> It actually is solved. Why do you deserve points for all that other crap? So you ran out and touched a flag, yay. That’s dumb. You score a flag. Your team gets a point. Cool. Kills shouldn’t have weight on anything score wise in objective. Personal score doesn’t really matter in a team game. It’s a mute point. All the points should go to the team. Who cares about individual score. The whole point is to help the team.
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> In Slayer, your team gets points for kills, you get medals for all that ridiculous other crap to show that you helped, you don’t need points for it too.
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> In objective, your team gets points for doing the objective. Good job. You grabbed a flag, good job. Why do you need points for touching a flag or holding a ball? The stats are/were/should be recorded and then you can feel good for holding balls and grabbing flags all day. Why start cluttering it all up with points when you get medals for it.
The ridiculous stuff has no business being in a ranking calculation (spree bonuses, snapshot, comeback kill, and a myriad of others). I state that in my post. What does need to be included are scores for activities that contribute to victory.
> In football, if someone scored a touchdown, he doesn’t get 6 points, the team does. Then the kicker adds that 1 extra point for the team if he gets it. It’s not his to keep.
For determining W/L, you are precisely correct. The team gets the points. But in ranking players, you are incorrect. You cannot calculate an individual’s contribution to the win without assigning points based on individual performance. A kicker who goes 50% at 40 yards is less valuable than a kicker who goes 65% at 40 yards, regardless of the respecting winning percentage of their teams.
In professional sports, kickers aren’t randomly assigned to teams. In MP play, they often are. That is one of the reasons why professional sports analogies for ranking MP play fail. The ranking calculation for MP play must take more into consideration than professional sports. For MP play, to ensure good matching, the system must be able to distinguish between kickers. Strict W/L mathematically cannot do that. It can’t. You can’t predict individual performance from any calculation that deliberately censors all individual contribution.
> The stats are recorded and the guy who scored gets congratulated and then goes out to do it again. His stats are recorded and then he can reflect back on them afterwards. Same with any other team based game. Soccer, baseball, even the Olympics where there are individual wins and losses. The person who comes in first place gets a medal, his team gets the points towards their overall score, then the victor is chosen based on the outcome that way. Other than that, there isn’t much to it. There is no need for all the other stupid points to further complicate things. No one loses points because they came in last.
In professional sports, your team is not chosen at random from a pool of players. Your team is far more static than most “teams” in MP. Yes, there are some people who play with the same team much of the time. There are rarely people who play with the same team all of the time.
Because no one will play enough to have the opportunity to play against every other player - and because skill changes with time (sometimes significantly) - an explicit ladder system is not possible. Any ranking system must resort to statistics.
Straight W/L ranking when some people play as randoms, some people play as partial teams, some people play as full teams, and virtually everyone plays with combinations of the above is not statistically valid. If you do not believe this, I cannot help you without giving you a statistics course. The only cases in which strict W/L is statistically valid for giving an actual indication of skill is if all players either always play as randoms or always play as part of the same team. The further you deviate from those ideals, the worse W/L becomes at representing a true measure of skill. You can argue if you wish, but those arguments won’t change the mathematics.
In a game where people can choose to sometimes play as randoms and sometimes play with teammates (and those teammates may vary from session to session), the most accurate way to determine skill for matching is to include individual performance elements.
Many people complain about ranks in Halo (and other games), but fewer understand the mathematics that are used for statistically-based ranks. To be able to improve it, we must understand the mathematics (at least qualitatively). I do understand the mathematics quite well (not because of Halo, but because a good part of my professional life uses these types of statistics), and straight W/L will give a suboptimal matching experience compared to a system that takes into account individual contribution.
> While True Skill is based on how you perform, it isn’t reflected in your in game score. I could kill the same guy 10 times and never die but if he is terrible, then I shouldn’t rank up. Whereas, if I kill a guy who is good more than he kills me, then I should rank up towards his level. But True Skill != In Game Performance.
I’m not sure this makes the point you want to make. When using strict W/L, you are correct that TrueSkill doesn’t take relative ranks between players into account - it just looks at team ranks. However, that is common to any algorithm or calculation that uses only team score. Calling it “the H3 ranking system” does not magically give it the ability to predict a difference in individual performance when the only information used is team score. Your example makes the argument that using only team scores can give an inaccurate impression of your skill relative to the other players . . . and your argument is correct.
However, using individual rankings, TrueSkill can (and does) explicitly take into account whether that guy you’re killing repeatedly sucks. If he sucks, you don’t rank up. If he’s awesome, you do. Your subsequent post, however, then argues that individual contributions are irrelevant and that everything should be W/L - which is the exact opposite of what your example says should happen.
Ranking is fundamentally a predictive calculation, which is used to match players such that the outcome is uncertain until the game is actually played. If someone ranks up based on playing with the same 3 people for the majority of his playing time, a strict W/L system cannot predict his performance when playing with other players because all of the individual information has been censored. Since ranking is fundamental to making good matches, we all have a vested interest in making that prediction as accurate as possible. Significant improvements can be made on a straight W/L calculation - so why not make them?