Halo 4 Multiplayer: layout Plan

FOR STARTERS:
Halo multiplayer has always been a great and popular part of each of the games, most of the popularity coming from the fact that it has always been balanced. Generally, Halo multiplayer is better than most games ahem CoD because everyone starts out with the same weapons and equal chances, causing the best team to usually win. However, the new layout idea 343 mentioned for Halo 4 goes against this by giving players the ability to customize their starting loadouts, which has worried many people who are concerned about how well this will work.

Also, many people are worried about the skill factor and how that will affect games. In Halo 2 and 3, things were generally balanced with the ranking systems. However, people who joined later or started when they were really bad ended up getting bogged down by their position and needing to put in a lot more time to get to a decent level. In Reach, the attempt to fix this with Arena was a failure, because the Arena ended up lacking incentive while the regular multiplayer had no way of separating people based on rank, causing generally unfair matches. After these, a lot of fans question how well Halo 4 will solve these problems.

My system, outlined below, offers a way to solve both of these problems.

RANKING:
The idea I had in mind to correct these problems is, put simply, a ratio that would use your player’s most recent stats in several categories to put you on a scale from 1-60. A 30 would be the middle rank, awarded for an average score each game or 1.00 win/loss and/or kill/death ratio, or resulting in a 1.00 when all averaged together. Unlike the Halo 2 and 3 systems where players slowly ranked up, this playlist would put each player with their general group of players skilled similarly to them. The system would weigh the most recent stats highest, so if a player is in a playlist too hard/easy for them they will quickly move out of it. Also, it would allow a new player who is incredibly good to not have to wait a long time to move up among the long-time veterans his skill level. You could still have an independent credit system similar to Reach separate from this ratio.

Each player would start at a level zero for five matches in a qualifying playlist. Depending on the player’s overall score in the game, number of assists, win/loss and kill/death percentage, and betrayals/damage done to teammates, they will be scaled anywhere from 1-45. They would not be able to start off as a 60 no matter what. If you betray or do 150+% damage overall damage to your teammates regularly, you will automatically be locked below a level 10 until the behavior stopped. For the top, if you were ranked a 55 or higher, doing really bad one match would be wiped off your slate. However, if it happened several times in a row, you would be knocked out of there and moved down accordingly. This means watch your little brothers, people.

And, for the heck of it, let’s say the one best player would get to be a level 61.

PLAYLISTS:
In Halo, there are three main groups of players. One is the majority who want to play for fun, but have a good, evenly matched game. Another is the major-competitive group who wants hardcore gaming in a professional arena. The final one is the people who want to kick back, relax, and do whatever they feel like, and don’t care about stats or anything.Because of this, my multiplayer would have three categories (like social vs ranked), which would be Hardcore, Ranked, and Social.

-Hardcore is an MLG-style playlist where players compete for the top ranking each match; 1-player max, no partying up, play to win. Weapon spawns are modified to reduce power weapons and advantages. Required skill of 45 to participate; playlist is only for the extremely dedicated. You would not be able to create custom loadouts.
-Hardcore FFA: 6-player FFA.
-Hardcore Duel: 1v1 playlists
-Hardcore Team Battle: 4v4 Team Slayer or symmetrical objective game variants

-Ranked is like a mixture of Halo 3’s ranked and social; playlists are competitive and divided up by the skill ranking (1-60). This will be the main multiplayer mode. Max party/local players are number on teams. This would allow limited choice in weapons, for example let’s say switching frags for stickies, Assault Rifles with Plasma Rifles, Battle Rifles for Carbines, etc. Nothing major
-Lone Wolves: 8-player FFA, Slayer and Objective games.
-Multi-team: 4 teams of 2, Slayer and Objective games.
-Classic Team Battle: 4v4 Team Slayer or objective game variants with no custom loadouts
-Team Slayer: 4v4 Team Slayer variants
-Team Objective 4v4 Objective games.
-Team SWAT: 4v4 Team Slayer, BR and Magnum, no sensors & shields.
-Team Snipers: 4v4 Team Slayer, Sniper weapon starts.
-Invasion: 6v6 Elites vs. Spartans in 3-tier objective gametypes. (I don’t know Halo 4; this might change)
-Big Team Battle: 8v8 Slayer and Objective games.

-Social is like a mosh pit of nothing but fun; takes no skill but who cares? This playlist is for the people who want to have fun and fun only; your stats don’t count. This is where you can have some fun with the loadouts; like using a concussion rifle or grenade launcher with a small amount of ammo, or sacrificing a primary weapon for extra grenades.
-Mosh Pit: 16-player FFA, Slayer and Objective games.
-The Forges: 4v4 Slayer on community forge maps, playtesting
-Action Sack: 8 players, Random game types like Grifball, Rocket Race, etc.
-Battlefield: 8v8 Slayer and Objective games.

TL;DR:
-Each player will get a ranking ratio from 1-60 based on their performance determining who they play in most matches.
-There will be three playlist groupings: One for the dedicated, one for regular players, one for having fun with guns.
-The customizable loadouts mentioned by 343 will be very limited in Ranked, gone in Hardcore, and have real choices only in a social playlist.
-Go to your doctor and get tested for AD/HD, or just learn to read. Seriously.

What do you think? Leave criticisms, additions, or comments below.

WALL OF FAME: Reserved for additions. If you have a good idea, i’ll let you on here

> Hardcore 1v1 Slayer will be swapped for Hardcore 2v2 Slayer.
>
> 2v2 Slayer will also be added to the Ranked playlist.
>
> 2.
>
> > rating of skill (slightly modified by me):
> >
> > Score +(0.5 x kills)+(0.25 x assists) wins total damage to teammates
> > ---------------------------------------- + ----- - (betrayals) x ----------------------- = answer x 150 = skill score
> > deaths losses 50
> >
> > This will give you a true rating of skill (unlike reach)
> > EDIT so you can see:
> >
> > (Score +(0.5 x kills)+(0.25 x assist)) divided by deaths
> > = answer +(kills divided by 2)
> > =answer - betrayals (total damage to teammates [in % health]/50)
> > =answer x 150
> > =skill rating
> > 0-500 Fail
> > 500-1000 Reasonable
> > 1000-1500 Good
> > 1500-2000 Very good
> > 2000+ excellent

rating of skill:

Kills +(0.5 x assists)+(0.25 x headshots) kills
---------------------------------------- + ----- - betrayals = answer x 150 = skill score
deaths 2

This will give you a true rating of skill (unlike reach)

EDIT so you can see:

(Kills +(0.5 x assists)+(0.25 x headshots)) divided by deaths

= answer +(kills divided by 2)

=answer - betrayals

=answer x 150

=skill rating

0-500 Fail
500-1000 Reasonable
1000-1500 Good
1500-2000 Very good
2000+ excellent

def rankings that are based on winnings and that are showing NUMBERS rather than weird arena halo reach icons. also, MLG WILL HAVE TO BE RANKED! its the ultimate competitive playlist, its an affront not to make it ranked.

> rating of skill:
>
> Kills +(0.5 x assists)+(0.25 x headshots) kills
> ---------------------------------------- + ----- - betrayals = answer x 150 = skill score
> deaths 2
>
> This will give you a true rating of skill (unlike reach)
>
>
> EDIT so you can see:
>
>
> (Kills +(0.5 x assists)+(0.25 x headshots)) divided by deaths
>
> = answer +(kills divided by 2)
>
> =answer - betrayals
>
> =answer x 150
>
> =skill rating
>
> 0-500 Fail
> 500-1000 Reasonable
> 1000-1500 Good
> 1500-2000 Very good
> 2000+ excellent

I’m not exactly one for math, but that looks like it would give an accurate reading on the skill.

Thank you. You are now hereby the first addition to my Wall of Fame.

Also, to onslaughtslayer, the Hardcore playlist basically is the MLG playlist. It will be ranked using the same system as the regular ranked playlist, but it will be exclusive to players at a level of 45 or higher, preventing the betrayers or n00bs from joining in. Hope that clears it up for you.

The 1-50 is fine.

Plus my favorite playlist is Team Doubles, which isn’t even listed.

> rating of skill:
>
> Kills +(0.5 x assists)+(0.25 x headshots) kills
> ---------------------------------------- + ----- - betrayals = answer x 150 = skill score
> deaths 2
>
> This will give you a true rating of skill (unlike reach)
>
>
> EDIT so you can see:
>
>
> (Kills +(0.5 x assists)+(0.25 x headshots)) divided by deaths
>
> = answer +(kills divided by 2)
>
> =answer - betrayals
>
> =answer x 150
>
> =skill rating
>
> 0-500 Fail
> 500-1000 Reasonable
> 1000-1500 Good
> 1500-2000 Very good
> 2000+ excellent

Horrible, simply horrible… Is this a joke?

The Flaw With Individual Based Rankings
Please say we’re not going to promote individual gameplay again, look at the Arena. It has already failed, lets not do it again. You cannot simply evaluate someone based on Kills, Deaths, Assists, Headshots, and betrayals. This promotes Lone-Wolf gameplay with ‘suicide’ based strategies (a teammate will suicide so one can get 50+ kills in a single game). This also induces queueing with horrible teammates to kill knab and run show scoring the highest, most mediocre scores like 2500+ (in your case). This is a sad system if I ever saw one. Its been done before, and it fell out hard.

Your System of Evaluation
Its hilarious, using combinations of adding and subtraction is astonishing. You need far more factors than a kill is 100% and evaluating a headshot as 25% (why is a headshot better and worth more towards my skill than a spree?).

What Should Be Done
The key to a good ranking system in Halo is a Win-as-a-team based system. Sorry but that idea is horrible, and anyone who disagrees seriously hasnt thought it through. Sorry, but lets be serious -_-’

Give me a minute to set this response up. I really like what you’ve done here :slight_smile:

> FOR STARTERS:
> RANKING:
> The idea I had in mind to correct these problems is, put simply, a ratio that would use your player’s most recent stats in several categories to put you on a scale from 1-60. A 30 would be the middle rank, awarded for an average score each game or 1.00 win/loss and/or kill/death ratio, or resulting in a 1.00 when all averaged together. Unlike the Halo 2 and 3 systems where players slowly ranked up, this playlist would put each player with their general group of players skilled similarly to them. The system would weigh the most recent stats highest, so if a player is in a playlist too hard/easy for them they will quickly move out of it. Also, it would allow a new player who is incredibly good to not have to wait a long time to move up among the long-time veterans his skill level. You could still have an independent credit system similar to Reach separate from this ratio.
>
> Each player would start at a level zero for five matches in a qualifying playlist. Depending on the player’s overall score in the game, number of assists, win/loss and kill/death percentage, and betrayals/damage done to teammates, they will be scaled anywhere from 1-45. They would not be able to start off as a 60 no matter what. If you betray or do 150+% damage overall damage to your teammates regularly, you will automatically be locked below a level 10 until the behavior stopped. For the top, if you were ranked a 55 or higher, doing really bad one match would be wiped off your slate. However, if it happened several times in a row, you would be knocked out of there and moved down accordingly. This means watch your little brothers, people.
>
> And, for the heck of it, let’s say the one best player would get to be a level 61.

I’m going to pose a handful of questions to you sir.

  1. Why would we make it 1 - 60? -Is 1-50 to mainstream?
  2. The idea of a 61… seriously? :wink:
    3)Why would you want to monitor in game stats? -This is horrible for assessing in Halo.
    4)You speak of incentive, but this system in my eyes offer no more than the Arena one :s

What I’m saying is that the 1-50 system is fine, its basically been perfected except for the exploitation of mods and network manipulation. Why make it 1 to 60? I’m sure the idea of a rank 61 was simply a joke ;). Monitoring in game stats is a bad idea. Players can be inconsistent. If I have a rough game, or Im on facebook because we are rocking the other team so hard, I dont want to be punished. Honestly, you seem to be aiming towards a previous system under the skin of a 1-60 variable rather than a 50. I believe moving back to the classic 50 is fine. I must say though, I do love your qualifying match idea!

A possible tweak to your qualifying of matches would be to allow players to say… skip the first 1-20 ranks. Like if I’m amazing, put me to 20 after my 5 games. I wouldn’t say throw them into the 40s because that’s a bit much. If I get lucky on say 4 of my 5 games, or my team carries me, I dont want to face rank 40’s in team snipers if Im realistically a 20-30 :stuck_out_tongue:

> PLAYLISTS:
> In Halo, there are three main groups of players. One is the majority who want to play for fun, but have a good, evenly matched game. Another is the major-competitive group who wants hardcore gaming in a professional arena. The final one is the people who want to kick back, relax, and do whatever they feel like, and don’t care about stats or anything.Because of this, my multiplayer would have three categories (like social vs ranked), which would be Hardcore, Ranked, and Social.
>
> -Hardcore is an MLG-style playlist where players compete for the top ranking each match; 1-player max, no partying up, play to win. Weapon spawns are modified to reduce power weapons and advantages. Required skill of 45 to participate; playlist is only for the extremely dedicated. You would not be able to create custom loadouts.
> -Hardcore FFA: 6-player FFA.
> -Hardcore Duel: 1v1 playlists
> -Hardcore Team Battle: 4v4 Team Slayer or symmetrical objective game variants
>
> -Ranked is like a mixture of Halo 3’s ranked and social; playlists are competitive and divided up by the skill ranking (1-60). This will be the main multiplayer mode. Max party/local players are number on teams. This would allow limited choice in weapons, for example let’s say switching frags for stickies, Assault Rifles with Plasma Rifles, Battle Rifles for Carbines, etc. Nothing major
> -Lone Wolves: 8-player FFA, Slayer and Objective games.
> -Multi-team: 4 teams of 2, Slayer and Objective games.
> -Classic Team Battle: 4v4 Team Slayer or objective game variants with no custom loadouts
> -Team Slayer: 4v4 Team Slayer variants
> -Team Objective 4v4 Objective games.
> -Team SWAT: 4v4 Team Slayer, BR and Magnum, no sensors & shields.
> -Team Snipers: 4v4 Team Slayer, Sniper weapon starts.
> -Invasion: 6v6 Elites vs. Spartans in 3-tier objective gametypes. (I don’t know Halo 4; this might change)
> -Big Team Battle: 8v8 Slayer and Objective games.
>
> -Social is like a mosh pit of nothing but fun; takes no skill but who cares? This playlist is for the people who want to have fun and fun only; your stats don’t count. This is where you can have some fun with the loadouts; like using a concussion rifle or grenade launcher with a small amount of ammo, or sacrificing a primary weapon for extra grenades.
> -Mosh Pit: 16-player FFA, Slayer and Objective games.
> -The Forges: 4v4 Slayer on community forge maps, playtesting
> -Action Sack: 8 players, Random game types like Grifball, Rocket Race, etc.
> -Battlefield: 8v8 Slayer and Objective games.

I believe that having these playlists would be more efficient;

Hardcore
1)Hardcore FFA
2)Hardcore Doubles
3)Hardcore 4v4

** The idea of a 1v1 playlist for hardcore is bad, make it social, or leave it to customs bro (but good idea for bringing it up). Don’t forget to give 2v2 some love.
** Making Hardcore exclusive is a phenomenal idea man! Props! Like players must have a rank of 45-50 in a rank playlist to enter Hardcore. You could even go as far to say

  1. A 40 in Lone Wolves is required to get into Hardcore FFA.
  2. A 40 in Team Slayer is required to get into Hardcore 4v4
  3. A 40 in Team Doubles in required to get into Hardcore 2v2.

**These companies do seem to have a soft spot for casuals however and this happening does seem unlikely due to either player discrimination (cry about it), or the fact their splitting up their community into too many playlists which is understandable.

Ranked
1)Lone Wolves
2)Team Slayer
3)Team Snipers
4)SWAT
5)Team Doubles

**Same thing, don’t forget 2v2 love, as well as remove un-favoured playlists for ranked.

Social

  1. Team Objective
  2. Big Team Battles
  3. Invasion
  4. Multi-team
  5. Social Slayer
  6. Others,

Movement of TO, BTB, and INV: objective and big team dont get that much love in ranked.
Otherwise, I really like your post. Very well done,

Lets pray for the best Halo 4 possible,

ANK

Ranked Big Team Battle or Squad Battle <3

Multiple posts filled with text… WALLS OF DOOM. Instead of reading them, I might as well say I am currently fine with the loadout system, I can play how I want, with the weapon I want, which only some people could do before, which wasn’t fair.

Sorry it took me so long to respond; I’m on New York time with a busy schedule.

> I’m going to pose a handful of questions to you sir.
>
> 1) Why would we make it 1 - 60? -Is 1-50 to mainstream?
> 2) The idea of a 61… seriously? :wink:
> 3)Why would you want to monitor in game stats? -This is horrible for assessing in Halo.
> 4)You speak of incentive, but this system in my eyes offer no more than the Arena one :s
>
> Monitoring in game stats is a bad idea. Players can be inconsistent. If I have a rough game, or Im on facebook because we are rocking the other team so hard, I dont want to be punished.

  1. Since my idea is a ratio, 1-30 makes it easier to round the scores easier. This way, there are four sections that players will ultimately be broken up into (1-14, 15-29, 30-44, 45-60) in the ranked playlists that will not be crossed (for example, a level 10 would never play a level 20). It breaks them up more evenly.
  2. Yes, that was a joke i threw in. I figured a laugh couldn’t hurt :slight_smile:
  3. So if you are being completely carried by your team, you will not be moved up into a rank too high for you. Also, so if your team plays terribly, that you don’t lose rank simply for being a part of the game. Team score will still be more important than personal stats.
  4. The problem with the Arena was that it reset itself every month. In this system, your rank will never go away. The main incentive for playing will be for fun, and to keep your rank up high.

You also mentioned having a rough game would not be good for you. I agree that there should (and would) be a buffer of 2 bad games before you start to descend, and moving up/down from your quarter section would only happen after 5 games. The point of this is so players are in a fluid system, giving them incentive to play well and try hard so they don’t lose their spot. If you wanted to relax for a game or two, then go social; the point being for playing a few games without worrying about losing your rank.

> I believe that having these playlists would be more efficient;
>
> Hardcore
> 1)Hardcore FFA
> 2)Hardcore Doubles
> 3)Hardcore 4v4
>
> ** The idea of a 1v1 playlist for hardcore is bad, make it social, or leave it to customs bro (but good idea for bringing it up). Don’t forget to give 2v2 some love.
> ** Making Hardcore exclusive is a phenomenal idea man! Props! Like players must have a rank of 45-50 in a rank playlist to enter Hardcore. You could even go as far to say
>
> 1) A 40 in Lone Wolves is required to get into Hardcore FFA.
> 2) A 40 in Team Slayer is required to get into Hardcore 4v4
> 3) A 40 in Team Doubles in required to get into Hardcore 2v2.
>
> **These companies do seem to have a soft spot for casuals however and this happening does seem unlikely due to either player discrimination (cry about it), or the fact their splitting up their community into too many playlists which is understandable.
>
> Ranked
> 1)Lone Wolves
> 2)Team Slayer
> 3)Team Snipers
> 4)SWAT
> 5)Team Doubles
>
> **Same thing, don’t forget 2v2 love, as well as remove un-favoured playlists for ranked.
>
> Social
> 1) Team Objective
> 2) Big Team Battles
> 3) Invasion
> 4) Multi-team
> 5) Social Slayer
> 5) Others,
>
> Movement of TO, BTB, and INV: objective and big team dont get that much love in ranked.
> Otherwise, I really like your post.

I agree with your point that 2v2 should replace 1v1. I guess I just thought a cage match would be cool…

Also, I didn’t plan on individual rankings for each playlist, ex. Slayer having a different rank than Objective. I guess that might help out specialized people, but ultimately I think that would make the end product too jumpy.

Also, on moving so many things into Social, the Ranked playlist is meant to take up the bulk of the players. The Social is meant to be more of a sideshow, offering a pressure-free multiplayer to kick back and have fun. Also, no way Team objective should be in social: that has to stay ranked.

Anyway, thanks for taking the time to actually read and understand it. I’ll be sure to add you to my Wall of Fame. Proud? You should be.

To PublicToast

You, my friend, are the reason I created a TL;DR at the bottom. Please tell me that wasn’t too long. Should I make a subsection entitled “TL;DRtTL;DR”? (Too Long, Didn’t Read the Too Long; Didn’t Read)