Quote Originally Posted by Nutz View Post
I think the new penalty has done a lot of good for queue times, however they could have done it a little bit better. The entire purpose, from what I understand, is to combat in progress fishing. Groups can't join in progress so there's no reason the penalty should apply to them (or at least not the stated reason for this feature). In fact, if it's to prevent in progress fishing they should have just tied it to the 'join in progress' button. If that button is lit then you can receive strikes and be subject to penalties. If it isn't lit then you can't accumulate strikes (but are still subject to any current penalties).

There you have it. The penalty is still exactly as effective as it is now while preventing most, if not all, collateral damage.
CT/ST/Frontlines were also a big problem. In progress for CT/ST was actually already diminished from CT's original release because the progress is obscured (only shows 0/1), however because you need 24 people to click "ready" all at once, the chances are reasonably high someone won't be ready. The REAL problem with this is that you can get 23 people to say "ready", one person times out and the match maker just throws everybody back into the head of the queue, with what looks like no effort to keep them together. Ideally, the match maker should just keep those 23 people together and look for one replacement, if a replacement can be found immediately, then don't even require those original 23 to say yes again. Just wait for the 1 person to accept. This will drastically reduce the instances where the you get a queue failure and removes the annoying need to keep clicking "ready" every time another person drops out.

At this point, since you're not relying on the penalty entirely to limit the re-queues, you can limit the current penalty to something more modest to just deal with queue spammers. IE: shorter reset window for the strikes (3 hours maybe) and a more modest penalty (15min ish).