I know we can see it on our Waypoint stats but I’d really like to see it in-game. In the Beta, it was nice knowing how close you were to ranking up or down. Even a small bar would be cool.
Agree
I believe it’s better to not have one. Any properly designed skill based ranking system is not a progression system, and it should be built and presented in such a way that players don’t get misled to thinking it’s a progression system. Players naturally view any system like this as a progression system: that they have to get to the top. Meanwhile, the goal of a skill based ranking system is to give players an accurate estimate of their skill so that players of equal skill can be matched with each other. This clash between what the players think the system is doing, and what the system is actually doing leads to all kinds of confusion among players.
To avoid confusion, the best way to build such a system is to eliminate as much the appearance of progression as possible. It is already a problem when players are shown their rating, but that’s unavoidable if the system is also used to tell players how good they are. However, it should be made clear that there’s no top and no bottom, that there’s nothing to reach than your personal maximum skill level. The number scale should also be arbitrary enough to show that only relative differences between players matter, not the absolute number.
A progression bar, in this context, is the absolute worst you can do to a skill based ranking system. It completely validates the player’s misconception that there’s something they need to reach to get 100% completion in the game. This in turn leads to cheating attempts, misery, claims that the system is broken, and all kinds of unnecessary confusion.
I disagree with the game’s prioritization of wins/losses over individual performance, so if I had an idea of how many (approximate) wins in a row I need to hit the next level, I’d be in favor of that.
> 2533274825830455;3:
> I believe it’s better to not have one. Any properly designed skill based ranking system is not a progression system, and it should be built and presented in such a way that players don’t get misled to thinking it’s a progression system. Players naturally view any system like this as a progression system: that they have to get to the top. Meanwhile, the goal of a skill based ranking system is to give players an accurate estimate of their skill so that players of equal skill can be matched with each other. This clash between what the players think the system is doing, and what the system is actually doing leads to all kinds of confusion among players.
>
> To avoid confusion, the best way to build such a system is to eliminate as much the appearance of progression as possible. It is already a problem when players are shown their rating, but that’s unavoidable if the system is also used to tell players how good they are. However, it should be made clear that there’s no top and no bottom, that there’s nothing to reach than your personal maximum skill level. The number scale should also be arbitrary enough to show that only relative differences between players matter, not the absolute number.
>
> A progression bar, in this context, is the absolute worst you can do to a skill based ranking system. It completely validates the player’s misconception that there’s something they need to reach to get 100% completion in the game. This in turn leads to cheating attempts, misery, claims that the system is broken, and all kinds of unnecessary confusion.
I dont agree with this at all. It’s EXTREMELY annoying going to waypoint and refreshing the page after every match to see how close you are to the next level. If it can be on waypoint, why can’t it be in-game? If that really was the reason, why is it on waypoint? Shouldn’t it be removed there as well?
You make a great point, I didn’t even think of checking on Waypoint for my progress.
> 2604983891615163;5:
> > 2533274825830455;3:
> > I believe it’s better to not have one. Any properly designed skill based ranking system is not a progression system, and it should be built and presented in such a way that players don’t get misled to thinking it’s a progression system. Players naturally view any system like this as a progression system: that they have to get to the top. Meanwhile, the goal of a skill based ranking system is to give players an accurate estimate of their skill so that players of equal skill can be matched with each other. This clash between what the players think the system is doing, and what the system is actually doing leads to all kinds of confusion among players.
> >
> > To avoid confusion, the best way to build such a system is to eliminate as much the appearance of progression as possible. It is already a problem when players are shown their rating, but that’s unavoidable if the system is also used to tell players how good they are. However, it should be made clear that there’s no top and no bottom, that there’s nothing to reach than your personal maximum skill level. The number scale should also be arbitrary enough to show that only relative differences between players matter, not the absolute number.
> >
> > A progression bar, in this context, is the absolute worst you can do to a skill based ranking system. It completely validates the player’s misconception that there’s something they need to reach to get 100% completion in the game. This in turn leads to cheating attempts, misery, claims that the system is broken, and all kinds of unnecessary confusion.
>
>
> I dont agree with this at all. It’s EXTREMELY annoying going to waypoint and refreshing the page after every match to see how close you are to the next level. If it can be on waypoint, why can’t it be in-game? If that really was the reason, why is it on waypoint? Shouldn’t it be removed there as well?
Oh, I missed the part that there was one on Waypoint. But yes, ideally there’d be no progression bars anywhere at all, because the CSR system is not a progression system to begin with. Although from a feature perspective I agree with you: primary stats that are visible on the website should also be visible in-game.
When I play MM, I’d want my team to concentrate on the game and not be distracted by a simple progression bar.
I know where is it in game
> 2533274920212800;1:
> I know we can see it on our Waypoint stats but I’d really like to see it in-game. In the Beta, it was nice knowing how close you were to ranking up or down. Even a small bar would be cool.
halotracker.com shows you the progression of your csr bud
theres a circle bar that goes round telling you how much you have left its the same
> 2533274920212800;1:
> I know we can see it on our Waypoint stats but I’d really like to see it in-game. In the Beta, it was nice knowing how close you were to ranking up or down. Even a small bar would be cool.
+1. It’s a pain having to come here to check my progression.
I posted a poll about this a few days before but don’t believe I received too many responses. It seems like most people want one but others don’t care (keep in mind there were likely only a few responses.)
> 2533274820021961;11:
> theres a circle bar that goes round telling you how much you have left its the same
That’s XP not CSR
> 2533274825830455;3:
> I believe it’s better to not have one. Any properly designed skill based ranking system is not a progression system, and it should be built and presented in such a way that players don’t get misled to thinking it’s a progression system. Players naturally view any system like this as a progression system: that they have to get to the top. Meanwhile, the goal of a skill based ranking system is to give players an accurate estimate of their skill so that players of equal skill can be matched with each other. This clash between what the players think the system is doing, and what the system is actually doing leads to all kinds of confusion among players.
>
> To avoid confusion, the best way to build such a system is to eliminate as much the appearance of progression as possible. It is already a problem when players are shown their rating, but that’s unavoidable if the system is also used to tell players how good they are. However, it should be made clear that there’s no top and no bottom, that there’s nothing to reach than your personal maximum skill level. The number scale should also be arbitrary enough to show that only relative differences between players matter, not the absolute number.
>
> A progression bar, in this context, is the absolute worst you can do to a skill based ranking system. It completely validates the player’s misconception that there’s something they need to reach to get 100% completion in the game. This in turn leads to cheating attempts, misery, claims that the system is broken, and all kinds of unnecessary confusion.
I think you focused on the word “progression”. The bar used in the Beta and on Waypoint simply let’s you know how far (how many wins) you need until you reach the next tier. And it goes down when you lose. I have no intrest in changing the system, just getting the most out of it. To each his own, of course
considering that your xp rank has no baring on anything,this is a non issue for me. I would NOT like to have more crap crowding my HUD
> 2533274815540713;16:
> considering that your xp rank has no baring on anything,this is a non issue for me. I would NOT like to have more crap crowding my HUD
It’s not XP
> 2533274920212800;17:
> > 2533274815540713;16:
> > considering that your xp rank has no baring on anything,this is a non issue for me. I would NOT like to have more crap crowding my HUD
>
>
> It’s not XP
you know what I mean
> 2533274815540713;16:
> considering that your xp rank has no baring on anything,this is a non issue for me. I would NOT like to have more crap crowding my HUD
XP doesn’t matter to me at all, and I’m sure many others feel the same way. You don’t unlock anything for ranking up other than a (usually terrible) bronze pack.
I think they should just replace the XP bar below your gamertag with a CSR bar. This is just so you know how close you are to the next rank, and would not provide an actual number of wins needed. I know you don’t unlock anything meaningful from ranking up CSR either, but it allows you to be more evenly matched with opponents and I am sure many would like to know how close they are to the next rank, especially when they are gravitating around Platinum 6 or Diamond 6 for awhile.
They already have this information on Waypoint, so it would be easy to add to the game. This will add nothing to the HUD, as the bar is only visible when waiting in a lobby.