Halo 5 Ranking System: A great way to go.

Helloooo Community!

So I am playing 4 and I had a brainstorm. And that brainstorm was about how to rank up in Halo 5. Now the following Ideas, are of course, rough ideas, opinion based, factual element assited ides that I hope can shape Halo 5 for the better. So please join me as we discuss what could be a great and wonderful fresh ranking system that can cater to all!

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 know we are all free to voice our opinions and ideas. But Josh menke is currently making the ranking system for the next halo. He has even answered some of my questions personally.

He is the best rank and ladders maker in the industry and even has a PhD. This guy can make a ranking system for anything and he KNOWS what he is doing. Out of all the 343i employees that have questionable competence and knowledge about halo, Josh Menke is NOT one of them in his respective role.

He will develop the most honest and accurate ranking system possible because he has dont this in the past with great success.

I just want to say to rest assured, we are in good hands as far as a ranking system. If the game is enjoyable enough to enjoy a good ranking system is another story…

> Helloooo Community!
>
> So I am playing 4 and I had a brainstorm. And that brainstorm was about how to rank up in Halo 5. Now the following Ideas, are of course, rough ideas, opinion based, factual element assited ides that I hope can shape Halo 5 for the better. So please join me as we discuss what could be a great and wonderful fresh ranking system that can cater to all!
>
> 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!

Seems surprisingly similar to my idea that was in the ‘design your own ranking system’ thread from a few days ago.

> -A lot of stuff-

this is by far the best ranking system idea I’ve seen, it’s very similar to how I think Halo’s Ranking system should be.

> I know we are all free to voice our opinions and ideas. But Josh menke is currently making the ranking system for the next halo. He has even answered some of my questions personally.

SO!? Does not mean we should just stop with our ideas. Posts like this is good for 343i, even if they have a person who excels at Ranking development on their payroll.
What OP posted is known as FEEDBACK, or at least a form of feedback, which is something that developers love, and read, and sometimes if not most times, get ideas from such posts.

> He is the best rank and ladders maker in the industry and even has a PhD. This guy can make a ranking system for anything and he KNOWS what he is doing.

Good, then there’s an extremely high chance that the ranking system he creates for Halo 5 will be a million times better than Halo 2’s 1-50 that everyone and their dog is begging for. And with feedback like what OP posted.

> Out of all the 343i employees that have questionable competence and knowledge about halo, Josh Menke is NOT one of them in his respective role.

I really dislike this part of your post the most. But then again, most of the members who swear up and down that they know better than the developers have questionable competence and knowledge about Halo. What really qualifies a developer to not have questionable competence and knowledge about Halo? Someone who’ve worked on the game for years? Someone Who’ve worked at Bungie, working on Halo? Or that they’re fans of Halo who’ve been playing Halo since Halo CE, Halo 2, or Halo 3, and just so happen to be Developers!? To be honest with you, the community does not need to see every single 343i employee’s resume and gaming history just to know they’re competent and knowledgeable about Halo.

> He will develop the most honest and accurate ranking system possible because he has done this in the past with great success.

And if he doesn’t create a ranking system that the community agrees with, then what? We start questioning his competence and knowledge about Halo like you pointed out we are doing with other 343i employees?

> I just want to say to rest assured, we are in good hands as far as a ranking system.

OK, good.

> If the game is enjoyable enough to enjoy a good ranking system is another story…

Again, this makes me question rather or not you’re one of those people who requires a complete background check on each and every employee before you’ll trust them.

> I know we are all free to voice our opinions and ideas. But Josh menke is currently making the ranking system for the next halo. He has even answered some of my questions personally.
>
> He is the best rank and ladders maker in the industry and even has a PhD. This guy can make a ranking system for anything and he KNOWS what he is doing. Out of all the 343i employees that have questionable competence and knowledge about halo, Josh Menke is NOT one of them in his respective role.
>
>
> He will develop the most honest and accurate ranking system possible because he has dont this in the past with great success.
>
>
> I just want to say to rest assured, we are in good hands as far as a ranking system. If the game is enjoyable enough to enjoy a good ranking system is another story…

I hope you are correct.

> > Helloooo Community!
> >
> > So I am playing 4 and I had a brainstorm. And that brainstorm was about how to rank up in Halo 5. Now the following Ideas, are of course, rough ideas, opinion based, factual element assited ides that I hope can shape Halo 5 for the better. So please join me as we discuss what could be a great and wonderful fresh ranking system that can cater to all!
> >
> > 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 isn’t unlocked until 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!
>
> Seems surprisingly similar to my idea that was in the ‘design your own ranking system’ thread from a few days ago.

I created this weeks back on 343i.org

also, I agree that, while I guy can have credentials and make great things on other games, that doesn’t mean that it will work for halo.

Proof:
of all the release maps of Halo 4, 343 mad only 3 themselves (well at least these 3)
Have, Adrift and Longbow.
Arguably, these are the best maps i find, symmetrical (mostly) and they fit previous halo game map styles. Arena/(semi)Symmetrical Large scale maps.

These maps (I find) work the best in the game, and I play well on these maps (apart from cluster luck KOTH longbow), they feel like halo.

Now, the rest of the maps were made by a third party company employed by Microsoft, not 343s choice. They were called Certain Affinity.

Sound Familiar?

They make the CoD franchises maps.

Yes, they have alot of experience, they are professionals and cod has had some great maps in its time, but they made Halo 4s maps in cod style, and they don’t work.

This is proof that a good background doesn’t mean a good match.

As was before mentioned, He needs to listen to the communities Ideas and mix them with is own skills to perfect what the community wants, not give us something in the final product for us to try.

> Helloooo Community!
>
> So I am playing 4 and I had a brainstorm. And that brainstorm was about how to rank up in Halo 5. Now the following Ideas, are of course, rough ideas, opinion based, factual element assited ides that I hope can shape Halo 5 for the better. So please join me as we discuss what could be a great and wonderful fresh ranking system that can cater to all!
>
> 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.

How do you determine MVP? If it is based on how halo currently determines MVP I can tell you with absolute certainty that there are plenty of games where I do not get into the top 3 MVPs but contribute just as much if not more to my team winning. Furthermore who is to say stat based criteria for MVP matters? What if I never touch a power weapon and am put at a disadvantage to get those kills that would make me MVP, but I communicate, use teamwork, die the least, and do other things that contribute to my teams win? What if I drive the warthog and me and my gunner assert map control the whole game by making the enemy afraid to come out of their base, but our other two team mates rack up all the kills?

There are too many variables that stats can’t account for, especially in objective game types where stats are almost meaningless(have had objective games where my whole team goes negative but wins…how do you account for MVP in those games?)

Secondly why have 1-100? The more ranks you add to a ranking system the harder it is to find matches, so unless those extra ranks REALLY add to the quality of matches(quality matches=teams that are of equal skill) it is pointless to add them. In my experience 50 ranks has proven to be enough to distinguish between significant differences in skill. That is to say, a level 40 will beat a level 35 the majority of games, and will beat a level 30 every game. That is accurate enough, stretching the ranking system to 100 ranks would make it so a level 40 would beat a level 38 the majority of games and a level 35 every game. That kind of accuracy is not needed and just makes it harder to for matchmaking to arrange games.

So I don’t think we have any reason to deviate from the W/L system Halo 2 and 3 used and I don’t think we need to add 50 more ranks.

> > Helloooo Community!
> >
> > So I am playing 4 and I had a brainstorm. And that brainstorm was about how to rank up in Halo 5. Now the following Ideas, are of course, rough ideas, opinion based, factual element assited ides that I hope can shape Halo 5 for the better. So please join me as we discuss what could be a great and wonderful fresh ranking system that can cater to all!
> >
> > 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.
>
> How do you determine MVP? If it is based on how halo currently determines MVP I can tell you with absolute certainty that there are plenty of games where I do not get into the top 3 MVPs but contribute just as much if not more to my team winning. Furthermore who is to say stat based criteria for MVP matters? What if I never touch a power weapon and am put at a disadvantage to get those kills that would make me MVP, but I communicate, use teamwork, die the least, and do other things that contribute to my teams win? What if I drive the warthog and me and my gunner assert map control the whole game by making the enemy afraid to come out of their base, but our other two team mates rack up all the kills?
>
> There are too many variables that stats can’t account for, especially in objective game types where stats are almost meaningless(have had objective games where my whole team goes negative but wins…how do you account for MVP in those games?)
>
> Secondly why have 1-100? The more ranks you add to a ranking system the harder it is to find matches, so unless those extra ranks REALLY add to the quality of matches(quality matches=teams that are of equal skill) it is pointless to add them. In my experience 50 ranks has proven to be enough to distinguish between significant differences in skill. That is to say, a level 40 will beat a level 35 the majority of games, and will beat a level 30 every game. That is accurate enough, stretching the ranking system to 100 ranks would make it so a level 40 would beat a level 38 the majority of games and a level 35 every game. That kind of accuracy is not needed and just makes it harder to for matchmaking to arrange games.
>
> So I don’t think we have any reason to deviate from the W/L system Halo 2 and 3 used and I don’t think we need to add 50 more ranks.

MVP would be determined by the following variables using encoded features:

Displacement: Was the player a camper? did he move alot and do well or sit back?

Rescuer/Assists:
In other places on 343i.org forums, I specifically state there should be better rewards for rescuing assisting teammates to promote teamwork, eg, rescuing a teammate is worth more credits than a head-shot medal etc, and more in game MVP accumulator points.

Weapons used:
The game keeps track of the weapons you used for your kills, if you got 15 kills between all/mostly load-out weapons, to say 6 deaths compared to a player B who got 25 kills, 5 deaths but was in vehicle or had a power weapon of sort, for his kills, they earn less to his accumulator, alot less. imagine the mortar strike of Halo reach. it got lots of kills, cleared paths, but had a 0.65 multiplier to score earned via it, same applies to this.

Add your own variable you deem should be in this equation.

also i agree, it is highly possible to achieve my system within 50 skills, it was just a draft of my system, it need refining, as do all systems, that’s why its here, for community input, if the group feels 50 is enough with ten tiers instead of 20, then that’s all you need. :slight_smile:

The reason it needs to be MVP and not W/L is because what if you do well, try to help your team and still lose, because the rest of your team failed to support each other, you shouldn’t be punished for that.

Alternatively, i propose this:

A clan ranking system that DOES rely on W/L, cause clans are going to work together anyway, so your clan has that rank of W/L, You have a personal rank based on your MVP, and finally your customization Level.

I hope this clarified the way a MVP should be determined with this system.

I ranking system should never award more value for anything K/D based. All that does is promote camping tactics, extensive farming during objective games and long range battles.

How many people trying to give feedback on a ranking system did not play Halo 2?
+/- 5 level searches at start, moved to +/- 10 after 30 seconds and so on.

How the ranking system worked in a nutshell
Your rank at the start of the machine
Average rank combined between teams, (system knows which team “SHOULD win)
Did you’re team win? Yes or no
Starting Rank and position placed on winning or losing team added to your multiplier.

*Adding a win streak multiplier would be nice, but maxed out after 5 game streak.

Best player in the room with starting rank, and his team losses but he comes in first place on his team, he takes a very small deduction. If he’s on the losing team and comes in last place, larger multiplier deduction because “clearly playing above his level”
It’s not hard to understand, you win you move up, ranks equal to your rank you have a standard multiplier. If lower levels, you still go up but with less XP, if they are higher ranks you gain more to move you up the ranks into your place quicker.

> I ranking system should never award more value for anything K/D based. All that does is promote camping tactics, extensive farming during objective games and long range battles.
>
> How many people trying to give feedback on a ranking system did not play Halo 2?
> +/- 5 level searches at start, moved to +/- 10 after 30 seconds and so on.
>
> How the ranking system worked in a nutshell
> Your rank at the start of the machine
> Average rank combined between teams, (system knows which team “SHOULD win)
> Did you’re team win? Yes or no
> Starting Rank and position placed on winning or losing team added to your multiplier.
>
> *Adding a win streak multiplier would be nice, but maxed out after 5 game streak.
>
> Best player in the room with starting rank, and his team losses but he comes in first place on his team, he takes a very small deduction. If he’s on the losing team and comes in last place, larger multiplier deduction because “clearly playing above his level”
> It’s not hard to understand, you win you move up, ranks equal to your rank you have a standard multiplier. If lower levels, you still go up but with less XP, if they are higher ranks you gain more to move you up the ranks into your place quicker.

<mark>MVP would be determined by the following variables using encoded features:</mark>
<mark>Displacement: Was the player a camper? did he move alot and do well or sit back?</mark>
<mark>Rescuer/Assists:</mark>
<mark>In other places on 343i.org forums, I specifically state there should be better rewards for rescuing assisting teammates to promote teamwork, eg, rescuing a teammate is worth more credits than a head-shot medal etc, and more in game MVP accumulator points.</mark>
<mark>Weapons used:</mark>
<mark>The game keeps track of the weapons you used for your kills, if you got 15 kills between all/mostly load-out weapons, to say 6 deaths compared to a player B who got 25 kills, 5 deaths but was in vehicle or had a power weapon of sort, for his kills, they earn less to his accumulator, alot less. imagine the mortar strike of Halo reach. it got lots of kills, cleared paths, but had a 0.65 multiplier to score earned via it, same applies to this.</mark>
<mark>Add your own variable you deem should be in this equation.</mark>
<mark>also i agree, it is highly possible to achieve my system within 50 skills, it was just a draft of my system, it need refining, as do all systems, that’s why its here, for community input, if the group feels 50 is enough with ten tiers instead of 20, then that’s all you need. :)</mark>

I said here that MVP is not based on K/D, and the system is based on MVP. Camping is detected by the game and this reduces the MVP accumulator, so are learning less towards being an MVP. This stops camping being able earn MVPs. did you read this before posting?

> MVP would be determined by the following variables using encoded features:
>
> Displacement: Was the player a camper? did he move alot and do well or sit back?
>
> Rescuer/Assists:
> In other places on 343i.org forums, I specifically state there should be better rewards for rescuing assisting teammates to promote teamwork, eg, rescuing a teammate is worth more credits than a head-shot medal etc, and more in game MVP accumulator points.
>
> Weapons used:
> The game keeps track of the weapons you used for your kills, if you got 15 kills between all/mostly load-out weapons, to say 6 deaths compared to a player B who got 25 kills, 5 deaths but was in vehicle or had a power weapon of sort, for his kills, they earn less to his accumulator, alot less. imagine the mortar strike of Halo reach. it got lots of kills, cleared paths, but had a 0.65 multiplier to score earned via it, same applies to this.
>
> Add your own variable you deem should be in this equation.
>
> also i agree, it is highly possible to achieve my system within 50 skills, it was just a draft of my system, it need refining, as do all systems, that’s why its here, for community input, if the group feels 50 is enough with ten tiers instead of 20, then that’s all you need. :slight_smile:
>
>
> The reason it needs to be MVP and not W/L is because what if you do well, try to help your team and still lose, because the rest of your team failed to support each other, you shouldn’t be punished for that.
>
> Alternatively, i propose this:
>
> A clan ranking system that DOES rely on W/L, cause clans are going to work together anyway, so your clan has that rank of W/L, You have a personal rank based on your MVP, and finally your customization Level.
>
> I hope this clarified the way a MVP should be determined with this system.

Why should displacement matter? You are saying that if a player sits in one spot and goes 20-0, that that is worse than a player moving around the map and going 20-0? Why? Is it because you don’t think camping takes skill? Who are you and I to put our own opinion on what statistics should count towards MVP. How do you think that camper would feel, knowing he contributed just as much to his team winning as the player who moved around, yet he gets rewarded less? Not to mention, as a player who has played over 45K games of Halo, at every level of skill, I can assure you that there are plenty of times where you SHOULD NOT move around the map a lot.

It is the same thing with weapons. Why should we place less emphasis on certain weapons, just because you think they take less skill? How do you weigh each weapon or method if killing? What if there is a player who runs around no-scoping with the sniper(one of the hardest things to do consistently in Halo…pre H4 anyway) and goes 15-5, are you going to reward his no-scopes, since they are harder to get?

My point is, with any stat based system, especially more complicated ones, there is too much to account for, and to much subjectivity to what people consider relevant statistics. How do you take into consideration calling out? The beauty with a win/loss system is that it inherently takes into consideration every action a player makes that is beneficial to a team, because if you win everything that you did to contribute to that win will cause you to rank up…because all that matters to ranking up is winning. Kind of a beautiful circle.

Now, like you said, what happens if you lose, but did everything right and it was just your team mates that caused you to lose. Well first of all, its a team game and the ranking system is measuring which team is better. While it sucks that you got put on the crappier team, and even if you are better than every player on the other team, you still deserve to lose that one match. The only way this phenomenon would be a problem is if it caused players to be unable to reach their proper rank due to constantly getting team mates that drag them down. This doesn’t happen though. I have seen players make new account after new account because they think they will get to a higher rank on a fresh account (the whole level lock thing) yet they consistently get to the same level + or - a few ranks.

In a perfect world we could come up with a system that looks at every relevant statistic and player action under the sun and plugs it into a perfect formula that has every variable perfectly weighted to spit out a rank that is extremely accurate. This ranking system could level you up to your appropriate level in a few games as well. The problem is the insurmountable task of not only determining what statistics are relevant, but measuring all of them (how do you measure callouts) and then coming up with an accurate formula. Just look at how much sports casters debate over all the statistics they have on players and that should show you how hard it is to come to a consensus to what stats are relevant, let alone come up with a formula to rank players.

Again, the reason W/L is so good is that it inherently takes into consideration everything that matters, now players might feel like they got robbed out of wins when they perform well and still lose, but those few games do not prevent a player from reaching their appropriate rank.

Displacement would depend on the amount he moved. I am not talking about on middling sized area being locked down by one guy, I am talking about literal 5 feet radius shotgun/scattershot/boltshot/sword/hammer at lift exit camping. If the player was using a sniper rifle (or other sniper rifle variant), then camping is a natural thing with it in many cases, so it has a laxed effect on the MVP accumulator as it is technically the point of a sniper.

As for things like no scopes, yes I would exempt them from the accumulator negative effect of power weapons. Ricochets as-well (as-well as fuel rod cannon bounced shots). I don’t believe power weapons require less skill, I simply believe that for the most part, certain weapons are easier to get kills with than others, so the easier to get a kill with with said weapon/vehicle, the less it adds to the accumulator. The incineration cannon is probably the easiest weapon to get a kill with in halo 4, so this adds the least. However, getting a kill from a long distance with it would give a increased yield towards the MVP accumulator as these are harder due the slower projectile speed.

It is misconception that there are to many variables to account for a proper MVP, as the Tools to creating a good MVP have been in halo since halo 2, the medal system.
as with Reach and 4, they added a set amount to your score. By meddling about with these values, adding/removing some medals you can already effectively measure the REAL MVPS. Giving rescuers and Assists more value than a regular kill (10 points, so make them worth 15 or more) encourages people to save their teammates and these people are good team players, so they are rewarded for being so. A sniper can earn guardian angel medals which are a form of rescuer medals and assists, which don’t get hit by the accumulator negative effects as they were teamwork kills. killing a vehicle with a power weapon over that double you could have had earns more than the double, as it benefited the team more than you.

It is impossible to take every variable into account, but it is possible to select MVPs with the variables we can measure, and have an effective MVP selector.

Having a Team W/L ranking system for clans is a better way to work as, if it is a clan, then you move under the assumption they have all these things working to the best of their abilities anyway, so they currently are working as a team and should be ranked as a team, with the members of the clan each having their own individual rank based on their ability to play as a team player and how well they do it.

To further promote teamwork, the service record screen should show the following stats:
Kills
Deaths
K/D
Assists
Rescuers (any rescuer medal come under this)
Load-out weapon used most an K/D with that weapon
top 3 Power Weapons that you have the highest K/D for (displayed)
MVPs earned.
Highest Win streak multiplier.

while it is true that K/D can mean nothing, K/D on an individual weapon, does mean something, and shows far more than an over all K/D.
Currently weapon K/Ds are only displayed on Way-point, with a way to check in game of their highest, you get an effective way of displaying how they play in a team.

Sorry for double post

But I also believe that Ranking done this way promotes teamwork as a whole, as working with your teamates is the way to win, and so awarding players that do this with MVP shows others how they should try to play like, not Identically, but just as an example

Lol, you can’t just say your system promotes teamwork and have it be true. When you base a ranking system off individual stats, of course it promotes selfish gameplay. I DO NOT want my team mates to get kills, or any stat that adds to their MVP potential, because every stat they get is one less for me to get MVP. Your system is inherently selfish. You saying otherwise doesn’t make it true.

In previous posts, I detailed players in this system are rewaeded more for Assists and Rescuers than a default kill score, which is 10. So they earn 15 or so. I didn’t simply state that it will, my previous posts did show I had a system for it.

"Rescuer/Assists:
In other places on 343i.org forums, I specifically state there should be better rewards for rescuing assisting teammates to promote teamwork, eg, rescuing a teammate is worth more credits than a head-shot medal etc, and more in game MVP accumulator points"

> In previous posts, I detailed players in this system are rewaeded more for Assists and Rescuers than a default kill score, which is 10. So they earn 15 or so. I didn’t simply state that it will, my previous posts did show I had a system for it.
>
> "Rescuer/Assists:
> In other places on 343i.org forums, I specifically state there should be better rewards for rescuing assisting teammates to promote teamwork, eg, rescuing a teammate is worth more credits than a head-shot medal etc, and more in game MVP accumulator points"

It doesn’t matter. You just change it from fighting over kills, to fighting over assists. Still selfish gameplay. Now instead of trying to finish off my opponents, I am just going to get everyone weak and let my team kill them. YAY more points for me. Still selfish gameplay.

That is what you are failing to comprehend. No matter what stat you put emphasis on and no matter what the player does to obtain that stat, if you rank players according to individual stats you will end up with a system that promotes selfish gameplay.

Then if it were only Rescuers. It was an example. Here is a list of the Teamwork promoting bonuses.

Rescuers:
This wouldn’t stop at guardian angel though, having a medal for doing it with a power weapon that earns a bonus for their Customization Level/Unlocks means players will be less inclined to selfish kills and attempt to support teammates with it
Examples:
Lucky Star Medal (20 XP) Save a teamate by killing their attacker with the Binary Rifle
Guardian Angel (20 XP) Save a teamate by killing their attacker with a Sniper Rifle
Blue Guardian (20 XP) Save a teamate by killing their attacker with the Beam Rifle
Boomstick Bouncer (20 XP) Save a teamate by killing their attacker with the Shotgun
Scatter Saviour (20 XP) Save a teamate by killing their attacker with the Scattershot
Banhammer (20 XP) Save a teamate by killing their attacker with the Gravity Hammer
Slash n’ Dash (20 XP) Save a teamate by killing their attacker with the Energy Sword
Guided Rockets (20 XP) Save a teamate by killing their attacker with the Rocket Launcher
Green Lantern (20 XP) Save a teamate by killing their attacker with the Fuel Rod Cannon
Fireman (20 XP) Save a teamate by killing their attacker with the Incineration Cannon
Needle and Stiches (20 XP) Save a teamate by killing their attacker with the Needler

Vehicle kills:
An individual Medal for each vehicle, so Mantis is worth more than a ghost etc, this makes the player decide whether that Double kill or destroying the banshee is more important with power weapons, Vehicles could be made tougher to compliment the extra “attention”

Objective Points:
CTF in Halo 4 has the right Idea, 100 points a cap, and there is ALOT of ways to earn the support medals in it, put that across all game modes, major Improvement.

INVASION:
This game-type had ALOT of co-operative elements that they could implement new bonuses for.

Post-game lobby abilities:
Giving the player to offer a party-up to a particular player rather than the group as a whole means players can work with others that suit their style, without having to send invites.

These are examples of ways to promote teamwork. If you have your own Ideas of how to promote teamwork, please post them, I am very Interested.

I am going to start a new topic on this.

> Then if it were only Rescuers. It was an example. Here is a list of the Teamwork promoting bonuses.
>
> Rescuers:
> This wouldn’t stop at guardian angel though, having a medal for doing it with a power weapon that earns a bonus for their Customization Level/Unlocks means players will be less inclined to selfish kills and attempt to support teammates with it
> Examples:
> Lucky Star Medal (20 XP) Save a teamate by killing their attacker with the Binary Rifle
> Guardian Angel (20 XP) Save a teamate by killing their attacker with a Sniper Rifle
> Blue Guardian (20 XP) Save a teamate by killing their attacker with the Beam Rifle
> Boomstick Bouncer (20 XP) Save a teamate by killing their attacker with the Shotgun
> Scatter Saviour (20 XP) Save a teamate by killing their attacker with the Scattershot
> Banhammer (20 XP) Save a teamate by killing their attacker with the Gravity Hammer
> Slash n’ Dash (20 XP) Save a teamate by killing their attacker with the Energy Sword
> Guided Rockets (20 XP) Save a teamate by killing their attacker with the Rocket Launcher
> Green Lantern (20 XP) Save a teamate by killing their attacker with the Fuel Rod Cannon
> Fireman (20 XP) Save a teamate by killing their attacker with the Incineration Cannon
> Needle and Stiches (20 XP) Save a teamate by killing their attacker with the Needler
>
> Vehicle kills:
> An individual Medal for each vehicle, so Mantis is worth more than a ghost etc, this makes the player decide whether that Double kill or destroying the banshee is more important with power weapons, Vehicles could be made tougher to compliment the extra “attention”
>
> Objective Points:
> CTF in Halo 4 has the right Idea, 100 points a cap, and there is ALOT of ways to earn the support medals in it, put that across all game modes, major Improvement.
>
> INVASION:
> This game-type had ALOT of co-operative elements that they could implement new bonuses for.
>
> Post-game lobby abilities:
> Giving the player to offer a party-up to a particular player rather than the group as a whole means players can work with others that suit their style, without having to send invites.
>
> <mark>These are examples of ways to promote teamwork. If you have your own Ideas of how to promote teamwork, please post them, I am very Interested.</mark>
>
> I am going to start a new topic on this.

Yeah, I got an idea. Make the skill based ranking system based off of wins and losses only. Then you will do EVERYTHING in your power to support your team and have teamwork, because you will want to win, because that is how you will rank up.

Again, for the last time. Any ranking system based on individual stats will promote selfish gameplay. Even with all those examples above they promote selfish gameplay. I do not want my team mate getting rescuer medals, because it goes directly against my chance of ranking up. Why is this such a hard concept for you to understand? It doesn’t matter the medal, or how a player obtains it.

there is no point in that, and as Halo has shown in the past two installments, this does not work. you earn more XP if your team wins, and so far I havnt seen an Increase in teamwork.

At least trying this in a Beta would prove it working or not.

A win/loss ranking system punishes those who worked hard for the team unjustly an should be reserved for Clan ranking, as they are supposed to be working together to begin with.

And, also, simply saying any form of individual stat ranking will promote selfish game-play does not make it so.
Games like Battlefield and Quake on the PC promote teamwork just fine Individual stat based ranking.

Good to see you post this in the other forums darkrain. Well thought out and some great ideas.

-upton889