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Give us an option to disable Join In Progress

OP The BS Police

Seriously. Nothing is more annoying than being thrown in the middle or end of a match where no matter what you do you are going to lose. There should be a search option in matchmaking that disables the option to join in progress matches.
Seriously. Nothing is more annoying than being thrown in the middle or end of a match where no matter what you do you are going to lose. There should be a search option in matchmaking that disables the option to join in progress matches.
That won't ever happen. Neither will lopsided matches of low ranked players facing high ranked players. The game will funnel in players to fill the spots to make the match full in social. The game will grab any players available to prevent the high ranked players from waiting too long for a match. Match quality becomes the lowest factor at that point. Just gotta deal with it man.

You're better off using this thread topic in the infinite threads as a suggestion.
I know something more annoying...joining friends who have open slots in their current game only to wait in the lobby as opposed to actually joining the match in progress!
First of all, allowing for a opt-in/opt-out feature for JiP simply undermines the capability of the system to function as necessary. You can't make it optional if it's to function properly and in-turn to have any real purpose or use.

Secondly, while there are legit grievances to hold against JiP systems it's those grievances which should lead to appropriate restrictions/limitations to the system; for example:

  • The matchmaking system within the social environment should NOT attempt to use JiP to fill-out uneven teams that progress into a match start (like the H4 days); instead, JiP should only be active for a strictly limited period of time after the lobby progresses into a match start with each team possessing an equal number of players in case someone elects to leave last minute within the load-in or in the early goings of the match, lags out (no fault of their own) during the match start process or shortly thereafter, and to replace those who may get an early boot for being AFK.
  • The matchmaking system within the ranked environment should only allow players who were accidently removed from their match to gain re-entry; in other words, players who get booted by a teammate for a betrayal would not be able to return. This is only brought up as a potential option for that particular environment in order to help resolve situations where a player may have accidentally lagged out from the match; of course, its potential implementation would need to be extremely mindful of players who might look to try abusing it in some fashion to manipulate CSR rankings, so proper protections aimed at safe guarding against possible abuse would need to exist as well.
  • There needs to be hard set milestones per the environment and mode to determine when the system needs to be promptly turned off. Those benchmarks should be (1) the score disparity, (2) the match's remaining time, and (3) the amount of people the JiP system can be allowed to bring into the match. The score disparity in relation to remaining time should work well for most modes, but for other types like Flag, Bomb, Warzone, etc. having a turn-off point that's also based on limiting the total amount of people the system will allow to join a particular team in relation to the remaining time should help prevent the system from getting abused by opponents looking to pad their stats (aka kill farming). I do think the initial cut-off numbers for potential people to join should coincide somewhat with the initial team size; plus, nobody should be joining a match-in-progress as the match's timer is dwindling down toward conclusion, so a hard set time period should exist as well. Personally, I would recommend for most social arena matches turning the JiP system off after ~2 minutes or so have elapsed. This should lessen the need for those other potential benchmarks to be what turns off the JiP system.
  • Joining an active match within the social environment should never result in that match being recorded as a loss on the joining player’s career record. Joining an active match should only present itself as an opportunity for a player to possibly earn a match win for their troubles.
  • The first player who leaves a match should earn "banhammer" credit. The remaining players should not be subjected to the ban credit if they opt to leave afterwards, but they’d still be subjected to an earned loss on their record and an appropriate amount of MMR/CSR impact for quitting. One exception to this rule would be when a player boots a teammate for a betrayal and then becomes the next player to leave the match. In that circumstance they should also receive banhammer credit. This is to prevent the boot feature from being abused as a means for a player to try exiting a match without earning ban credit themselves. It should cause the betrayed player to weigh more heavily whether the betrayal was accidental or malicious and to reduce the amount of rare griefers who seek out betrayals by constantly following teammates around in an attempt to earn the ability to boot a teammate.
Now, with this said it's important to recognize the purpose and reason to have a limited social JiP system implemented. Particularly for the social environment, the primary focus isn't on all the would-be searchers as much as it's on those who already find themselves in matches that, by no fault of their own, have seen their match balance get messed up early on due to a quitter, a booted AFK player, or an unfortunate disconnect. Yes, it creates undesired stresses for those being ushered into an active match, but the key limitations mentioned above can go a long way toward reducing those annoyances while providing some helpful assistance and insurance to the players in matches that recently kicked off.

The JiP system in Halo 5 manages to adhere to several aspects of these features. Most importantly it isn't actively relied on to even out the number of team players going into a match like Halo 4 did. Outside the Warzone environment most of the social arena playlists seem to possess some fairly decent time limits in which the system gets promptly turned off. While it's open for debate whether the current limits for each social arena playlist is appropriately ideal the fact is that it'll always remain somewhat subjective, but I'll just say that I don't think the limits set for any of the social arena playlists are all that egregious even if they'd be much improved with the inclusion of additional benchmarks.

It's also worth mentioning that the only JiP that's ever existed in the ranked environment was relegated to the BTB playlist the last time it was featured there, but the time period in which it got turned off was around ~1 minute after match start. And the primary reason JiP was enacted in the ranked environment related to the so-called "15/16 glitch" that caused many matches looking to start with full teams to lose a player during the initiating process which often led to permanently stalled match starts that then forced some, if not all, of those players to restart Halo 5.
Seriously. Nothing is more annoying than being thrown in the middle or end of a match where no matter what you do you are going to lose. There should be a search option in matchmaking that disables the option to join in progress matches.
I think join-in-progress should stay, BUT there's a catch. Being someone who's had people leave my match so many times, it just ruins the experience. I was watching UberNick yesterday and he brought up a great point. What if we had join-in-progress, but if you're a late-joiner and your team loses, you receive no negative stats or bad placement in ranks for anything. Essentially, if you join a match late and lose, it doesn't count for you, so it's no worries other than maybe the annoyance aspect of it.
eLantern wrote:
First of all, allowing for a opt-in/opt-out feature for JiP simply undermines the capability of the system to function as necessary. You can't make it optional if it's to function properly and in-turn to have any real purpose or use.

Secondly, while there are legit grievances to hold against JiP systems it's those grievances which should lead to appropriate restrictions/limitations to the system; for example:

  • The matchmaking system within the social environment should NOT attempt to use JiP to fill-out uneven teams that progress into a match start (like the H4 days); instead, JiP should only be active for a strictly limited period of time after the lobby progresses into a match start with each team possessing an equal number of players in case someone elects to leave last minute within the load-in or in the early goings of the match, lags out (no fault of their own) during the match start process or shortly thereafter, and to replace those who may get an early boot for being AFK.
  • The matchmaking system within the ranked environment should only allow players who were accidently removed from their match to gain re-entry; in other words, players who get booted by a teammate for a betrayal would not be able to return. This is only brought up as a potential option for that particular environment in order to help resolve situations where a player may have accidentally lagged out from the match; of course, its potential implementation would need to be extremely mindful of players who might look to try abusing it in some fashion to manipulate CSR rankings, so proper protections aimed at safe guarding against possible abuse would need to exist as well.
  • There needs to be hard set milestones per the environment and mode to determine when the system needs to be promptly turned off. Those benchmarks should be (1) the score disparity, (2) the match's remaining time, and (3) the amount of people the JiP system can be allowed to bring into the match. The score disparity in relation to remaining time should work well for most modes, but for other types like Flag, Bomb, Warzone, etc. having a turn-off point that's also based on limiting the total amount of people the system will allow to join a particular team in relation to the remaining time should help prevent the system from getting abused by opponents looking to pad their stats (aka kill farming). I do think the initial cut-off numbers for potential people to join should coincide somewhat with the initial team size; plus, nobody should be joining a match-in-progress as the match's timer is dwindling down toward conclusion, so a hard set time period should exist as well. Personally, I would recommend for most social arena matches turning the JiP system off after ~2 minutes or so have elapsed. This should lessen the need for those other potential benchmarks to be what turns off the JiP system.
  • Joining an active match within the social environment should never result in that match being recorded as a loss on the joining player’s career record. Joining an active match should only present itself as an opportunity for a player to possibly earn a match win for their troubles.
  • The first player who leaves a match should earn "banhammer" credit. The remaining players should not be subjected to the ban credit if they opt to leave afterwards, but they’d still be subjected to an earned loss on their record and an appropriate amount of MMR/CSR impact for quitting. One exception to this rule would be when a player boots a teammate for a betrayal and then becomes the next player to leave the match. In that circumstance they’d also receive banhammer credit. This is to prevent the boot feature from being abused as a means for a player to try exiting a match without earning ban credit themselves. It should cause the betrayed player to weigh more heavily whether the betrayal was accidental or malicious and to reduce the amount of rare griefers who seek out betrayals by constantly following teammates around in an attempt to earn the ability to boot a teammate.
Now, with this said it's important to recognize the purpose and reason to have a limited social JiP system implemented. Particularly for the social environment the primary focus isn't on all the would-be searchers as much as it's on those who already find themselves in matches that, by no fault of their own, have seen their match balance get messed up early on due to a quitter, a booted AFK player, or an unfortunate disconnect. Yes, it creates undesired stresses for those being ushered into an active match, but the key limitations mentioned above can go a long way toward reducing those annoyances while provided some helpful assistance and insurance to the players in matches that recently kicked off.

The JiP system in Halo 5 manages to adhere to several of these features. Most importantly it isn't actively relied on to even out the number of team players going into a match like Halo 4 did. Outside the Warzone environment most of the social arena playlists seem to possess some fairly decent time limits in which the system gets promptly turned off. While it's open for debate whether the current limits for each social arena playlist is appropriately ideal the fact is that it'll always remain somewhat subjective, but I'll just say that I don't think the limits set for any of the social arena playlists are all that egregious even if they'd be much improved with the inclusion of additional benchmarks.

It's also worth mentioning that the only JiP that's ever existed in the ranked environment was relegated to the BTB playlist the last time it was featured there, but the time period in which it got turned off was around ~1 minute after match start. And the primary reason JiP was enacted in the ranked environment related to the so-called "15/16 glitch" that caused many matches looking to start with full teams to lose a player during the initiating process which often led to permanently stalled match starts that then forced some, if not all, of those players to restart Halo 5.
100% Agree with that. Amen.