All in all, my slayer experience has been a poor one. Here's some of what's happening.
* Frame-rate issues with older Xbox 360 models on new maps [Generating Textures= and the map has about a 25% framerate drop on first hdmi xbox, ~60-70% on splitscreen.]
* Model Collision Detection(CD) for hitboxes not properly tallying damage during ghosting.
* JIP adding people to games that are hopelessly lost ( greater than 15 kill lead and one or more other issues on this list)
* MM/JIP adding people to games where host latency is unplayable (major rubberbanding [packetloss/regional filter?] ).
* Host not properly switching during player quits and JIP interaction.
* 60 minute ban penalizing players for leaving unplayable games.
* Excessive number of players exploiting hitbox CD to prevent damage by use of modified network gear. ( You know its bad when ads on Craigslist start advertising xbox sales including these devices where the console was verified to be in working order for XBL. i.e. not banned or flagged)
* Auto-aim improperly adjusting aim towards objects that briefly run in front of intended targets (This includes models which are ghosting).
* Radar doesn't update during ghosting states.
* Kill cams need to be removed or fixed.
So that's a brief list of mostly game breaking issues that have been around for ... more or less since release. Here's a more detailed look at the problem.
Frame-rate issues, not much can be done. Engine optimizations rarely if ever happen I'm not expecting it to be fixed, but its a big issue since it affects a large swath of the casual gamer market.
JIP - Quite a number of important issues with this, mostly common sense like, throwing someone back into a game someone has left intentionally due to unplayability. Matching people with hosts that have an unusually large packetloss.
Modified Network Gear - basic / advanced. (blocks all traffic vs blocks outgoing traffic)
This is the epidemic that plagues every single FPS, the basic ones can be mitigated by good players for the most part on small closed maps (adrift) since no positions are updated during the spike but the advanced ones create a one-sided battlefield.
[Solution] It would be relatively simple to implement a check that determines if a outgoing spike is occuring and then checking whether model positions are being updated differently from the natural ghosting algorithm. The other alternative is some form of passive statistical analysis on events that aren't likely. Like running through a grenade around a corner and winning a firefight. While the former solution won't fix basic versions, it will all but eliminate the use of the advanced ones since you could auto banhammer them.
There needs to be a wall of shame. A very public list of gamertags that have been struck down by the banhammer for cheating. As long as there isn't one the general perception will be that these people are simply getting away with it. CSR reps at both microsoft and community relations can tow the company line all they want people won't believe a word until this happens.
The 60 Minute Ban - or - Deterrence and unintended consequences
To keep it short, this is supposed to discourage people from needlessly quitting games. JIP aside, the only thing this does is encourage people not to play, it has no benefit and many unintended consequences. Being triggered by 5 quits, a ban like this will affect many people who left games for good reasons. The decision a person makes after getting one of these isn't at all about the game, at best its what will I spend my time on instead. At worst, its such a bad experience people reconsider playing for some time if ever. The golden rule of deterrence in games is if its annoying it will have a better effect. The more annoying the better, if it provokes anger then your in trouble. People generally move away from strong negative things consciously or unconsciously and spend their time on more positive outcomes. 15-20 minute ban for 6-8 quits per hour with a clock counting down should be sufficient. Anything more stringent and the problem becomes one of attrition.
[Edit] Also, inconsistently, the ban server seems to reban people later on midgame from disconnects that happened host side like getting stuck on a loading screen and having to reset the console. All in all ... epic fail.
Hitbox Damage and Ghosting Conditions -
There are quite a number of times where damage isn't calculated properly during ghosting conditions or where one person has packet loss and the movement algorithm keeps them moving in the same direction when last they ACKed. When they finally resync if they happened to walk through an area where a grenade happened to go off most of the time they won't take any damage or if they do its negligible compared to the full shields it should have taken.
Auto-aim jilting away from intended target due to moving object between target and gunner.
Kill-Cams don't properly represent what's happening from opponents perspective. Stealthed objects show up as regular moving objects through walls in promethean vision.
Infinity Slayer and Non-Slayer gametypes.
Most people are unaware of the options for nonstandard (not infinity) gametypes. For example, Team Slayer / Legendary Slayer both have Friendly Fire turned on. Something most casual gamers are blissfully unaware of when they decide to toss those grenades into the midst of allies and foes alike. Its not counted as a betrayal even if your the only one that died as long as it damages a foe.