Give incentive to win

I want a 1-50 ranking system and I want career KD stats to be kept off the playercard. Reasons?

  1. It will give incentive to win. Right now halo has none.
  2. People will play the objective and work as a team more.
  3. This will add traffic to halo waypoint’s stat section and the website overall.

Also, I can not stress how pointless custom game stat tracking is. It’s a waste of resources and instead I would rather have more complex stat tracking like accuracy (Halo 2) or individual weapon stats (Halo 3/Reach).

K/D isn’t going anywhere.

I do agree with the 1-50 rank though, and throw in a casual rank system as well, and Reachs for progressive unlocking things.

> K/D isn’t going anywhere.
>
> I do agree with the 1-50 rank though, and throw in a casual rank system as well, and Reachs for progressive unlocking things.

I just want incentive to win. I just feel that KD is featured more than winning and they at least need to place more importance on ranks. I do not want a progression system to ever return. I want the Halo 3 system that rewards winning with new ranks. For example, Staff Captain is something unique looking and not just Captain with four gold bars. For unlocking armor they could just do challenges that require a certain number of lifetime kills, assists, ect.

> > K/D isn’t going anywhere.
> >
> > I do agree with the 1-50 rank though, and throw in a casual rank system as well, and Reachs for progressive unlocking things.
>
> I just want incentive to win. <mark>I just feel that KD is featured more than winning</mark> and they at least need to place more importance on ranks. I do not want a progression system to ever return. I want the Halo 3 system that rewards winning with new ranks. For example, Staff Captain is something unique looking and not just Captain with four gold bars. For unlocking armor they could just do challenges that require a certain number of lifetime kills, assists, ect.

CSR is all the team playlists says otherwise though.

> > > K/D isn’t going anywhere.
> > >
> > > I do agree with the 1-50 rank though, and throw in a casual rank system as well, and Reachs for progressive unlocking things.
> >
> > I just want incentive to win. <mark>I just feel that KD is featured more than winning</mark> and they at least need to place more importance on ranks. I do not want a progression system to ever return. I want the Halo 3 system that rewards winning with new ranks. For example, Staff Captain is something unique looking and not just Captain with four gold bars. For unlocking armor they could just do challenges that require a certain number of lifetime kills, assists, ect.
>
> CSR is all the team playlists says otherwise though.

CSR is not even in game on the playercard. Kill death ratio is. Which do you think people notice more?

> K/D isn’t going anywhere.
>
> I do agree with the 1-50 rank though, and throw in a casual rank system as well, and Reachs for progressive unlocking things.

This would be ideal.

In my experience, Halo 3’s 1-50 might have had its flaws, but those games were much closer and more exciting than the average Halo 4 game. I’d be perfectly okay with them migrating the H3 competitive system wholesale.

Casual rank is good and will help separate the serious players from the casual gamers. They each deserve their space.

If they could implement a progressive ranking system (like Reach’s) and have it apply across both casual and competitive games, that would be even better. This way, no one group is left wanting something the other has.

All ranks must be Visible In Game, too I really hope they learned that lesson.

> > K/D isn’t going anywhere.
> >
> > I do agree with the 1-50 rank though, and throw in a casual rank system as well, and Reachs for progressive unlocking things.
>
> This would be ideal.
>
> In my experience, Halo 3’s 1-50 might have had its flaws, but those games were much closer and more exciting than the average Halo 4 game. I’d be perfectly okay with them migrating the H3 competitive system wholesale.
>
> Casual rank is good and will help separate the serious players from the casual gamers. They each deserve their space.
>
> If they could implement a progressive ranking system (like Reach’s) and have it apply across both casual and competitive games, that would be even better. This way, no one group is left wanting something the other has.
>
> All ranks must be Visible In Game, too I really hope they learned that lesson.

Now this is a great example of catering towards the main core and the casuals. Doing both in One game should result in a more positive outlook for the both of them, not to mention that no one should be able to complain about that…also we need actual names and insignias for ranks, not numbers.

> > K/D isn’t going anywhere.
> >
> > I do agree with the 1-50 rank though, and throw in a casual rank system as well, and Reachs for progressive unlocking things.
>
> I just want incentive to win. I just feel that KD is featured more than winning and they at least need to place more importance on ranks. I do not want a progression system to ever return. I want the Halo 3 system that rewards winning with new ranks. For example, Staff Captain is something unique looking and not just Captain with four gold bars. For unlocking armor they could just do challenges that require a certain number of lifetime kills, assists, ect.

Why would it matter to you about the xp systems return or not if you wont be bothered about it, it can stay and can be used to unlock several other things such as weapon skins and armour.

It appeals to the casual community which is a huge part of halo’s population and the xp ranking system allows good players who always get bad teams to level up instead of being screwed over completely time and time again.

How can the xp system be used to have an incentive to win? You increase the xp given to the winners heavily so that its the only way to rank up extremely quickly besides 1-50.

You know, I never really got these threads. Winning is its own reward and that should be incentive enough. If you placed first in a match, you should feel awesome simply because you were the best player of them all during that round.

If you need more incentive to squash your foes beneath your boot in order to play the game then I think you’re either missing the whole point of playing a game or there is a deeper problem or problems elsewhere in the game that need attending to.

Not to say that I am against stats. Not at all. I really don’t think though that they’re really a priority as compared to, say, game balance or level design.

Competive Ranking Skill:

This is a overhaul of Halo 3’s and Halo 4’s skill and CSR systems respectively. It is a 1-100 ‘Skill Rank’ that increases the better you play. It does this in the following manner;

When you are matched up, you will be placed against player equal to or maximum 2 Skills above you but not outside your tier. every 5 skills equals a tier. players a teir below you will not be matched up with you. this prevents any people being unjustly demoted cause they had bad games as a result of poor match-up. Now ranking uo a skill is relatively simple. If you play 4v4, 5v5 or minimum 8 player Team Slayer, FFA, KOTH, CTF, Extraction, and you Finish among the top 3 MVPs, if it is a 6v6, 7v7, 8v8 or minimum 12 player Team Slayer, Invasion, Dominion etc then it is the top 5 MVPs out of both teams (you don’t have to win to be MVP) then you start MVP chain. now, if you can chain say 3 MVPs in three matches in a row, you go up a skill. But, if you chain 5 games as the worst player in 8 player minimums or bottom 3 in 12 player minimum, you go down a skill. This ranking system also means that if you are amongst the players in the middle ground without chaining enough to progress or degress, you have hit your current niche skill , and so until you as a player improve, you will have matches where you play pretty well most of the time, in other words, a fair match up.
This caters to both the highly competive player and the just want to have fun as it mean the competive players get to have their ‘who has the biggest rifle’ contests but just for fun can find their niche, stay there and not have to worry with being placed with people out of their league, which might start to annoy them.

Customization Level System:

This takes the Reach ranking system, adds to it without taking away from it, but making it not affect who you match up with. You earn XP for this Leveling System, and the XP you earn also earns you an amount equal to that in credits. these credit are used to purchase the following;

Weapon Skins
Helmets (Attachable Custom Decor both skins and peices [like in reach])
Chest Peices (Custom Decor skins and peices)
Shoulders
Guantlets
Upper Leg Peices
Lower Leg Peices
Visor Colour
Unique Emblems (Special, Awesome ones)
Armour Effects (Flaming Head Red, Blue, Storm, Birthday party, but some can be used together)
Firefight Voices
Spartan Matchmaking Voice (Eg. Halo 3 spartan, Halo Reach Spartan, Halo 4, Halo 3 Elite etc)
Additional Loadout slots
Weapon Effects (Like Armour effect but for loadout weapons eg confetti frags rainbow LR)
Wrist Decal (The wrist things from reach)
leg pouch (again from reach
belt peice (in reach, but were defualts on torsos)
Knives (custom knives that change your assanation animations and and knive on armour)
Warthog Horn (General Lee!)

this caters to the Just wanna have fun by allowing them to have something to work for that isn’t about their skill level. its for customization and some general comedic fun.

Further Ideas:

There are “Milestone Bonuses” hitting a certain skill will provide bonus credit and Customization Rank XP. examples include

Every time you go up a tier
super bonus every ten highest skills.

Game Win streaks provide customization rank multipliers eg you start at 1x (no games in a row, or the start of a streak 1 game) when you win your second game, the multiplier goes to 1.2x, at 3 in a row, its 1.4x and so on like this:

4 = 1.6x
5 = 1.8x
6 = 2x
7 = 2.2x
8 = 2.4x
9 = 2.6x
10 = 3x
11 = 3.4x
12 = 3.8x
13 = 4.2x
14 = 4.6x
15 = 5x (max Multiplier)

This can also encourage other to help the team better, as working together helps to ensure victory. Multipliers only reset after three consectutive losses, losing once freezes your chain, and you need to win again to unfreeze it (regardless if you win or lose, you still get the multiplied customization XP and Credits) failing to unfreeze it in the next game after the first loss triggers the next unfreeze game, which if you win, also unfreezes your multiplier, but losing this WILL reset the multiplier. giving the player enough chances not to drop their multiplier. certain ingame medals also add to your multiplier for each game, for example, your highest multikill medal will wultiply appropiatly, eg double kill would be 1.2x before winstreak multiplier, over would be a 1.4x etc your highest streak number would be added to your multikill multiplier, eg, say you earn a frenzy, this is 1.4x multiplier.

you earn 2000 score this game
you get a a killtacular (1.5x)
and a Frenzy (1.4x)

any ingame multipliers are added together, so 2.9x

2000 x 2.9 = 5800 Customization XP and 5800 Credits

These 5800 values are taken, and multiplied by your win streak multiplier
6 win streak (2x)

5800 x 2 = 11600XP and 11600 Credits

this seems like alot, but remember how long Halo Reaches ranking took?
besides, it could be implemented that your Win Streak Multiplier ability isnt unlocked untill a certain Customization rank.

So what do you think Community? Is it worth a thought? I hope so, cause I would love to see this implemented, even just for the customization options. The Skill system keeps people in their good match ups without hindering their over all progression, and stops people from getting annoyed from being placed against people who are to good. Please, post your opinion, thoughts, possible improvements, other customization ideas and so on. Lets make Halo 5 have fresh, new, and fun ranking system!

I remember when people strived to win just because winning felt great. Now adays people want something to shove in others faces saying “look at what i got. I’m better then you.”

I like stats. it’s a great way to compare with friends where you guys sit in terms of strengths or just for fun. The whole idea behind ranking (to my understanding) was to make it so people can be matched up equally. But the ranks never really did that. The system of skill did and the number or “rank” was just a rough indicator.

IMO halo doesn’t need and never needed ranks. i could care less if they add them in or not. It just saddens me that people demand to have something e-peen worthy in the game.

> > > > K/D isn’t going anywhere.
> > > >
> > > > I do agree with the 1-50 rank though, and throw in a casual rank system as well, and Reachs for progressive unlocking things.
> > >
> > > I just want incentive to win. <mark>I just feel that KD is featured more than winning</mark> and they at least need to place more importance on ranks. I do not want a progression system to ever return. I want the Halo 3 system that rewards winning with new ranks. For example, Staff Captain is something unique looking and not just Captain with four gold bars. For unlocking armor they could just do challenges that require a certain number of lifetime kills, assists, ect.
> >
> > CSR is all the team playlists says otherwise though.
>
> <mark>CSR is not even in game on the playercard. Kill death ratio is.</mark> Which do you think people notice more?

These two should flip. CSR should be in-game on the playercard. While K/D can only be seen online (showing Slayer-only K/D can be a viable option).

I’ll agree that K/D isn’t going anywhere. But winning should definitely be the bigger incentive than K/D. Objectives in Halo 2/3 were so much better because people actually went for them and cared about winning. Reach/4 are just about K/D because it’s shown in the Service Record.

If I can see other players’ CSR, but not their K/D, which am I going to care about? K/D boosters didn’t happen as often in 2/3 because no one gave a Yoink about others’ K/D. They cared about their CSR. So winning became the incentive.

While in Reach/4, there’s no ranks/visible ranks, but visible K/D. So that became the incentive. K/D became the new winning. This is no me gusta whatsoever.

I’m an Objective guy. I love going for Objective, and want to win. Where’s my show for it, huh? Where’s my “CTF Caps, Hill Time, Ball Time, Extractions, Base Captures, etc…”? If you want to show K/D in the Service Record (include a Slayer-only K/D also so I knew who’s Yoinks and who’s actually good), then you should also show Objective time, so those that do Objective are shown something/are rewarded in their Service Record for doing the work.

Now, you might say “Well, the reward for the Objective players is the amount of wins”. I would agree, if I didn’t always play games where I have over a minute of Hill/Ball Time, or most Extractions/Base Captures, or etc…, but I lose the game because my teammates have nearly no time with the Objective and just K/D stat pad. All my work, instantly down the toilet. And then, my Service Record gets updated, and my K/D is hurt (I usually go positive even when I’m knee-deep in the Yoink anyways, but that’s besides the point), and I don’t have the win, and everyone thinks I’m bad.
Now, since I think K/D doesn’t matter, and K/D stat padding is a load of Yoink (those are the main two reasons, there’s others but that’s kinda off topic), I keep going for the Objective. But for the average player? They’re going to slowly stop going for the Objective. They’re losing majority of the their games, even though they’re working their Yoink off to win, and now everyone thinks they’re bad, so what’s the point? Might as well K/D stat pad.