I literally have just gotten into 4 games in a row where diamond ranking (3rd from highest rank!) go negative 10+ and play like a complete person. The placement methodbis -Yoink-.
Lol there may as well be no ranking system. Worthless -Yoink-
could care less about there flawed ranking system it should go by your individual performance cause i have had ga,es where i was 28 kills and only 12 deaths and dropped down a rank tell me how thats fair when i held my team up and i get knocked down rank complete crap
To me its like they base all the playlist on ur kd so if ur good at swat and bad at breakout it doesn’t matter cuz if u have a great kd cuz of swat ur gonna play good ppl in all the other playlist too which is bs
Microsoft’s TrueSkill system is still the backbone of all Xbox games including Halo 5: Guardians’ matchmaking. A player’s TrueSkill level going into a new game brings with it a provisional rating based on their overall matchmaking history on Xbox Live; though, under the new game their standard deviation will be wide which means the initial performances will be quite impactful and is why 10 matches are necessary before assigning someone a Competitive Skill Rank (CSR) for a playlist.
The placement matches that a player plays to earn their CSR within Arena is measuring their individual performance against all the other individuals within the match; teammates included. The CSRs use Microsoft’s TrueSkill system to determine whether or not a player is performing above or below expectations according to the TrueSkill levels of their opponents and teammates. Prior to earning a playlist CSR the matchmaking system depends solely on a player’s TrueSkill level to find relatively fair opponents.
Once a player is given a divisional rank for a particular playlist based on their “placement” performances in relation to the TrueSkill levels they competed against and with then moving up and down the tiers within the division they got placed into (or numerical number within Onyx) is based solely on match outcomes (wins verse losses); in other words, within team-based game types their CSRs are no longer influenced by the individual performance they put up, but instead by the team’s performance. If a player is able to win consistently enough they can earn the ability to go up to the next divisional rank, but they can never lose enough to drop below the divisional rank they’re in (this is meant to prevent people from trying to delevel).
All in all, Microsoft’s TrueSkill system is the main component factoring into CSRs and the matchmaking search system; although, the playlist CSRs do provide the matchmaking system further refinement in trying to locate more ideal match-ups by being game type specific. The individual performances during the placement stage and the ability to win matches after receiving a CSR seem to be the means by which most try to understand CSRs, but people need to understand that there’s much more factoring into it then just those two things on the surface. Also, the more experience a player puts into the game and playlist the more reliable and accurate their TrueSkill and CSR should become.