a Numb Thumb wrote:



https://www.halowaypoint.com/en-us/games/halo-5-guardians/xbox-one/mode/arena/matches/aac2d488-9dac-4b97-af02-b483882c0f3b/players/a%20numb%20thumb?gameHistoryMatchIndex=0&gameHistoryGameModeFilter=Arena



Back to back games I spawn in with score already 2-0.

With some non-slayer based objective modes this is entirely possible and not much the JiP matchmaking system can do to lessen your grievance; though, if 343i were to implement a few additional benchmarks that would turn the matchmaker's JiP system off sooner given certain conditions occurred perhaps some of these grievances could be minimalized a bit further. The benchmarks that restrict the matchmaker's JiP system should be (1) the score disparity, (2) the match's remaining time, and (3) the amount of people the JiP system brings into the match for a particular side. While the score disparity in relation to remaining time is a necessity benchmark for pretty much all modes it's specifically useful for slayer-based modes and high point total non-slayer based modes where a team can't refuse to score for very long such as in Strongholds because the nature of these modes themselves don't really allow for much kill farming to occur; however, the problem is that a score disparity benchmark doesn't necessarily work as effectively to prevent grievances in low point-total non-slayer based modes such as Flag, Bomb, etc. High point total non-slayer based modes where scoring can be halted such as with Oddball and most KotH modes also present a bit of a similar problematic grievance to players too; therefore, having another benchmark that would turn off the matchmaker's JiP system should help alleviate some of the potential frustrations players could face. This benchmark should be based on limiting the total amount of people the system allows to join a particular team and it could progressively reduce in accordance with the match's remaining time or at least I think the coders could set it up that way. That type of benchmark should help prevent the matchmaker's JiP system from getting abused by opponent's who might be looking to pad their stats (aka kill farming) within those modes where the score disparity benchmark isn't as effective at preventing JiP grievances. I do think the initial cut-off numbers for potential people to join should coincide somewhat with the initial team size; in other words, a team of 4 can't have more than 4 or maybe 3 new players added throughout a match. Last but not least, nobody should be joining a match-in-progress as the match's timer is about to conclude (say perhaps the final 2 min or so). It would also be nice to see players who get JiP'd into a social match where the team they join is losing not have the potential loss indicated on their statistical record or affect their match-make rating (MMR) unless the team they joined managed to take the lead before going on to lose.