Before I start, this is part of a larger document I intend to post when it’s done. This section deals only with rank.
Perhaps the most heated debate among the multiplayer community is rank, and how it should be approached. I personally like the way Halo Reach approach rank: not as a determination of skill, but a determination of time. However, this was, by no means, perfect. For Halo 4 and on, I believe there should be two ranks:
Experience Rank
The first rank work much like Halo Reach and most other multiplayer-ranking systems: an accumulation of experience points (or cR in Halo’s case) based on games played. Now, this should in no way work like it did in Halo Reach. Halo Reach reward time spent in a match, and very little else. For Halo 4, experience should be weighed based on:
[/li]- Game Completion: This is just for finishing the match. It would vary slightly based on the length of the match, but the credits rewarded would be very low. This would be to discourage AFKing and the like
- Objective Completion: This is basically “did you contribute to the objective of the match”. In slayer, this would mostly be kills and assists. In objective gametypes, there would be less credits rewarded for simple kills, and more for contribution to the objective of the match. For example, more credits would be reward in a CTF match to the player who captures the flag, or kills the flag carrier, or returns the flag, and so on like that.
- Winning and Losing: Something important to bringing back competitive Halo is rewards for winning. In my credit system, a credit bonus would be given to the winning team or, in the case of FFA matches, something like the top 3 players (like Halo 3’s Lone Wolves).
- Lottery: This is just like Halo Reach’s. It’s a small bonus, and would allow for mega-jackpot weekends or the like.
- Quitting Penalty: the last thing this system would feature is a quitting penalty. If a player leaves the match, even in the pre-game lobby, they would experience a harsh experience penalty. Naturally, this system would have to be tuned to determine if a player quit, used some form of network manipulation, or lagged out. People who lagged would not be punished, but still would not receive their credits.
- In addition, the game would not reward the player until the match is over. This means no credits earned during the match, but only once the match is over.
Classes
Now for the second rank. This would be a skill-based rank, or class, for the competitive player. It would work like the Halo Reach’s Arena, using accumulations of rating to put a player in a class and division. Much like when Arena started, there would be multiple playlists, and a class would be assigned to each playlist (much like there were separate ranks to each Halo 3 ranked playlist). The top most class achieved would show up on a player’s nameplate in every social playlist and on the main page of the player’s service record (classes for other playlist could be viewed much like they are in Reach right now).
I must also note that, after a long period of inactivity within a playlist, a player’s class and division would begin to drop. Say within a month or so, this would begin to happen. After, say, 3 months, a player’s class within a playlist would reset if the player does not work to hold his/her standing.
Trueskill Matchmaking
Another important thing I would want to see done in Halo 4 is the use of trueskill in everyplaylist. This mean that no matter what playlist you are in, be it ranked or social or anything else, the system would work to match players of similar skill as often as possible.

