New update for matchmaking, Ranked progression, and quitting

https://www.halowaypoint.com/news/matchmaking-ranked-improvements-winter-update?s=01

For once, I can agree with pretty much everything in this blog post. At the very least it is a step in the right direction.

I’ve also been pleasantly surprised with the communication from 343 this week.

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The communication has been fantastic.

Combined with the recent Forge vidocs and the Community stage at the World’s…

Please 343… Keep going.

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Eh, we’ll see…
Still would love to see a “Vote to Forfeit” option when possible so no one has to leave an obvious one sided match.

Looks promising though…

I’m a little confused. Is the quit ban thing only for ranked? If so that would be great. I don’t believe people should be banned for quitting social matches.

All of these updates are welcome, EXCEPT:

" We’ve received a lot of feedback that the CSR progression doesn’t feel right~~,~~ and that the CSR gains and losses were too closely based on personal statistical performance, which doesn’t always represent the impact a player can have in the game. (e.g., communication, map positioning, spawning knowledge, etc.)

To address these concerns, we have overhauled the algorithm that determines CSR gains and losses after a match. We’ve made it more configurable and set up the configuration so that a win or loss for the whole team matters more than individual performance when determining the CSR gains and losses for each player.

Individual performance SHOULD also matter. If you have a really good game where you outperform your expected score, you SHOULD be rewarded for that. Cap the flag all 5 times? BONUS! Get 15~ assists where you save teammates from dying and that positively impacts a match? BONUS! etc, etc…

And it does. Just overall in the amount of games you win. Or more specifically in the quality of the teams you beat.

What you are effectively doing by “double dipping” the rank gain is pushing your rank up too fast. You just struggle vs the harder opposition, lose a lot of games, and rank down.

If you want to “reward” people for a specific metric - you also have to penalise people for failing that metric. That’s how ranking works - otherwise you just end up inflating the ranks to the right of the population curve.

So if you want to be rewarded in one game for capping all five flags - you have to penalised the same in the next one for not capping any flags.

Then you have to add in all the other metrics that people consider to be good (or bad) play. And some of them, like communication, are impossible to quantify. And how to do you identify a sacrificial play that allows a team-mate to escape or grab a power up etc.

And which game developer is going to invest the time and resources to balance this. And the data footprint alone would be astronomical.

In the end Microsoft found that it all washes out in the wins and losses. If you play the objective you will tend to do well. If you are multi-faceted (balancing the objective and slaying) you will do even better. So, keep it simple. Your good play is rewarded over time.

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All fair points, as always. lol…

Makes sense, no objection from me.

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It still probably effects both. Quitters have too much of a negative impact on matches unfortunately and the other players enjoyment far out weighs the individual that left.

It’ll probably work like ranked, except for the CSR drop since it’s not ranked. So the first person who leaves will get hit with the penalties, the rest can now leave at will if they want.

Personally, I think a scale system would be better The more you quit, the more your placed with others who quit frequently. The more you play the entire match, the more you play with others who do the same. It’ll allow people to play as they please, and you could remove temp bans in the process. If you decide you don’t like the people your pitted with, you have to change in order to move to the other side of the scale. IT also doesn’t go away with times, but by changing the way you play matches. I think this would be a more solid compromise, but would also be a valuable learning tool as well IMO.

Maybe they could include a “reserve the right to quit” option in their future custom game selector. That way people can at least be honest with their intentions.

The way I understood it is that they improved the quit ban in ranked but left social alone. Unless I missed something.

I like that idea a lot. LOL does this i think.

Xing my fingers.

Nice! This looks like they’re making some good changes!

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