Can someone tell us the details about how an individual player’s performance in a match affects CSR?
I suppose kills, assists, and deaths are part of it but I haven’t seen anything about how weights are assigned. Weights will determine how accurate the rank system can be and it will, to some degree, give players incentives to play in ways that could either hurt or help their teams.
If kills are weighted far more than deaths, then it will be inaccurate since kills and deaths have the same weight in determining the winner of the match. This will also give players an incentive to not care much about dying, which would be rotten for their team since they’d lessen their chances of winning.
I hope kills, assists, and deaths are given the same weight. This may not be the most accurate way to determine skill but it encourages players to try to shoot and kill enemies while not dying. It gives players an incentive to be involved and to help our teams win.
I’d also like to know how much weight is given to match outcomes (winning or losing) and individual player performance. If any of you have an official link spelling this stuff out, I’d love to see it.
That I know assists and deaths won’t affect your CSR depending on the playlist CSR is measured in your performance which means in you are on first place you get good CSR or if you got lots of kills you can get good CSR on that playlist and there are others that are measured by your team perfomance if you team won you get better CSR if your team lost you’ll probably won’t get at all or it will be reduced
In playlists that use individual scoring for CSR all that matters in the long run is the score at the end of the game. So having more kills will yield more points which will help your CSR. You don’t lose points in dying but you lose out on the potential kill. So in a way deaths effect individual CSR but K/D doesn’t directly impact individual CSR.
Basically in playlists with individual CSR try to get the highest score possible.
> > Halo: Reach Rating System
> >
> > Much better than CSR
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> Who gives a -Yoink!- about Halo Reach Ratings…H2 and H3 Trueskill >>>>>>>>>>>>HR and H4 so far
>
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> H3 playlist Progression >>>>>HR and H4 global progression only
Y’know what? I’ll agree that H3’s CSR is far better, but still not as good as Reach.
Is that something we know for sure or something that we just suppose?
Have the folks at 343 shared how CSR is calculated?
I hope it’s not based just on the score in the game because then deaths are not directly considered, which means that CSR is less accurate (a player going 20-10 could have the same score as someone going 20-25) and it rewards players for hurting their team (dying lots).
CSR should equally incentivize playing to help one’s team win and boosting one’s CSR while being an accurate gauge of skill.
> In playlists that use individual scoring for CSR all that matters in the long run is the score at the end of the game. So having more kills will yield more points which will help your CSR. You don’t lose points in dying but you lose out on the potential kill. So in a way deaths effect individual CSR but K/D doesn’t directly impact individual CSR.
>
> Basically in playlists with individual CSR try to get the highest score possible.
That’s my concern. If CSR only looks at the scoreboard, then deaths don’t count, which gives us all less accurate ranks and an incentive to play in ways that will hurt our teams.
For example, suppose there are two players with the same number of assists:
Player A: 20 kills 10 deaths
Player B: 21 kills 20 deaths
Going on raw stats, Player A did far better than Player B, but Player B would get the higher score (since he had 1 more kill to go along with 10 more deaths). If this is how it works, it’s too bad.
I hope someone from 343 will make an official announcement spelling out the factors that shape our CSR in matches. I keep looking but I’ve not been able to find anything about it.
> You know those games where you go 14-5 and the guy who got first place went 20-28? Yeah…