Sorry but the negative titles get the most attention.
On to the topic. I’m going to be going solo in H5:G as most of my buddies either quit because of Reach, or H4, and those who remain wont be there for sometime since they when playstation and are saving up for a xbone so in short i’ll be the only one for quite some time playing.
The thing is we know that H5 will be using a team based ranking so that means either A) I will never get to semi pro or B) My nightmare with H4 will begin anew.
Im hoping 343 will recont and make the ranking individual based so teams consist of players of roughly equal skill. but i dont see that happening.
What i see happening is the skill identification system recognizes im slightly above average and puts me on a team with a bunch of players who know only how to die. on the other team will be maybe 1 decent player and the rest run around like chickens with their heads chopped off. I will lose each and every time and have a craptacular rank even though im having team slayer KDAs of 45/1/0 if not 49/0/0. I know the 0 on the assist is because assist require team shooting and there will be none of that. Not all my matches looked like that but the majority did in H4 so understand i don’t like the idea my rank being tied to my W/L ratio.
I fear I’ll be trapped within the field of players figuring out how to move and look at the same time never to have a competent team and play against such unless i set it up before hand.
Humblebrag game on point.
Could someone explain how a team based ranking system would even work? Is it by wins?
You can still win without having a team of friends. But you can also plug in your MIC and talk to your teammates.
So long as single players can’t match parties it’s not a big deal. Everyone has the same chance of getting good/bad teammates and opponents so eventually the only variable that is constant is yourself.
Ranking systems based of individual stats are VERY flawed. Especially in a game that has on map weapon pick ups. All it does is encourage selfish play.
You’re meant to be matched based on individual ranks. However, your performance as a team (win/lose) will determine how your rank changes after each match.
I prefer W/L ratios to K/D. Kill to Death ratios places too much emphasis on individual skill rather than team skill. It would be perfect for Free-for-all, but not for Team Slayer, in my opinion. Win/Loss ratios mean you need to maximize winning matches while minimizing losing, which means more emphasis on team play. Halo is a team based tactical shooter, individual skill does matter, but team skill matters more.
OP is talking about what the mcc does right now, which is find a game fast and then put scrubs with good players and decent players on the other team… No one wants this especially if you’re good. Carrying a team is never as fun as playing against people as good as you.
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> I prefer W/L ratios to K/D. Kill to Death ratios places too much emphasis on individual skill rather than team skill. It would be perfect for Free-for-all, but not for Team Slayer, in my opinion. Win/Loss ratios mean you need to maximize winning matches while minimizing losing, which means more emphasis on team play. Halo is a team based tactical shooter, individual skill does matter, but team skill matters more.
I agree, one of the worst things to happen to Halo was in game career stats. All people seem to care about is their KD ratio and all it leads to is people playing selfish and making sure they go positive.
Dont title bait -Yoink!-.
> 2533274887613159;7:
> OP is talking about what the mcc does right now, which is find a game fast and then put scrubs with good players and decent players on the other team… No one wants this especially if you’re good. Carrying a team is never as fun as playing against people as good as you.
You know what im talking about! Its because of the match making system tries to search for connection rather than fairness.
> 2533274915643658;6:
> I prefer W/L ratios to K/D. Kill to Death ratios places too much emphasis on individual skill rather than team skill. It would be perfect for Free-for-all, but not for Team Slayer, in my opinion. Win/Loss ratios mean you need to maximize winning matches while minimizing losing, which means more emphasis on team play. Halo is a team based tactical shooter, individual skill does matter, but team skill matters more.
I get what your saying W/L is important but not as much as getting a fair game. I say for Team Slayer on should try to have more kills than deaths. So K/D is important. anything from -1 to 1 is proof that someone was carrying their weight and that the people they fought against where roughly as skilled as they. I say star player should fight against star players until they start getting -1 to 1 K/Ds and if they go really negative on the constant be deranked. More or less there needs to be different skill Islands that people are taken from.
Lest use H3’s 1-50 ranking for example. hypothetical a 25 so i should only fight with and against people ±3 ranks from 25. Thats fair right? Some players are a little tougher than others but over all its a fair fight all around. A match of roughly evenly skilled players is going to rely on teamwork. So in this senerio W/L is team based then.
What im complaining about is that 25 is stuck with people who are 1s and 2s fighting against a team with 1 person at around 25 and the rest being 1s and 2s since the system sees that as fair. A match were there is 1 player having to carry the whole team comes down to which atlas red or blue is able to kill the other’s sheep the fastest. W/L for the team is placed solely on that 1 player and how fast they can wipe out the other team and how long their teammates can survive that 1 other player.
W/L is important but only after you’ve found your island.
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> > 2533274887613159;7:
> > OP is talking about what the mcc does right now, which is find a game fast and then put scrubs with good players and decent players on the other team… No one wants this especially if you’re good. Carrying a team is never as fun as playing against people as good as you.
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> You know what im talking about! Its because of the match making system tries to search for connection rather than fairness.
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> > 2533274915643658;6:
> > I prefer W/L ratios to K/D. Kill to Death ratios places too much emphasis on individual skill rather than team skill. It would be perfect for Free-for-all, but not for Team Slayer, in my opinion. Win/Loss ratios mean you need to maximize winning matches while minimizing losing, which means more emphasis on team play. Halo is a team based tactical shooter, individual skill does matter, but team skill matters more.
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> I get what your saying W/L is important but not as much as getting a fair game. I say for Team Slayer on should try to have more kills than deaths. So K/D is important. anything from -1 to 1 is proof that someone was carrying their weight and that the people they fought against where roughly as skilled as they. I say star player should fight against star players until they start getting -1 to 1 K/Ds and if they go really negative on the constant be deranked. More or less there needs to be different skill Islands that people are taken from.
>
> Lest use H3’s 1-50 ranking for example. hypothetical a 25 so i should only fight with and against people ±3 ranks from 25. Thats fair right? Some players are a little tougher than others but over all its a fair fight all around. A match of roughly evenly skilled players is going to rely on teamwork. So in this senerio W/L is team based then.
>
> What im complaining about is that 25 is stuck with people who are 1s and 2s fighting against a team with 1 person at around 25 and the rest being 1s and 2s since the system sees that as fair. A match were there is 1 player having to carry the whole team comes down to which atlas red or blue is able to kill the other’s sheep the fastest. W/L for the team is placed solely on that 1 player and how fast they can wipe out the other team and how long their teammates can survive that 1 other player.
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> W/L is important but only after you’ve found your island.
Well, if I remember H3 correctly, you didn’t get matched with rank 1’s and 2’s, but I think you are talking about H2A. In which case, the ranks in H2A are broken, rank 50’s are getting matched with rank 1’s, and so forth. I’m suggesting that, in a Halo game that actually works as advertised, W/L ratios should have a greater emphasis in the game, instead of K/D. I’m tired of people telling me I’m a terrible player for having a less than desirable K/D ratio, when my W/L ratio is greater than my K/D ratio.
343 is never going to change the ranking system to that of an individual based one. Halo is, as previously said, a tactical team based shooter. The person who hangs back with the light rifle and racks of tons of assists but ends up going 2 deaths for every kill is just as important as the guy who went 5 kills for each death. Either way game types like Team Slayer are based primarily on your ability to play as a team, you are meant to find and play with a team. To think that its unfair that you will never reach Semi-Pro playing by yourself is like complaining about how unfair it is that every one is using battle rifles when you choose to only use a pistol.
I was able to find full teams of skilled players every day on the forums to get to Semi-Pro 1900 (TS) and it will be just as easy to do so when the game is released.
I made an HUGE description of how this could be solved back before Halo Reach came out… If I could find it I would post it again. I feel that for your situation you should hope that 343i doesn’t put too many low ranked people with low KD ratios in a game at once otherwise you are screwed. Really though you should consider that you can’t just ostracize a whole segment of the player population (the non-‘skilled’ ones) only because you have had bad luck.
Although I understand where 343 is coming from, in that its a team game and should be team focused, I think basing the rank only on team-outcome is a major mistake. Especially considering many teams are assembled on-the-fly via matchmaking, so the “team” is just a temporary framework for which individuals play.
If matchmaking’s goal is to create balanced teams of equally skilled players, then taking into account player performance is critical to the balancing act. Furthermore, the “team” has no persistent rank carryover game-to-game, rather its the individual who holds the rank, while the team remains in constant flux. So having an individual get ranked based on the results of a temporary team construct, seems absurd.
There absolutely should be player performance factored into the ranking.
well, matchmaking it self should work great, but the players on the other hand, are just stupid…
> 2610345319735860;14:
> Although I understand where 343 is coming from, in that its a team game and should be team focused, I think basing the rank only on team-outcome is a major mistake. Especially considering many teams are assembled on-the-fly via matchmaking, so the “team” is just a temporary framework for which individuals play.
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> If matchmaking’s goal is to create balanced teams of equally skilled players, then taking into account player performance is critical to the balancing act. Furthermore, the “team” has no persistent rank carryover game-to-game, rather its the individual who holds the rank, while the team remains in constant flux. So having an individual get ranked based on the results of a temporary team construct, seems absurd.
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> There absolutely should be player performance factored into the ranking.
Individual performance is factored in.
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> > 2610345319735860;14:
> > Although I understand where 343 is coming from, in that its a team game and should be team focused, I think basing the rank only on team-outcome is a major mistake. Especially considering many teams are assembled on-the-fly via matchmaking, so the “team” is just a temporary framework for which individuals play.
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> > If matchmaking’s goal is to create balanced teams of equally skilled players, then taking into account player performance is critical to the balancing act. Furthermore, the “team” has no persistent rank carryover game-to-game, rather its the individual who holds the rank, while the team remains in constant flux. So having an individual get ranked based on the results of a temporary team construct, seems absurd.
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> > There absolutely should be player performance factored into the ranking.
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> Individual performance is factored in.
Hopefully it is, but that is not the sentiment expressed by 343 here:
[https://www.halowaypoint.com/en-us/community/blog-posts/how-fans-helped-shape-the-multiplayer-of-halo-5-guardians
](https://www.halowaypoint.com/en-us/community/blog-posts/how-fans-helped-shape-the-multiplayer-of-halo-5-guardians)And I quote:
“Philosophically we believe that in a team sport the only thing that should matter is wins and losses. We also believe that incentivizing players to prioritize their own individual stats in a team game can undermine team play. A player’s Kill/Death Ratio (the stat that tends to be focused on in these discussions) is not always a reliable indicator of impact on team success. A player may have inflated kills from finishing off enemies that their teammates have damaged, or may have pursued kills at the expense of positioning and map control. The simplest and best way to assess performance within a team sport, is the team’s success.”
And although I understand where 343 is coming from. My point is the “team” is a temporary construct that is not persistant game-to-game and therefore should have less ranking focus. Especailly in a Slayer game - k/d is intrinsically tied to earning points for the team while preventing points from the opposing team. Individual performance should absolutly factor into the ranking, along with team-outcome.
Sorry, but individual ranks just don’t work. You’ll have teammates playing for themselves, fighting over power weapons even more, betraying flag carriers so they get the cap, and anything else to make themselves look better.
H2, H3, and Reach’s Arena all ran on win/loss based ranking system, with EXP points associated with how you stack up against the other team’s ranks. It worked fine. H4 offered individual rankings in certain playlists and it was awful. I stopped caring about the objective and instead focussed on getting a high K/D, essentially alienating my team, and got to 50 easily.
What is this, a HaloFollower video? Don’t use click-bait please.
Besides the point, W/L ratios are always better in team playlists, individual skill promotes selfish play and makes power weapon hoarding a necessity, thereby screwing players who already have a hard time solo (such as yourself) over even more.
The system that is established now is probably better than most others, and I am sure they have tried quite a few to get to where they are now.
Matchmaking is going to be sick. Im so excited for it. I hope they balance the grenades a lot better though but other then that i am super excited.