That’s all,we like the design of the seasonly rank on h5 but we in halo infinite will need a more accurate trueskills and csr calculator, not based only on victory and kills.
Isn’t Halo 5’s literally based on Halo 3’s trueskill?
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> Isn’t Halo 5’s literally based on Halo 3’s trueskill?
Similar but not exactly the same, for examples accuracy
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> > 2533274833081329;2:
> > Isn’t Halo 5’s literally based on Halo 3’s trueskill?
>
> Similar but not exactly the same, for examples accuracy
Adding extra things like weapon accuracy, damage, etc. to the algorithm can actually make it less accurate in skill prediction. They tested variables like weapon accuracy and found that it did not help predict the winner of a match to a significant degree.
Yeah i dont like the halo 5 ranking I do find that halo 3 was one of the best and most rewarding
Most skill systems across competitive games take into account victory/loss ratio for the big part while considering other stats on a lesser level to determine your overall rank. The reason behind this is that giving too much weight to certain stats can be easily abused by players once they figure it out. And trust me, especially with big titles, people will figure it out eventually. To give some examples: if accuracy is important then people will stop spamming into chokes/angles, if k/d is important they will camp and stop playing objectives, etc. Win/loss ratio is the only one that gives a roughly correct estimate of your skill level while also making everyone play normally.
Personally I don’t think Halo 5’s skill system was bad to be honest, except for a short period after its launch when it was admittedly broken.
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> Most skill systems across competitive games take into account victory/loss ratio for the big part while considering other stats on a lesser level to determine your overall rank. The reason behind this is that giving too much weight to certain stats can be easily abused by players once they figure it out. And trust me, especially with big titles, people will figure it out eventually. To give some examples: if accuracy is important then people will stop spamming into chokes/angles, if k/d is important they will camp and stop playing objectives, etc. Win/loss ratio is the only one that gives a roughly correct estimate of your skill level while also making everyone play normally.
>
> Personally I don’t think Halo 5’s skill system was bad to be honest, except for a short period after its launch when it was admittedly broken.
I do not like in team arena give more csr for who kill more( in the entire team and opponent team) respect than who help to win like holding the ball or capturing the flag
How is winning not the most important factor?
With ten placement matches, kills need to be factored in to better move players through the rankings quickly. If I go 20-1 in my first game, the system will know I should be tried out in a higher tier because there is a clear skill gap. A teammate going 6-6 clearly struggled and would not perform in the same tier so should be tested in a lower tier.
After about five games, it already knows where it wants you and will work to more accurately place you.
Objective is arguably the easiest job. Slaying the team and holding them off is more difficult so you should be rewarded for getting kills, if your team wins. I believe that’s how it works already. If you avoid the objective and just get kills and lose, then you won’t get a good placement because you lost.
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> How is winning not the most important factor?
I agree, winning a match should be rewarded. In H5 I win games and the bar hardly moves at all.
> 2533274801036271;8:
> With ten placement matches, kills need to be factored in to better move players through the rankings quickly. If I go 20-1 in my first game, the system will know I should be tried out in a higher tier because there is a clear skill gap. A teammate going 6-6 clearly struggled and would not perform in the same tier so should be tested in a lower tier.
>
> After about five games, it already knows where it wants you and will work to more accurately place you.
Again, I agree. However kills isn’t everything - especially in objective!
> 2533274801036271;8:
> Objective is arguably the easiest job. Slaying the team and holding them off is more difficult so you should be rewarded for getting kills, if your team wins. I believe that’s how it works already. If you avoid the objective and just get kills and lose, then you won’t get a good placement because you lost.
Objective certainly is more difficult than simple slayer. H5 ranking shows that.
Why would someone who gets 20 kills and zero deaths in an objective game which his team loses be rewarded for in this case let’s just say 20 useless kills (team lost so that person could as well have shot the walls 20 times with pretty much the same result).
Different would be to reward kills related to the objective nature of the game: carrier kills for example, or flag defense. Those kills will make a difference while killing a stray enemy nowhere near the flag or the goal isn’t really helping the team.
I have seen so many objective games where the team with the most kills lost - and not by a small margin.
So for objective games the ranking system has to reward anything that helps archiving the objective - I don’t see that in H5.
Another example for this is oddball. Unlike when carrying the flag you don’t have a weapon when carrying the ball in H5. Unlike previous Halo games hitting someone with the ball isn’t an instant kill so when you carry the ball the whole game and win your K/D likely is going to be negative. Now since the objective is to hold the ball that needs to be more rewarding than some random kills. Protecting the ball carrier needs to be more rewarding than some random kills.
And don’t make the ranking system about what others do or don’t do - make it what each player and what the team does.
H5 seems to reward early quitting and even when someone on the losing team quits early the winning team hardly gains anything in regards to the ranking.