edit:
If you guys just read the bold and the intro you will get the gist of what I am saying. Gosh darn lazy kids 
intro:
So, this has been inadvertently in the works for months, just kind of bouncing around my noggin whenever the topic came up. It is far from fool-proof and is more of an attempt to sprout some ideas. I have thought up, along with conversing with other members of the forum, some slight alterations to the 1-50 that will please far more people than did the H3 system.
Now 343 is probably putting the finishing touches on H4âs ranking system, but if enough people like a different idea maybe 343 could make some changes to what they are currently using. And if worse comes to worst maybe it can be something looked into for H5.
The major benefits are:
-Giving any level of remotely competitive players who are looking to test their skills, and be rewarded for it, a place to do it.
-Providing key âHalo-esqueâ elements to H4 to recapture fans turned off by Reachâs major changes.
-Providing much more instantaneous gratification that an Arena type system (necessary to keep players interested).
-Drastically reducing the desire to make new accounts.
-Drastically reducing the effectiveness of boosting and deranking.
Now, most of these benefits are simply provided by having a 1-50 in itself, but there will be 2 major changes:
1. Reduce the effects a team mateâs low trueskill and high sigma has upon your rank after continuously playing with them.
Okay this is pretty difficult to explain (especially when I donât exactly know the terminology or how exactly trueskill works) but I will do my best.
(Background on trueskill - please read even if you already know how trueskill works, and let me know if I am incorrect about anything)
To my understanding, a new account with have the lowest trueskill and lowest sigma (sigma being âhow set in stoneâ your rank is). Due to your low sigma, if you win a game, you will be drastically thrown up in trueskill in an attempt to more accurately match you with players. When you lose a game, your sigma will increase drastically, in an attempt to correctly put you at the rank you belong, along with reducing your trueskill drastically as well. I believe as you win games your sigma will increase as well, although I am pretty sure it is not as much as a loss effects it. Sigma is the reason people become ârank lockedâ; If you win a game, then lose a game, then win 2 games, then lose 2, for hundreds of games, your sigma will continue to go up but your rank will not. True skill will believe you are exactly where you belong and your sigma will become so high that it would take 50 wins in a row to get you to the next level. If you did finally make it to that next level, your sigma would be drastically reduced, and it will take less games (if you were winning every game) to get to the next rank, and then less than that for the next rank, etc.
(Background on boosting)
Now sigma also plays a major factor in boosting, when you a play with a buddy who has a very high sigma, they have a much greater effect on your trueskill after a win than would someone with a lower sigma. Also, when you play with someone of a lower rank, and beat players of a higher rank, because trueskill intended for you to lose that match, you will go up drastically if you win, and only go down slightly when you lose. inversely, when you play a team who trueskill expects you to beat and you do win, you barely go up, but if you lose, you will go down a lot.
So, if you have a team mate with a very high sigma, along with a low trueskill (leading the system to think you will lose everygame), it will âboostâ you drastically. This is why and how boosting and deranking occured.
(solution)
My, what I believe to be, simple solution to illegitimate boosts of your trueskill, is simply to cut the âboostâ that you get in half everytime you play with that same player. So, if you are playing as a random, you will still get the full âboostâ if you carry someone with high sigma and low trueskill, but it is when you party up with them and play with them again that you only get half the boost, and the next game half of that until it is reduced to that of any other player (whatever the value 343 determines). After 5 or 6 games of playing with a âbooster accountâ, it no longer has any benefit over a regular account, this making boosting extremely difficult to do. Also there should be a slight decay rate on the âBanâ from receiving trueskill boost from that player so that if you play the same random guy again a few days later in MM, you still get that full boost.
The decay rate needs to be enough to keep players from being able to easily swap out booster accounts, but with minimal detriment to legitimate gameplay.
I would think this would have minimal repercussions, as anyone who is legitimately playing with a friend who is high in sigma but low in trueskill is either looking to help their friend out, in which this change has no negative effects upon, or just wanting to play with them, in which the HS/LT (High sigma, low trueskill) account with just act like a more ânormalâ account in the effects that it has upon the other player.
2. Next is The part which Benefits the most competitive players, reduces a 50âs desire to make a new account, and adds a new element to any players who enjoy ranked gameplay
Simply add an arena style % within each rank. Pretty much as if there were 50 divisions instead of 5 and you canât lose your rank from not playing, only your %. To reiterate your rank is the same way as halo 3 and Is not affected by other players going up or down from that rank. Just that within that rank you will have a % telling you how high within that rank you are compared to others who are also that rank. This will be the most useful for 50s who are still looking for competition and something to strive for as once they attain their 50 they can either leave it and just stay a 95% 50 or they could strive for the 1% 50. There may or may not need to be need to be seasons for the % part, I havenât really gotten that far.
- in regards to the difficulty of attaining a rank, I havenât really put much thought into it. We want it be hard but not impossible or we could have similar problems that H2 had. I think maybe 5-10% harder than H3 would suffice if the % thing in itself doesnât solve the problem.
conclusionthingy:
In regards to everything else how the EXP system or cR system or whatever will work, I havenât really thought about that.
So what do you guys think? My opinion is obviously going to be very bias towards the 50âs, but I am attempting to please everyone with the idea, so let me know what you think. I think this is the best of both worlds taking what Arena had to offer but without sacrificing all that the 1-50 had to offer.
edit 9/6/12:
See this post for counter argument on âpeople will just maintain multiple boosters and in will making deranking even more rampant1â
