Remember that D5 is the highest you can place. Your MMR curve may very well be significantly higher - hence the opponents you are attracting.
If they did that, to maintain matching, they would need to base your CSR on the mean of your MMR curve (instead of the left hand edge as it does now). This would mean that 50% of people would drop rank after placement.
That would be messy.
The other alternative is to just match people off their CSR. But there is a 98% chance your rank is higher than this (it’s three standard deviations below the mean). So this is going to create a lot of badly matched games - especially early in the season when a lot of MMR curves are still wide.
There are pros and cons for how they do it. But I can see why they chose the conservative approach they did.
100% agree.
Either put a limit on the range. Or the number you can stack with. Or at least put an experience requirement - you have to have played ‘x’ number of games solo before you can stack with someone - or even better, ‘y’ number of games together in social.
The problem I have with the ranking system is it’s just not fun. But to be fair it does do some things very well. Smurfing is basically eliminated and it does sort people into skill brackets fairly well. An onyx player is 95% of the time a very good player which you couldn’t say for top ranks in previous halos.
The unfun part is the system locks the player to a rank irrespective of how much you win. The system is also designed to make you lose 50% of the time. Having rank progression based on personal performance in a team game isn’t fair or fun. It changes how the player views his teammates and objective play. Also who decides what metrics a player must hit to be d3? Is that the only way to be good at the game? What about teamwork or being a support player?
I’ve never played a ranking system like this before. I play world of Warcraft 2v2 arena, players don’t get rank locked because they didn’t heal or damage enough. They get ranked locked because they can no longer win against the higher mmr teams. There are flaws with this style of ranking system (there is with any system) but it’s infinitely more fun and rewarding
If the ranking worked the way you’d want it to, you’d be put in a tier where you don’t stand a fighting chance.
You don’t understand.
Onyx players eat you alive if you’re below Diamond I. You’re rated by damage and K/D because you have to be killing enemy players to be succeeding. Think of it this way, right? Let’s say you’re playing OBJ and JUST OBJ.
You are leaving your entire team without a weapon, forcing a 3v4, purely because you’re objective focused. The harder the players get, the less tenable this approach is. You have to clear the area then play the objective, that’s how it works.
The only way to ACTUALLY play the objective is to actively prevent the other players from interacting with the objective at all. The most efficient way to do this, is kill them all. Constantly.
If you cannot do this, you do not belong in higher ranks. It is that simple.
Someone once complained to Josh Menke that they should be rewarded more for carrying the flag. He basically responded that anyone can carry the flag from A to B… the real skill was winning a 1v1 and clearing said path.
The system only locks you to rank if you can’t win games against higher ranked opponents.
Personal performance is graded in two ways.
One, and the most important, is contributing to the win.
Second is kill and death rates. But don’t fall into the trap of believing that you need high k/min. You just need to match the k/min of the ranks you are aspiring to be. If you want to be Onxy you need to be scoring at 1.5 to 1.7k/min AGAINST Onyx opposition. It really doesn’t matter how high you can push it vs Golds or Platinums.
all of what was said here is most important, and so so many players dont understand this. i have to scream this in games and they act like im crazy. and yet theres 3 dead on our team and one or two dead on their team. the only one alive on our team is hiding with the ball and about to get ganked by the whole other team.
and a good player shouldnt always worry about k/d specifically, but everthing involved.
That’s not true. 1. You can’t win every game, you will eventually lose. 2. The system is designed around the player losing 50% of the time so it will be trying to force this balance. 3. You can win games all day against high ranked opponents but if you don’t match against the “metrics” for that rank you get +1 CSR for a win which is essentially a rank lock. Points 1 & 2 will then take away what was earned regardless of your performance in the game that you lost.
The point is K/min does matter it’s just that the amount required that changes. Which is my whole point, it isn’t fair or fun to have to think about these things when you’re playing a team game. Fun is more important that hyper accuracy when it comes to playing a video game. Halo 3 & early Halo 5 ranking systems which much better than what we have in infinite. They were flawed as is every system but they felt fair.
Congratulations you’ve reached your skill plateau!
What you do now is up to you.
It doesn’t force anything. By finding games around your skill level you naturally go 50:50 (or there abouts).
This is the ideal of any ranking system.
Otherwise, what’s the point?
No. If you spend the day beating higher ranked opponents - you will rank up.
And if your MMR is moving above your CSR you could very well start to earn more than +1 to your CSR.
The +1 is kind of what you get for beating a side ranked below you.
As for the “metrics”. It’s kpm and dpm. Which should naturally evolve as you get better. If you are having consistently low kpm or high dpm you probably aren’t winning - and are probably losing your 1v1 against the opposition (and are out of your depth). And remember these are just weightings.
Any other “metric” you want to focus on boils down to did you do it well enough to help your team win. In which case you are duly rewarded.
TrueSkill2 is nearly half as accurate again as TrueSkill1.
Why would you want to go back to a less accurate system?
By all means put pressure on 343 to bring back the fun (eg. a skill based XP system). But don’t throw out the best tool you have for the job it’s designed to do (ranking you).
Absolutely. One of the most frustrating things to argue on this forum, as an ex professional, we’re talking global tier professional, is that there are very specific skills required to play this game properly.
In Star Wars: Squadrons - if you couldn’t boost skip, gasp, dead drift, etc., you were not competitive. If you couldn’t manage power to facilitate max power to weapons and engines while trying to charge shields, you were not competitive. If you could not play your objective and ward enemy players (Because Player Killing was actually not THAT important in the game, warding was much more effective, and due to the MORALE system, DYING was EXTREMELY costly, but everyone was such a good pilot that they rarely died…) Then you were not competitive.
Firaxa Squadron was in the top 8 teams in the United States. We weren’t top 8 Globally, but everyone knew us. Every game has specific requirements to be played at a high tier.
What a lot of players in Halo don’t seem to understand is that if you not a killing machine with good shot placement and good accuracy, if you are not landing just over half of your shots, you are not succeeding. If you cannot win a BR duel more often than not, you cannot be Onyx. If you cannot kill as good as the rest of your team, you can’t play the objective, because the enemy team can outkill you and your team.
K/D is not what matters, and people like to say that they want more than K/D to matter… But the higher the skill ceiling gets, the less players die, in just about every game. Pro matches get… what, maybe 10-15 kills per match on average? Maybe 9?
Because the most important statistic is damage. High damage means that even if you are not killing, you are landing hits every time you see somebody, you are getting assists, you are being a threat to the enemy’s very existence just because you can see them. If you can land a 4-shot consistently, you are an excellent, accurate, lethal player.
Even low diamonds do not understand just how long 8 seconds is for a respawn. 8 Seconds spent respawning is 16 second spent where one player who is an entire healthbar and gun, not doing something in any meaningful way. This is multiplicative. If you wipe an entire team, it is effectively 64 seconds of downtime.
Is it still 16, since they’re all respawning? Yes.
Is it 16 seconds for every individual member of your team to reload, get to the objective, recharge their shields, and reposition themselves to maintain their advantage? Yes.
Absolutely.
Every single second you can buy is worth something.
A player that can buy no time because they can’t kill, is effectively worthless to have on your team.
And THAT is why the ranking system is what it is, in a competitive, Arena, First Person Shooter.
The system isn’t rigged, you just need to get better. Are you strafing? Are you crouching? Are you jumping at the end of 1v1 BR fights? Are you nadeshotting? Are you enforcing area denial and control? Are you marking and calling out enemies? Are you denying power weapons to the enemy team? Are you placing your grenades in lanes? Are you watching lanes of approach? Are you learning any skill jumps? Are you praciticing your shot placement? Are you letting people just go on by because your shot is not confident?
If you can answer no to any of these, you have not reached your plateau. You simply need to learn these things to achieve a higher level of play. In short: You are not doing enough, if most of those are “No.”
Bingo. I’ve been pitted against an Onyx player MOST of may matches lately and, frankly they haven’t been huge hassles. This is because I’ve been putting the work in.
Bingo. It is a very solid system and is only going to improve. We cannot cater to low skill players’ demands without impacting the experience of high skill players extremely negatively.
Mr “Global tier professional” gamer. They have stated that the aim of matchmaking is for 50/50 win loss rate. There is matchmaking pressure against win streaks. I’ve been onyx in halo 5, I’m onyx in halo infinite. The ranking system is bad.
The aim of any match-making system is to create a 50:50 win / loss rate?
Why the Hell would you design it to work any other way?
It needs to be careful that each match isn’t 50:50 - you need the chance to rank up or down. But overall the spread should be even.
There is no hidden code (or conspiracy) that deliberately forces losing matches. Good form (pressure on your MMR to increase) will pull harder matches - but it is up to you to maintain the 50:50 win rate to stay there.
I also want to premise my last comment with some historical information. This account is my second and all is the statistics are on my original account.
I also had the unfortunate experience of playing 650ish games on a one S at 30fps, then about 200 games on a series X with TV at 60fps, and finally 450 games on a series X with a monitor at 120fps.
My correlating K/D was .96 at 30 fps, 1.01 at 60 fps, and 1.05 at 120 fps.
Subsequently, I was D1-2 at 30, D4 at 60, and D 5-6 at 120 until I said screw it and focused purely on K/D and jumped to 1553.
Whatever Darwi says is crap, it is purely K/D. I won at a 54% win rate and a 1.04 K/D and sat around D5-6 pretty routinely and ran into what everyone else says. Get penalized heavily in losses and barely rank up in wins.
So long story short, I change my entire philosophy on my gameplay. I purely say screw objective and focus K/D. Since then, I now win at a 45% rate but my K/D is around a 1.19 consistently. Jumped to a 1553 onyx within 4 days of playing. I recently started playing team focused again as my teammates called me out for being selfish. And my statistics transitioned back to my original habits and I have been D5-6 to low onyx since.
Grind K/D and screw objective and you will reach onyx in no time.
We have also had 3 others in my friend group “do” what I did and they all jumped into onyx playing K/D.
I thought this was pretty accepted. Big advantage of FPS 60fps over 30fps… But minimal from there on?
Nice to see some real world numbers though. Thank you.
Now do it again with a fancy gaming chair
The ranking doesn’t care about your K/D.
There is a weighting for kpm and dpm though. So these might help you rank up a bit.
But what you’ll probably find is that getting more kills is helping your team. Each kill puts an opponent out of action for 15 seconds. This is very important against better teams.
You will probably plateau in rank now as it gets harder to maintain k/min against better go teams. You will now have to work objective strategies back into your meta.