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Forums - Microsoft - Killer Instinct Developer Will Send You To Jail If You Rage Quit Too Much

Posting to Double Helix's forums, Killer Instinct community manager Rich Bantegui explained a new policy that the rebooted fighting franchise will implement on Microsoft's Xbox One in order to best combat players who have taken to leaving matches earlier.

Jail.

That's right, if you rage quit or disconnect from fights often enough, Double Helix will send you to jail with all the other Killer Instinct quitters. This change has been added to the upcoming patch introducing fighter Spinal to the free-to-play Xbox Live game.

Release is impending, as Bantegui writes on the community forums, but until then wrap your head around this new method of punishment:

RAGE QUIT SOLUTION IMPLEMENTED

Introducing a novel solution to rage quitters in Ranked Match: JAIL

-The first time your disconnect percentage goes above 15 percent you go to JAIL

-A 10 match minimum is required

-JAIL lasts for 24 hours. During this time you can only be matched against other JAIL members

-Each time you go to JAIL the amount of time increases by 24 hours (capped at 5 days - 120 hrs)

-While in JAIL your profile icon will be automatically changed to a custom JAIL icon to let you know you are in JAIL

-When your JAIL time is up, you go back into the public again (even if your disconnect percentage is back over 15%) -However, when back in public, if you disconnect and you are still above 15 percentage you go directly back to JAIL

For any match that sends you to JAIL, player will take a loss

This isn't the only fix in Killer Instinct's upcoming patch, so you can check out all the details of Spinal's impending update here. This policy of sending nefarious players to JAIL sounds a lot like Grand Theft Auto V's Cheaters Pools or Rockstar's idea of grouping unsavory characters with each other via matchmaking. Still, I wonder if those rage-quitting so many matches in Killer Instinct is a result of some players buying the entire package and getting too good at the game.

Maybe the rage-quitters don't need to be paired with other rage-quitters, so much as they need to be matched with players of the same skill level. Hopefully, Double Helix and Microsoft will continue to develop Killer Instinct's matchmaking as the game takes greater shape over the coming months. This is the first time a fighter has gotten such a staggered, drawn-out launch and more characters are on the way.

http://www.gamerevolution.com/news/killer-instinct-developer-will-send-you-to-jail-if-you-rage-quit-too-much-23881



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Every fighting  game needs to have this feature. It's simply too awesome.



                
       ---Member of the official Squeezol Fanclub---

Inb4 there are more players in jail than normal matchmaking.



Every game with 1v1 online multiplayer should have this.



Sooo, like GTA V? I like this. A lot.

p.s.
Thanks to everyone who voted for me in the User Contest, due to the absolutely shitty internet in the place I've been for the last three weeks I sadly couldn't say this earlier :D (I'll include this in every post of me this weekend, so I hope everyone who voted for me will eventually see it)



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Best solution ever for a 1vs1 MP game ever. Kudos to Double Helix for coming up with such a great system, really hope similar systems are implemented on further MP games (looking at you Mortal Kombat, frigging looking at you!)



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Great feature



This is not new. It's called Prisoner's Island, or Dota 2's low priority queue, or lots of other things.

The problem is it DOESN'T ADDRESS source of the behavior. Shouldn't game companies be incentivising good behaviour instead of spending development effort on the worst players? Through sufficiently clever design, people can be persuaded to be sportsmanlike.



I would like this but my internet resets itself like once every hour or so for no fucking reason so I get DC.



Soleron said:

This is not new. It's called Prisoner's Island, or Dota 2's low priority queue, or lots of other things.

The problem is it DOESN'T ADDRESS source of the behavior. Shouldn't game companies be incentivising good behaviour instead of spending development effort on the worst players? Through sufficiently clever design, people can be persuaded to be sportsmanlike.

This is incentivizing good behavior.   You get to play with nice players, not just a bunch of jerks.

This development effort does not just affect the bad players, it improves the game experience for good sportsman players.