Is Ranked broken?

I played two matches tonight one complete and the other where the entire team quit out and I gained no rank for the match and at the end of the match it said Rank unavailable for all players.

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I don’t think it’s unusual for quitting players to show up as ā€œRank Not Availableā€.

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Hopefully it’s just a bug I just won 4 games in a row and gained nothing. All the games I went positive and normally I’d get at least 3-5 csr.

https://imgur.com/a/xdE9gCt

I did see this in another post.

It’s in the known bug list:

ā€œIn Ranked Arena playlists, completed matches occasionally do not count toward your rank and will show no stats at the end of the match.ā€

This happened to me a handful of times before the reset in Season 1. I’d win a match but get no credit for it and all of the stas were Unavailable.

I think so. I’ve played since and have gained/lost rank so it must’ve just been a momentary thing that only impacted a handful of matches.

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The answer to the title is Yes. Until they overhaul TrueSkill, decouple or weaken the affect of casual matches on ranked MMR, and impose some type of limit on ranks queuing together ranked will continue to be dysfunctional.

Note, I haven’t kept up with 343s blogs so they may have addressed some of these issues. But given the pace they set in S1 I’m pressing x.

TrueSkill2 is still solid.

Any system can always be improved. But I would have thought we’re talking ā€œtinkering around edgesā€ as opposed to ā€œoverhaulā€.

If you’re talking about the drama people get into over K/D vs playing the objective etc. It’s not worth worrying about.

I’ve collected data on over 100 player games comparing CSR change to K, D, K/D, KDA, K/min, total score, and objective score. So far there is no statistical correlation. I’m aiming to get the sample size closer to 1000 to be sure.

I really don’t think there is much.

That Reddit post re: seeding a new ranked account with a Bot MMR really freaked people out. But that’s a unique one off scenario.

Anecdotally I’ve seen no influence in real play.

And my (brief) research into average opponent MMR hasn’t shown a consistent effect after 2 weeks.

Plus we can now see our separate (non global) MMRs in at least the three playlists. I’m 1250+ in Ranked. 850 in Rumble Pit. And (don’t laugh) 300 or so in LSS.

This is a big one.

I think it’s the number one problem today. People grinding rank using smurfs and sandbags.

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If they gave us the option for BR starts in other playlists, some of us wouldn’t play ranked with such a broad CSR range. We’re not all smurfs and sandbags. Some of us just prefer BR starts.

What about wins/losses in casual play affecting the skill of opponents you match against in the short term? For example, if you lose a bunch in casual play and then switch to ranked, will you have an easier game?

Just anecdotally, it seems that once I have an established MMR in a playlist, then Wins and Losses seem to be weighted more heavily in determining my opponents from game to game.

What I’ve been looking at is the rolling average of opponent’s MMR.

Going from Tuesday night chill with mates back into ranked doesn’t seem to make much difference when you take into account the way the MMR dips with runs of L.

Still need a lot more data.

Anecdotally I agree that W/L gets more important as you go. I get the feeling that placement in particular favours kills. A weighting change of some sort? And if this does exist it would be interesting if and how they reduce it.

I did notice that when I was playing the occasional game of RP to convince myself that it and LSS have separate MMRs - I was on a run of ā€˜L’ for my ranked games. But while my opponent’s were softening in Ranked my MMR in RP stayed rock solid at 850 to 852.

The easiest way to be sure is to play and deliberately lose a heap of social games - while tracking team MMR’s before and after. But I can’t bring myself to deliberately lose. While I am happy to play social with a different intensity and mindset, I’m a little too ethical to deliberately lose. We’ll see what dominoes fall.

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Where can we see our Ranked MMR? I see one on HaloDataHive for FFA MMR, but no ranked.

My logic kind of goes along the lines;

We know their is a match making weighting for ā€œformā€.

And it’s probably part of the shared data across different playlist MMRs

And we know match making can’t be too perfect otherwise everyone gets locked in on a straight line graph.

So, you could use ā€œformā€ to flag when to nudge opponent quality and give the player a genuine chance to rank up or down.

Being a shared, global value, I could see this effect rippling between playlists. And standing out more in Infinite because there is only one ranked playlist.

But the important part is that it would only be a fleeting effect as losing to the tougher team (or beating the softer ones) would reverse your ā€œformā€ weighting.

And set up this way your actual MMR isn’t changed at all (if results fall as expected).

But anecdotally I haven’t really noticed it. It may be there. But if it is it’s subtle.

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My personal feeling is that it is leaning towards being too perfect but having more ranked playlists would probably go a long way to mitigate that feeling. (My feelings are way more unbiased than other people’s feelings :rofl:)

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There was some forum of discussion - youtube or forum post - where the critique was something to the tune of TS was too rigid from a design standpoint. Effectively the argument was TS is overturned for balance and fails to take into consideration some Players aren’t looking for a perfectly balanced match in non-competitive modes. It’s been a while since I consumed that specific piece of information so I’m very fuzzy on the specifics but I remember their being a variety of very good design philosophy points against TrueSkill from a former 343 or possibly Bungie dev.

Not familiar with the reddit post; There was a post somewhere on this forum relating to someone sandbagging in casual and seeing how it effected the aggregate MMR of their ranked matches. I am unaware if the posts are related/clones of each other, it’s been a while since I’ve read it, and I don’t remember how long or how many games it took to get easier matches.

My opinion is sandbagging to get easier ranked matches shouldn’t be feasible even as an edge case. My conjecture is if MMR is shared across queues and TrueSkill2 is built off of Probabilities and Infinite doesn’t have a solid anti-cheat and has poor reporting mechanisms then Players can influence competitive matchmaking by throwing non-competitive games with minimal risk. This is something the paper on TrueSkill 2 confirms in Section 7:

…each player receives a small increment to their skill rating after playing a match, regardless of the outcome. These increments are small relative to the difference between winning and losing a match, so skill rating will still go down if a player loses repeatedly

I took a long break and therefore am uncertain where Infinite currently stands with an anti-cheat solution; In any other game I would say botting to lose games would be detected and banned either through playtime analysis - no one can game 24/7 - or through reports of inting. Given Infinite’s track record in Season 1 I’m not brimming with confidence. Disclaimer, I’m not suggesting people do this, I’m explaining why I think TrueSkill2 requires a strong anti-cheat/reporting mechanism to shore up it’s explicitly stated weakness.

Also to be clear, I’m not an expert on TrueSkill2 and the paper makes reference to a tunable param for calculating skill decay (see section 4). I also only skimmed the paper.

The Paper: https://www.microsoft.com/en-us/research/uploads/prod/2018/03/trueskill2.pdf

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It’s tricky.

Most SBMM advocates are very happy with strict (on the individual) and broad (on the team) in social.

And for a wider tolerance for mis-matching in Social.

So you are pretty much trying to create 50-49 epics in Ranked… but not so much in Social.

In the end it depends by what the particular players mean by ā€œaren’t looking for a perfectly balanced match in non-competitive modes.ā€

The problem is that a large proportion of the vocal anti-SBMM players just want ā€œrandomā€ matches so that they ā€œchillā€ all day stomping average players.

If we’re thinking about the same posts / discussions the end point was that we should be thinking about designing and creating different experiences to make the game feel less competitive.

Which makes perfect sense to me. We’re taking hyped up competitive players and then putting them on the same maps with the same game structures… and expecting them to play differently!

The classic Reddit posts had heaps of people trashing their social MMR and seeing if it could help them ranked up. Lots of people didn’t see a difference.

And I would have thought by now we’d have seen posts or videos of average joes showing off their Onyx medals if there was really any substance to this. But we haven’t.

Sadly it’s true. I’ve noticed lots of them. In the mid S1 reset I even hit the same team five times. And I followed their trajectory on Halo Tracker.

They had;

  • 2x Onyx players grinding for rank.
  • 1x Gold player. Obvious Smurf.
  • 1x Silver sandbag

It’s a pattern I’ve noticed even more prevalent in S2.

Apparently there are Discords around where Onyx players can find sandbaggers to play with.

Shouldn’t be. That’s not how TrueSkill2 is set up. It’s not the way H5 worked.

It’s been harder to prove in Infinite because there is only one ranked playlist. But now you can visit sites like Halo Hive Mind and look up your MMR in the last FFA game you played (I assume they can extract the average team MMR for your team of one).

I have three clear MMR’s. Last Spartan Standing = 300 or so (I suck). Rumble Pit = 850 (I play chill and go for challenges). And of course my sweaty Ranked MMR of around 1200.

But there are shared data between all the MMR’s. Like form and time away from the game. These can have cross playlist effects.

Yep. You can think of your MMR curve as a probability curve. And the maths involved in matching, working out the expected result, and allocating rank change - all involve maths that produce result (probability) curves.

With you 100%.

While I think everyone should read the paper - the problem is that it skims over a lot of things - and expects you to know the maths inside out. But the maths is hard (google Moserware for some resources if your math skill is better than mine). And they deliberately don’t discuss too much detail about the weightings and their strengths - I guess to stop people from manipulating them.

The best take aways from the paper are the discussions on Squad weightings and Kills/minute.

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Today the game has decided to put me against a guy who peaked at onyx 1900. I am not onyx 1900, not even close. I shot 69% accuracy and went 3-18 :joy::joy:

Ranking system is pathetic. How do I get lobbied with him

Looked like a tough game. 75% in their favour. Ouch.

But how it happens is that they are lobbied up. And at some stage the match making has to find them a game. You may not have been waiting long. But they probably were.

The only consolation is that you won’t have lost MMR on the result.

But important to differentiate. Not a problem with ranking. Issue is with match-making and squads. Leave TrueSkill2 out of it. :wink: