I would just like to know how many people would think that Halo’s ranked playlist would benefit from being assigned based on skill, not win/loss. I know that skill has a hand in ranking, but it is mainly based on win/lose. It should be the opposite. The only reason I bring this up is because generally when I play ranked, I do fairly well, but lose due my randos being incompetent. This has horrendous affect on my ranking and I’m sick of it.
A system that rewards “skill” only wouldn’t really solve anything either. Instead of playing for the win, you’d just be playing not to be the worst player on your team or in the game. Instead of hoping not to get randoms who are worse than you in the system now, you’d be hoping you don’t get randoms who are too good because they’ll affect your ranking negatively, win or lose.
If randoms are bringing you down, then the simplest solution is to find some reliable teammates to run with.
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> A system that rewards “skill” only wouldn’t really solve anything either. Instead of playing for the win, you’d just be playing not to be the worst player on your team or in the game. Instead of hoping not to get randoms who are worse than you in the system now, you’d be hoping you don’t get randoms who are too good because they’ll affect your ranking negatively, win or lose.
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> If randoms are bringing you down, then the simplest solution is to find some reliable teammates to run with.
No, it’s isn’t necessarily that. Just because your performance was worse than that of your teammates doesn’t mean that you didn’t gave a skillful performance. And even if you are playing not to be the worst person on the team, that’s still motivation for the win. In the sense, that “If I carry my team in this match, I will get a better rank.”
No, the motivation is in “If I play better than everyone else, I’ll rank up, win or lose”. Winning is devalued since it has no effect on what you gain or lose and losing games has no consequences so long as you “played well enough”. In the skill-based system you’re suggesting, there’d be a set amount of CSR to be rewarded to the top players in a 4v4 game. The top players, regardless of what team they’re on, would get all the CSR while those who didn’t get those top spots would lose CSR, no matter if they had a skillful game themselves. It’s not really a game that rewards teams anymore in this scenario.
Mind you, I’m just considering a straightforward Slayer game. What factors of “skill” would go into deciding who gets what in CTF or Strongholds, game types that rely heavily on team play to be secure wins, is a whole lot more difficult.
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This was tried in Reach’s Arena. It was a pretty big failure.
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Feel free to use the MM feed back thread.