The title says it all. Keep winning and ruling objective get plus 7’s, lose ruling objective play -9’s, get teammates quitting etc go minus a million, win a game where they lose guys get 5 points…. This is insanity at its finest seriously. Games where teammates go completely negative with no objective time shouldn’t be dragging down the guys in the trenches battling it out together. Then you get high ranked guys losing you matches because they won’t grab ball and play objective. Hilarious
Just again. Carry a win, then start a ball game with 3 ppl. Have you no shame! How am I supposed to solo work up to onyx when this is happening. If I had played this game before a month ago I’d be nutty buddy
It’s frustrating for sure.
The system itself makes sense. But because you don’t know exactly where your MMR sits in relation to your CSR you can’t predict how many points you will gain and lose.
But I do agree losing points for a game that starts 3v4 is ridiculous. And that’s something they could fix right now.
Most you can lose is 15.
And if someone quits early you are protected and should only lose somewhere around 3 to 5 points.
In most cases it makes sense for the low to mid ranked players to hold the objective.
It’s essentially a game of slayer - so you want your best 1v1 players protecting the objective.
It only becomes frustrating when players refuse to help out because they think their K/D is helping them rank up. Spoiler alert - it’s not.
If you are Onyx level you will get there. You just need to keep your MMR at Onyx level and play until your CSR catches up.
But the biggest problem with the CSR is the scale. It shouldn’t be so large. 1 to 1800+ is ridiculous. I doubt the system is that precise - and we’re getting hung up over gaining or losing a handful of points in a single game. It’s not the way ranking should work. It’s not something you should be “grinding” for.
It’s win or lose. Back in halo 3 mlg there were NO bad mlg 50 for the most part. Everyone that continually played were good players, good teamwork pros etc. And it didn’t take this weird form of torture to get there. It was win or lose. I just lost a game attempting to carry my severely negative teammates and I lost the most points in the slayer game where I was the only one positive by a mile compared to the rest. They lost less. How does that make sense? If I win now and carry I’ll get like 6 points. Fml this should be win or lose. Yah the higher ranked guys not getting ball, there not slaying well either
While I understand the frustration, it would help to provide a solution. Even though it’s 343’s job, talking about possible solutions helps create a positive dialog that brings change.
My solution would be to reward the mvp of the match. I’m mvp of objective games constantly and get hurt by it. Last game I was mvp with a good amount of kills assists the whole nine with 2 plus minutes ball time. Plus 7 points. Rest of my team had atleast plus 11 minimum. This is my problem. If I want to win I have to carry objectively and sacrifice when they won’t. I’m smart about it to win but I get severely penalized. Without my play they would have lost. It’s insane. It should just be win or lose so everyone’s happy. No one would worry about dying with objective to sacrifice for the team to win.
Keeping in mind that a 50 was roughly equivalent to a Diamond 3.
TrueSkill has always been win or lose.
The torture is that you can now see your score ebb and flow on each game.
When it was a smaller scale - 1 to 50 - you didn’t see the ups and downs. You didn’t get hung up on the result of EVERY game. You just kept playing. Winning and losing. And you let your levels go up and down when you got there.
And it didn’t matter if it took days or weeks to get there. You let it unfold.
You might of carried the game and internally only gone from 42.05 to 42.07 - but you didn’t care because you didn’t know.
It’s poorly explained by 343.
But your CSR goes up and down on the result, the relative skill level of you vs the enemy, and the pull of your MMR.
The last two are different for everyone in the game - hence the different amount of points given and taken.
It has nothing to do with your performance in that game.
Assists aren’t a great reflection of increased skill.
In fact. They are probably red flags that you aren’t quite up to it.
And up to a certain point your “sacrifice” will help your rank up.
After all - the win is the most important factor by far.
But eventually you will start to get beaten by better teams that share the responsibility between themselves.
Not much you can do there. A champion team will always beat a team of champions.
And they shouldn’t.
The only personal metric of any consequence is KPM and DPM.
Not KD, KDA, K-D, objective score, assists, or T-bags.
And any objective play should still net you enough kills to maintain a decent KPM. You have to kill players to get the oddball. And then soon after you have to drop the ball to defend it.
And the occasional extra death shouldn’t worry you - KPM is weighted higher than DPM.
So relax. Get out there and do whatever you need to win. Just keep winning (I need a meme of Dory saying this). Don’t get hung up on the ebb and flow of each match. Over time your rank will take care of itself.
Snipedown proved otherwise already unfortunately. Mlg 50 if you ever played wasnt diamond lmao. The population at 50 was tiny it was pros and very few that you played with constantly. Diamonds 40. Only upper onyx is that equivalent today compared to yesteryear
Ive no idea who takes this ranking system serious anymore. It absolutely doesn’t reflext the individual skill… KPM isn’t a great, or at least, the only and most meaningful aspect in a 4v4.
Beside: as long as you get placed on bad servers or opponents from around the world on your nearest server, get matched against complete squads, preferably with smurf accounts so you are playing guys a whole tier above you, desync and the amount of.
Playing ranked solo is only bareable if you don’t give anything about your CSR.
I’d play squads with good buddies from the past but everyone can’t stand servers in this game so solo for me it is. I don’t mind it, but I mind that teamwork isn’t rewarded. I could honestly slay my guts out and play selfish but it’s a Team. This system is toxic. Don’t get me started on the horrific Desync servers and ppl quitting or crashing before games even start. I started a game a week ago where it was just me lmao. I have a video of the starting lineup just looking at me. It was freaking hilarious actually just showing me standing there alone
As I said, there is so much wrong with this game that ranked isn’t any viable representation of your own personal skill. TS2 only fits in this mess.
Proved what? Sorry - I’m not sure what you are referencing.
I’ve googled as hard as I can. But I can’t find any reference to MLG having a different 1-50 system to other H3 playlists.
So we can probably assume it had the same 20 hidden levels?
There were a few references on forums such as GameFaq with some posters saying it was “easy” to get to 50, and others lamenting they “rank locked” and having to start alternate accounts.
Unfortunately the Bungie forums have been retired - so the links / threads can’t be revisited.
I can see that the population playing MLG would have been different from the general lists - so it makes sense that the skill distribution is skewed to the left.
But I don’t know by how much. And if there were still 70 odd levels (only 50 shown) then I really don’t think it would have matched “upper” Onyx.
But it’s a moot point anyway. The population skill curve is what it is. And it doesn’t matter what scale you give it. 1 to 50, Bronze to Onyx, or Pixie to Unicorn. You are still describing the same bell curve.
I agree that we need a different CSR scale. 1 to 1800 has no precision and just encourages toxic game play.
I would go 1-100. Or as someone else suggested 1-117.
The trick is not think of KPM as the definition of skill.
I don’t think that is what Microsoft are saying.
The vibe of the discussion paper was that all the things that go together to make your actual skill level are summarised by your ability to win. Raw skill, communication, team work, selflessness, etc.
Over the course of time it all washes out.
You don’t need to count kills, assists, or objective time. If you do these things better than someone else you will beat them and rank up on the basis of the result.
And they aren’t saying some of those other metrics couldn’t improve the system. Just that they weren’t strong enough to justify the huge amount of data they would require. They specifically mention that TrueSkill has to fit into a developer friendly footprint.
And of course it’s frustrating in the post game review. But your rank is a summation of your performance. Over days to weeks. It doesn’t, and shouldn’t, flip flop on a single game.
What Microsoft found though is that KPM has an extra property. It identifies the big fish in a small pond. Which makes sense when you think about it. So it’s a metric that ranks you up faster - but not higher. If and when you are playing people of your own rank it’s nigh on impossible to increase it.
I kept a bunch of stats last season - and it’s surprising how consistent your (or at least my) KPM is. It pretty much matched expected kills and deaths. Almost to the point that I can look at my KPM on a data line at tell you what game mode I was in.
I think what he meant was that it was harder to get to 50 in MLG than it was in most of the other playlists.
So in some sense to reach 50 in MLG you would be a high Onyx in Infinite. Whereas in Slayer for example High diamonds could have reached 50.
And I’m sure it was. It would have siphoned off the more competitive players from the overall population.
This is the bit I’m having trouble contextualising.
If there are still 20 hidden levels then level 50 will still be about 1.5 standard deviations from the mean. Which means that 8-10% of this MLG population is going to be high Onyx and above? Like current CSR 1750 or more?
I get that it’s a somewhat curated population - and would definitely skew to the left - but that seems a little extreme?
And I did find a few very old comments about getting a 50 being easy. As long as you didn’t get rank locked. But it’s the internet… and they may have just been “flexing”.
It would be interesting if they didn’t have the hidden levels in MLG. And just spread the population 1-50. That would definitely explain the original observation - because in this case a 50 would fall at CSR 1750.
I would put it down to there being a wider skill gap in MLG and less consistency with winning games.
It’s a pity we can’t access H3 service records.
What we need is a bunch of people who were 45-49 in regular playlists… and compare this to their MLG ranks.
That would tell us instantly how much harder MLG was - and/or - if the hidden levels were in MLG as well.
I was 47 in Slayer and 38 in MLG. ![]()
So about a division’s difference.
Roughly D1 in Slayer… P3 in MLG.
So that would fit with your original observation. Albeit in a sample size of 1 ![]()
So I guess the next question… is it a moot point. Would an MLG type playlist work today?