How few people play this game? Bronze and Diamond, all in the same lobby

There exists safe guards for mmr, because mmr is considered volatile. This is why it is hidden. It’s shown in a graph format.

In halo 5, the ranking system went through a very bad broken time period. During this time the developer actually talked to us in the forums, and i had the pleasure to go back and forth with some Q and As. Zaedynfel I believe was the name used on the forums for this person, and I think is the actual rank creator. Infinite pretty much follows the same standards with apparent fixes in place to have much less yoyo of your csr.

who knows what standards infinite is following. currently get ranked down even though a person leaves on my team at the start of a match. that wasnt a problem in halo 5 as far as i remember.

It was a problem. I played it from beginning to end. A big difference is actually being able to rank up a little or save your rank through performance during a loss. You couldn’t do that in 5.

yes, thats much better since there seems to be extra prgramming that takes into account individual performance to stop ranking down after a loss. im just suggesting measuring the average of mmr for 3 matches instead of a match by match basis could make things more consistent to get rid of those unwinnable matches beccause of a volatile mmr. maybe something llike this is already in place.

also you missed myy point. i was talking about something else. halo infinite is lacking. ccurrently we can get ranked down in a 3v4. sure you have individual performance to help you but sometimes you just get ssteam rolled especiallyy in objective modes.

This exists because if it were as simple as someone dropping a game so you don’t derank…its obvious to be abused. People ask for this often, and to differentiate a lag out out a quit etc etc. Just won’t happen man.

Mmr is measured on a graph. You might be able to find an example if you look for it. Averages are taken into account. This is why you must beat your expected average kpm to gain more and more csr with the other factors of like who you’re facing etc.

im sure i had people quit early on in my match in halo 5 and it didnt rank me down. maybe im remembering things wrong

that still sounds like a matcch by match basis where mmr can be volatile. im talking about taking the average of 3 games and then measuring it against your total overalll average to see if theres is a cchange instead of rellying on a potential unlucky or lucky matchmake where you play extremely well or bad. maybe it already has something llike this

we are human though right?. We sometimes are lucky/unlucky and never perform at our best every single game. That’s why MMR is measured on a graph and calculates averages between swings of highs and lows among various other factors like opponent skill, team mate skill, etc. It’s basically doing what you’re saying though…and the longer match making history you have, the more accurate things become. It sees your performance over a longer duration and your rolling kdr.

Let’s face it though. Our human performance usually IS volatile. Mix that with the entire population of players…and you begin to see why we don’t live in a perfect world and those 49 to 50 matches we desperately love aren’t always so easily made. They do happen though! I’ve had plenty.

On the flipside, (regarding match making history) you can temporarily get rank locked. This is where you continue to win but gain nothing. Some players get frustrated by this and make a new account…but realistically you have to consecutively show the system you deserve to move up. Sometimes this happens when your team is stacked and the system attributes all your win chance to the higher players. This was most noticeable in halo 5, and in infinite it does seem to still happen but maybe at a lesser degree… The lowest ranked player with the lowest MMR on the team will struggle the most to get gains of progress for each win, all the while the higher players just continue moving up. Eventually you will gain progress, but it seems to me that the system has that check there to prevent boosting (of the lower player by higher players carrying each victory )

I’ve had so many talks about the ranking system. I mean…I understand some of it. It doesn’t all entirely make sense to me, amd sometimes as any other player I shake my head wonder why did this or that happen? Why did I get this match? Why am i penalized when my team mate never loaded in? Why’s my buddy have a huge blue progress bar and mines barely moved despite my score being higher that win?

All this, is just what I’ve basically came to realize through talking in the forums when the developer interacted with us, and the many conversations players themselves had over trying to understand all this stuff. I definitely don’t know everything. Usually when enough ask, the developer will actually create a thread detailing the system, what it looks at, etc. They did that for 5, so that’s where I got pretty much all this information from. I’m quite sure they’ve built upon 5s system and improved whatever they could .

if it was measuring every single game ever played the mmr would hardly change when you do better than normal. it must prioritize the llast 10 games or something. mmr shouldnt radically change and if its not radically cchanging then what is ccausing the unbalanced matches. i think ultimately it just comes down to party size (comms)and differencce in individual skill of each player on a team. I Just played a match in open queue that felt llike a buunch of solos against partied up people. Infinite is just missing some search paremeter options like halo 5 where we can wait a bit and get balanced matches. halo loves to throw you into a match in 2 seconds.

I’m not sure why you would believe it to hardly change. If a player comes to the game…plays 10 matches amd gets a platinum ranking…this player will play players close to his or her skill level, and if they start winning every match easily, their mmr would obviously change and go up, resulting in csr also going up. This would continue up to a point where matches are no longer won easily, and by then that platinum player may have became a daimond or an onyx if they continued to win and get better at the game.

In cross play I’m not sure if there is hard party restrictions or not tbh. The only way for you to really tell if you’re up against a squad or randoms is by checking your match history on halo tracker, then selecting the enemy team you just faced and one of the players. Then you’d check their match history to see if the past few games had the same team or not. Otherwise things just feel how they feel and players play how the play. A squad can feel like randoms. Randoms can feel like a squad. Sometimes we can easily tell when we’re being called out or not…sometimes randoms actually use a mic…sometimes theu don’t.

So many factors…but…inspecting your match history with those steps would be the way to go about accurately telling if its a squad or not.

(Edited this in. Im actually not sure what what queue is. All I play is crossplay ranked.)

if i play 100 games at the same skill level, then suddenly someone gives me advice that improves my skill immensely, by your mmr logic my mmr would raise much slower until i play another 100 games. halo probably has a weighting system where your most recent matches matter more to your overall mmr.

You’re very confused. Idk where you’re getting this "suddenly takes longer " bit. Do you mean how I brought up the longer your match making history the more accurate? What I meant by that, is account life. How long the account has been in use. Your mmr and csr move regardless of account life, but its pretty common sense that you’re able to tell how good someone eally is the longer they play and the longer they maintain a rank without losing it right?

Players get good naturally as well. You get more familiar with maps, weapon spawns, movement, your bread and butter strafe, shot, nade traps, etc.

Your csr is purposely behind your mmr btw. Not sure if you knew that. MMR is how good the system thinks you are. Csr is cosmetic, and the 2 eventually converge. Csr shows how far you’ve gone, where you’ve been.

Example of players being placed behind their MMR is very apparent when you realize nobody is placing into high onyx. If you go to halo tracker, you will see your rank with a number attached. Just like onyx says onyx 1500, if you’re daimond 6 you will see exactly how many points you need to hit onyx. Same with all other ranks. I suggest trying to read more into this stuff if you’re curious and to clarify anything you aren’t understanding that I’ve been trying to explain.

i understand what youre saying. im just pointing out that i dont think it relies on the average mmr of every match you ever played to get your true mmr. i’m pretty ssure if i put my sister on my account, she will rank down the csr and mmr in no time as mmr will put importance on most recent performances and will not care abouut what my performances used to be for very long. thats what the system is designed for and capable of, to constantly decide if youre getting better or worse.

You’re confused and You’re basically proving my point. You don’t get an IMMEDIATE average score when you play the game. Average is built over time for a players account life and as they get better and worse it shifts as does your mmr, csr, and opponent level. You’re replacing a different person to play on your account. It obviously will shift things, but the longer you’ve maintained a rank, the system is designed in a manner that 1 bad game isn’t going to drop your onyx to platinum 1 you get me? Just like you aren’t going from platinum 1 to daimond 6 in 1 game. If your average starts to INSANELY change then yes, things swing more.

If you start consecutively playing bad after a Win streak where you previously ranked up a lot, to go and start losing every game, less kills, damage, assists, lower kda kdr, you lose more and more progress because the systems calculating that it over ranked you, do it drops your rank and mmr.

So let’s get it straight. Ain’t nobody telling their kid brother or sister who doesn’t even play halo to play on their account. I have absolutely no idea why you’d even use that as an example. Players however do gradually get better for the most part, sometimes they have good streaks and bad streaks, and some are gifted at select video games and naturally get on and move up very fast. Again…comparing someone naturally gifted…like taking a pro player and comparing it to an average player…in the span of 10 games the system
pretty much already knows which player is better, who has higher average of each stat, and the longer both play, any miscalculation fades away more and more because the sample size of data is bigger.

ONTOP of this…in a game where all players in the population have a lot of match history…lots of players have been playing and ranked for quite some time…its obvious that the system begins to calculate mmr more and more accurately for both new and existing players. It knows what a real daimond is, it knows what a real bronze is, and it knows what a real onyx is by that time.

Not really fair to that pair or group unless there’s a dedicated spot for them - that crossplay playlist isn’t enough either as then they have to deal with cross input. We need more filters and options for sure.

Game needs to match make you as a unit or be more intelligent. Anyone who plays team based fps should know that player A and B play differently together than A and C or B and C. It needs to be better and not put an onyx 1868 and 1650ish, a diamond 4 and an unranked against diamond 1, platinum 5, gold 5 and gold 2. Onyx is literally supposed to be top 2% - lowest they should ever face is diamond 5 or 6. In this example - this game should have never happened (since the game uses the same sbmm behind the scenes in social as it does in ranked) - regardless if the game matched the units individually or as a unit.

This can’t be true based on what I’ve been seeing. In ranked some teams are out numbering other teams in mmr by hundreds if not 1000+ when I check them post game + halo tracker.

You need to give a reference to what you’re talking about. Onhalo tracker you could actually see which team was favored to win the match now. But idk what you’re referring to. Quote a part of my reply

I’m in diamond and majority of the time I’m facing diamond with some onyx and platinum. More early on I faced a few golds and had a few on my team as well. Seems like the longer time goes on the more people are getting ranked so the teams are more balanced.