
A capping or locking of any social game would kick in when one team stretches it's lead to such a point where it's likely futile for anyone to join and make any real difference. This locking or capping would essentially prevent further online members from being able to join the game. Obviously, a game mechanic would have to be developed to determine when is the appropriate time for a match to become locked. Perhaps an automatic locking could occur when a game has less then 30 seconds left regardless to how close the score is. In any case, at the point of time when the match does become locked, where nobody new will be able to join, the team which is likely getting hammered should be given opportunities during each losing player's re-spawn to choose whether or not they'd like to raise a white flag as an indicator of surrender. If the majority of the (remaining) team decides to raise the white flag the game will end early by forfeit. Preventing continuous wasted time by either team's players. (To note: a white flag option could also be included into the Ranked games too, but it should be available at any time during the match simply through the menu system and there would not be a quit or leave match option available)

Further important details on a "Join Active Session in Progress" matchmaking system...
Anytime a player automatically joins a game "in progress" where the team that was joined is currently losing, then that player's account will not be credited or at risk of acquiring the loss on their statistical record. However, if the team that player joined managed to take the lead at some point after their joining but went on to still lose the game, then their account would indeed get credited with the loss. On the other hand, for those players who join a game in which the team they joined was winning and went on to win, the factor for determining whether they should be credited with the win should be based off of the time they spent on the team in reference to the total match's play length. For example: If the game ended within a specific amount of time, lets say "X" amount of time, then that player had to have been playing with that team for at least... 1/3, or maybe 1/4, of the total match time ("X" time). Otherwise, they will not be credited with the win, but all of the other game stats, such as kills, deaths, assists, experience points, credits, and whatever else, will still count towards that player's overall statistics.

Also, regardless of whether someone is playing a Ranked or Social game, if a player quits an active game, by whatever means, they should be penalized. That penalty should be that they are given a strike against their account... if that player accumulates 3 penalties, or strikes, then those should turn into 3 losses on their record. Yet, when a player has garnered one of these penalties there should also be a way to wipe the slate clean by demonstrating that the issue isn't habitual because perhaps there was a power outage or whatever odd thing that can occur out of their control. The way this should work is that after 25 or 50 clean games, meaning games with no quitting, a strike should be removed if one exists.

One other thing, if the next Halo does decide that the quit ban is indeed a good punishment to continue to have within the game, then it should be implemented through a system such as I have laid out above, but only for habitual quitters of Ranked matches. The reason why is that it would mean people actually choose to quit rather than raise the white flag in defeat. However, I do think this ban should only temporarily block the player from enjoying further Ranked matches after earning it. They would then be forced to participant in Social matches only until the ban was over. Also, the time length of the ban should progressively get longer if the offender continued to earn additional bans.

[Edited on 12.29.2011 9:10 AM PST]

  • 11.07.2011 2:26 PM PDT

Are you a grade 4 in Halo 3's Matchmaking? If so, please check us out: The Upper Echelon
We welcome all grade 4's form Master Sergeants to 5 Star Generals.
We've been featured on Bungie favorites, and are always looking for new members to join.

~BBZak - T.U.E. Recruitment Officer

Halo copied enough things, it doesn't need more CoD elements.

For starters, commendations would be harder to get, especially if you join a match that has 10 seconds left, happens a lot in CoD.
Secondly, with games that are almost over, a player would receive 0 credits, because with the system Bungie/343i is using now, you have to play for at least 3:00 minutes before you'll get any credits.

[Edited on 11.07.2011 2:30 PM PST]

  • 11.07.2011 2:28 PM PDT

iPhone 4S 64GB Black.

If someone has quit off of my team, I expect somebody to be put in that persons place or else it's a totally unfair and unbalanced game unless they're complete noobs. And then try quitting...? No no no - You won't be able to play Matchmaking.

  • 11.07.2011 2:28 PM PDT

iPhone 4S 64GB Black.


Posted by: Balbazak
Halo copied enough things, it doesn't need more CoD elements.

For starters, commendations would be harder to get, especially if you join a match that has 10 seconds left, happens a lot in CoD.
Secondly, with games that are almost over, a player would receive 0 credits, because with the system Bungie/343i is using now, you have to play for at least 3:00 minutes before you'll get any credits.

Maybe if half the time limit was up, nobody would be aloud to join from there onwards...? that would be acceptable.

  • 11.07.2011 2:31 PM PDT
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Nope.

Halo has had it right since 04.

  • 11.07.2011 2:32 PM PDT


Posted by: Iron Div is Pro
Nope.

Halo has had it right with matchmaking since 04.

  • 11.07.2011 2:34 PM PDT

What if the game was close and nearing the end when 2 teammates just left... I'd still want additional players joining to help finish the match and keep it balanced. I don't think locking out other player at a half way point is the solution I think NOT penalizing those who would join late is the ideal situation. Those players would not suffer a loss if they joined in while the team was losing... that way they don't have much to be upset with either. That match can play itself out till the end, then a new match begins where they are in line for either a win or loss... I do think that players who quit matches should automatically take a loss... even dashboarders.

  • 11.07.2011 2:34 PM PDT

In the name of God
Impure souls of the living dead
Shall be banished to eternal damnation
AMEN

I'm not joining a game halfway done to see me down by 48 points.

  • 11.07.2011 2:35 PM PDT
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Posted by: eRage Sanctity

Posted by: Iron Div is Pro
Nope.

Halo has had it right with matchmaking since 04.

  • 11.07.2011 2:35 PM PDT
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  • Noble Member

CoD join session in progress = almost always getting put on the losing team which = more quitting.

Shocking, I know.

Halo doesn't need join in session and should never have it. Leave that system to CoD

  • 11.07.2011 2:36 PM PDT
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Posted by: eRage Sanctity

Posted by: Iron Div is Pro
Nope.

Halo has had it right with matchmaking since 04.



Thanks for the edit.

  • 11.07.2011 2:38 PM PDT

Honestly, I don't think you hardcore fans of Halo (and I think of myself as one as well) realize the harm the current matchmaking system does to those interested in playing the game outside of the hardcore fans. My friends list use to be full of nothing but Halo 2, Halo 3, and Halo: Reach players, but only about 8 of those same players are ever on Halo: Reach and maybe 2 or 3 are on Halo 3. I try to convince many of my friends who I know still own Halo 3 or Halo: Reach to jump onto some Halo every once in a while, but the minute we begin playing a game some dumbass teammate(s) quit, putting our team in a hole and since we know there is no support coming... the interest to play is completely lost. Nobody wants to play Halo anymore, which is a damn shame because Halo most definitely requires the most amount of skill to play well and that I find extremely fun. Nonetheless, the game is not fun at all if every other match is one where you're down a player throwing the balance out the so-called "door." Whether you want to admit it or not a Join Session in Progress system is a better system, it's not a perfect system by any means, I mean nobody enjoys joining matches on losing teams, and ones where you're down so big you know you can't come back, but at least with the changes I suggest, you can play that match out focusing on your skills, knowing that the system will attempt to maintain a team quantity balance as best it can, all without costing you a statistical loss on your gamer profile for finishing that particular game.

[Edited on 11.07.2011 3:04 PM PST]

  • 11.07.2011 2:45 PM PDT

i am the leader of the short bus we are the best invasion players ever. we hate little jimmy's who ruin halo. were just a bunch of friends trying to have fun in this world and maybe slaughter a few villagers a long the way


Posted by: Seven

Posted by: eRage Sanctity

Posted by: Iron Div is Pro
Nope.

Halo has had it right with matchmaking since 04.

  • 11.07.2011 2:46 PM PDT

iPhone 4S 64GB Black.


Posted by: eLantern
Honestly, I don't think you hardcore fans of Halo (and I think of myself as one as well) realize the harm the current matchmaking system does to those interested in playing the game outside of the hardcore fans. My friends list use to be full of nothing but Halo 2, Halo 3, and Halo: Reach players, but only about 8 of those same players are ever on Halo: Reach and maybe 2 or 3 are on Halo 3. I try to convince them to jump onto some Halo every once in a while, but the minute we begin playing a some dumbass teammates quit putting our team in a hole... the interest is lost. No one wants to play. The game isn't fun if every other match is one where you're down a player and the balance is so-called "out the door." Whether you want to admit it or not a Join Session in Progress system is a better system, it's not perfect. Nobody enjoys joining matches on losing teams, but at least with the changes I suggest, you can play that match out focusing on your skills, knowing that the system will attempt to maintain a team quantity balance as best it can all without costing you a statistical loss on your gamer profile for that particular game.

Completely agreed. I'm ready for a sophisticated join session system in Halo 4 and possibly in Reach if possible. It is ruining the matchmaking in a sense and I've been a fan of halo since Halo 2 came out. You're luckey you have friends playing Halo. My friends list used to be filled with Halo 3 and I didn't see anything else until MW2 came out. This really needs to be looked into. I can't stand the matchmaking system right now. All my team quits and I'm being non stop spawn killed, I quit and get banned. It is just messed up completely.

  • 11.07.2011 2:51 PM PDT

For starters, commendations would be harder to get, especially if you join a match that has 10 seconds left, happens a lot in CoD.
How do you figure?
Secondly, with games that are almost over, a player would receive 0 credits, because with the system Bungie/343i is using now, you have to play for at least 3:00 minutes before you'll get any credits.
Players still receive experience credits for kills, assists, completions of objectives, for the style of the kill... and on and on... ,plus there is the current slot chance you can receive credits on too... so your issue of not receiving credits is honestly a bit of nonsense. Besides, if the game is on the verge of being over than you have the next game to look forward to right away.

[Edited on 11.07.2011 3:00 PM PST]

  • 11.07.2011 2:53 PM PDT
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Posted by: eLantern
Honestly, I don't think you hardcore fans of Halo (and I think of myself as one as well) realize the harm the current matchmaking system does to those interested in playing the game outside of the hardcore fans. My friends list use to be full of nothing but Halo 2, Halo 3, and Halo: Reach players, but only about 8 of those same players are ever on Halo: Reach and maybe 2 or 3 are on Halo 3. I try to convince many of my friends who I know still own Halo 3 or Halo: Reach to jump onto some Halo every once in a while, but the minute we begin playing a game some dumbass teammate(s) quit, putting our team in a hole and since we know there is no support coming... the interest to play is completely lost. Nobody wants to play Halo anymore, which is a damn shame because Halo most definitely requires the most amount of skill to play well and that I find extremely fun. Nonetheless, the game is not fun at all if every other match is one where you're down a player throwing the balance out the so-called "door." Whether you want to admit it or not a Join Session in Progress system is a better system, it's not a perfect system by any means, I mean nobody enjoys joining matches on losing teams, and ones where you're down so big you know you can't come back, but at least with the changes I suggest, you can play that match out focusing on your skills, knowing that the system will attempt to maintain a team quantity balance as best it can, all without costing you a statistical loss on your gamer profile for finishing that particular game.


Thats because we all realized how bad this game was. I gave it a chance. ZB made me happy. But I can only do customs for so long. After the other night. I gave up. Between bloom ,-blam!- hosts, terrible spawns ( 2v2- You're chasing a one shot? Nope his teammate will spawn behind you while your teammate spawns on the other side of the map, terrible maps. I gave up.

Halo 4 is the only hope this series has to bring it back to its greatness.

  • 11.07.2011 3:13 PM PDT


Thats because we all realized how bad this game was. I gave it a chance. ZB made me happy. But I can only do customs for so long. After the other night. I gave up. Between bloom ,-blam!- hosts, terrible spawns ( 2v2- You're chasing a one shot? Nope his teammate will spawn behind you while your teammate spawns on the other side of the map, terrible maps. I gave up.

Halo 4 is the only hope this series has to bring it back to its greatness.


My comments were not suppose to be an attack on any particular Halo game... as there are plenty of things I dislike and like about every release. As far as the Bloom, Hosts, Spawns, and Maps in Reach... I agree that those are indeed annoying things as well as Armor Lock, but I'm looking forward to Halo: Anniversary and what is in-store for Reach's multiplayer with that game's release... a lessening of the DMR's bloom, or bloom in general, tweaking of the Armor Lock, and new maps... however, the host issue and spawn issue will likely remain, but then again I don't know too many FPS online games that don't suffer in some manner on those two subjects.

In any regard, my post was meant to bring attention to the necessity of switching to a better matchmaking system in future Halo titles and any new FPS games put out by Bungie.

[Edited on 11.09.2011 10:58 AM PST]

  • 11.09.2011 10:57 AM PDT
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You can get much further with a kind word and a gun than you can with a kind word alone.

Al Capone

The only way i see this working is if they will be bring back social and ranked playlists. And it would only be implemented into the social playlists. But i'm against the "Join Active Session" because i doubt anyone would like to join a game right before the last kill or cap...etc

[Edited on 11.09.2011 11:08 AM PST]

  • 11.09.2011 11:06 AM PDT

Your presence here is quite unneeded. Begone you!!!

eliminate stats in general and then it may be possible

  • 11.09.2011 12:17 PM PDT
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Posted by: eLantern

Thats because we all realized how bad this game was. I gave it a chance. ZB made me happy. But I can only do customs for so long. After the other night. I gave up. Between bloom ,-blam!- hosts, terrible spawns ( 2v2- You're chasing a one shot? Nope his teammate will spawn behind you while your teammate spawns on the other side of the map, terrible maps. I gave up.

Halo 4 is the only hope this series has to bring it back to its greatness.


My comments were not suppose to be an attack on any particular Halo game... as there are plenty of things I dislike and like about every release. As far as the Bloom, Hosts, Spawns, and Maps in Reach... I agree that those are indeed annoying things as well as Armor Lock, but I'm looking forward to Halo: Anniversary and what is in-store for Reach's multiplayer with that game's release... a lessening of the DMR's bloom, or bloom in general, tweaking of the Armor Lock, and new maps... however, the host issue and spawn issue will likely remain, but then again I don't know too many FPS online games that don't suffer in some manner on those two subjects.

In any regard, my post was meant to bring attention to the necessity of switching to a better matchmaking system in future Halo titles and any new FPS games put out by Bungie.


I get that. But the MM system isn't the problem. Its the community and this game.

No rank- Why should I try when I'm in a game. I'll just quit.

It happend in Halo 2-3 but no where near as much.

Its the game and the casual attitude it creates.

  • 11.09.2011 12:20 PM PDT

From the perspective of the person already in the game, it sounds good.

"Yea we get our teammate back after one quit!"

But from the perspective of the person joining it is quite the opposite.

"Oh joy I joined a game with 30 seconds left and we are down 48-7..."

  • 11.09.2011 12:20 PM PDT
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You can get much further with a kind word and a gun than you can with a kind word alone.

Al Capone

wtf is ^this?

  • 11.09.2011 12:25 PM PDT

I can't think of a way to respond that expresses my NO answer.

  • 11.09.2011 12:27 PM PDT

I didn't like it in CoD and I don't want it here.

  • 11.09.2011 12:29 PM PDT