Rank issues and suggested improvement

The problem: Rank primarily reflects whether you win or lose as a team, not your individual skill level.

The way the current ranking system works is that if you are the best player in the match but happen to be on the losing team then your personal rank is decreased. This is done by removal of points and can result in dropping a tier.

This method of ranking renders playing in anything other than a closely knit team of 4 players with similar skill levels a high risk and potentially unpleasant experience. I know in the beta we have only 1 playlist and the final game will have social/unranked hoppers but making a personal stat based on how a full team performs is troublesome.
For example; I may want to play against players of similar skill level and rank but if I’m repeatedly paired with people who AFK, forget how to play, hand the controller to their sibling or any other number of reasons including just being plain rubbish then my personal rank goes down despite potentially out performing everyone else in the game. This is a frustrating experience and does nothing but discourage me from playing the game.

Proposal:
Make your personal rank actually reflect your skill level. Instead of having the fact you won or lost have such a huge impact on your rank, track individual performance and increase/decrease rank based on how you as a player performed. If your team won, increase a multiplier in the calculation, if your team lost decrease it but leave room for a skilled player matched with 3 incompetent players to at least maintain their rank based on their own performance.

The problem with basing it off individual is that it doesn’t promote team work. All everyone would be doing is padding there stats.

If you really want to have a great rank then youll gave to play with a team

The suggestion I gave promotes working as a team because if you’re just out for yourself the chances are your team will lose and you won’t go up a rank. If you are just out there padding your stats and your team do win and you are the best player then you do deserve to increase in rank. If you were the worst player on a winning team then at best you’ll gain a little or stay stationary, worst case you may decrease in rank slightly.

All the above is not possible with the current method.

OP, you are 100% WRONG. Halo is a game designed to win, not do good individually. I would stop using teamwork and start worryung about kd if what u are saying happens. Halo should be about winning. There are sometimes a team member goes 12 kills and 8 deaths and it is a very good thing, he was helping his teammates, pushing at tge right time etc, then there is a very bad 12 and 8 where people sit back with snipe and never try to win but jus try to go positive but they are making their TEAM play 3 on 4. Winning should matter and it should matter thee most. I would be up for them basing your skill on 90% win and 10% how you actually did but assists and how lokg someone holds a power weapon should matter. I shouldnt be punished because johnny had sniper and rockets and invis all game and i played support with tge br. He goes +10 but i go +2. Who hax the better game? He had the power weapons and could not have done what he did witjout me doing what i did. It should be about winning. If u want rumble pit to take that approach, then fine.

> 2533274816589077;4:
> OP, you are 100% WRONG. Halo is a game designed to win, not do good individually. I would stop using teamwork and start worryung about kd if what u are saying happens. Halo should be about winning. There are sometimes a team member goes 12 kills and 8 deaths and it is a very good thing, he was helping his teammates, pushing at tge right time etc, then there is a very bad 12 and 8 where people sit back with snipe and never try to win but jus try to go positive but they are making their TEAM play 3 on 4. Winning should matter and it should matter thee most. I would be up for them basing your skill on 90% win and 10% how you actually did but assists and how lokg someone holds a power weapon should matter. I shouldnt be punished because johnny had sniper and rockets and invis all game and i played support with tge br. He goes +10 but i go +2. Who hax the better game? He had the power weapons and could not have done what he did witjout me doing what i did. It should be about winning. If u want rumble pit to take that approach, then fine.

The way I read your post is that you think I’m suggesting that the skill is dumbed down to basically k/d ratio. I’m not.

I’m suggesting that a number of metrics are factored into your skill ranking with being on the winning team only being one of them. Number of assists, enemy engagements, proximity to team mates, time spent near the objective points, etc can all be factored into what makes up your individual skill.
Being lumbered on a team where 2 people drop out at the beginning and losing by 2 points shouldn’t make you lose 90 points worth of skill and drop a tier. But it does with the current system. It’s broken for team based games in all but the most perfect of scenarios. The majority of games you and I will play are far from perfect environments and the current skill system is less than useful in these situations.

The current system appears to be based on Trueskill, like Halo 3 was. Trueskill is great for 1 on 1 games where it’s individual skill that determines a win/loss/draw. In team games it appears to rely heavily on the win/lose scenario instead of actually representing player skill.

Straw man argument.

This ranking currently is the closest thing we have to the way the ranking use to go in Halo and I am not letting it go.

You win and you go up in rank. Once you get to the hire levels the chances of you playing with team mates that dont know what they are doing greatly reduces compared to EXP ranking where someone who is just terrible at the game could int he end reach the top rank. It goes back to the every kid gets a trophy society that the world is excepting as standard.

I cant remember really anyone dropping out of games once you got passed the 30 mark in Halo 3.

> 2533274829723893;6:
> Straw man argument.
>
> This ranking currently is the closest thing we have to the way the ranking use to go in Halo and I am not letting it go.
>
> You win and you go up in rank. Once you get to the hire levels the chances of you playing with team mates that dont know what they are doing greatly reduces compared to EXP ranking where someone who is just terrible at the game could int he end reach the top rank. It goes back to the every kid gets a trophy society that the world is excepting as standard.
>
> I cant remember really anyone dropping out of games once you got passed the 30 mark in Halo 3.

That’s not a straw man, a straw man argument is (to quote wikipedia):

“A straw man is a common type of argument and is an informal fallacy based on the misrepresentation of an opponent’s argument.[1] To be successful, a straw man argument requires that the audience be ignorant or uninformed of the original argument.”

I’m not misrepresenting anyone’s argument, I made suggestion based on factual evidence of what is happening and how I feel it could be improved.

To address your points:

To get to the higher levels where you say no-one drops out you have to have played many games with other people who haven’t dropped out, haven’t gone AFK and are actually any good.

For example of how it is today, I was matched up with a team and we lost. I managed to score 22 kills and several assists whilst playing as best I could with my new found allies. The next best on my team got 6 kills. Only one other player got anywhere close to a similar skill level as myself and they were on the other team. At the end of the match I lost rank. This was purely down to being matched with 3 people of different skill set. Instead of my skill being calculated correctly, my rank was reduced because of the matchmaking algorithm pairing me with team mates who weren’t up to the challenge in that game.

This system makes no sense unless you have 3 people of similar skill you can always play with. If you don’t change this broken system then you restrict the ranked hoppers to those who either don’t care about rank (in which case then a social hopper may be better) or have 3 other players of similar skill already lined up. For those of us like myself who would like to play with friends of differing skill levels and still get ranked correctly based on my own skill the current (and old) system is useless.

I understand you don’t want to let go of the past but it’s time to move on or accept that the system is broken and abusive to all but organised teams (or lucky pairings). Personally I want a better system that ranks me correctly and still allows me to have fun with my friends.

OK, this current system is crazy.

Be 2nd best player in match but happen on losing team: lose 16 points
Be 2nd best player in match on winning team: gain 12 points.

This system is fundamentally flawed at it’s core.

They need to fix the ranking system by not matching up level 1’s with level 31’s…

> 2533274807687937;1:
> The problem: Rank primarily reflects whether you win or lose as a team, not your individual skill level.
>
> The way the current ranking system works is that if you are the best player in the match but happen to be on the losing team then your personal rank is decreased. This is done by removal of points and can result in dropping a tier.
>
> This method of ranking renders playing in anything other than a closely knit team of 4 players with similar skill levels a high risk and potentially unpleasant experience. I know in the beta we have only 1 playlist and the final game will have social/unranked hoppers but making a personal stat based on how a full team performs is troublesome.
> For example; I may want to play against players of similar skill level and rank but if I’m repeatedly paired with people who AFK, forget how to play, hand the controller to their sibling or any other number of reasons including just being plain rubbish then my personal rank goes down despite potentially out performing everyone else in the game. This is a frustrating experience and does nothing but discourage me from playing the game.
>
> Proposal:
> Make your personal rank actually reflect your skill level. Instead of having the fact you won or lost have such a huge impact on your rank, track individual performance and increase/decrease rank based on how you as a player performed. If your team won, increase a multiplier in the calculation, if your team lost decrease it but leave room for a skilled player matched with 3 incompetent players to at least maintain their rank based on their own performance.

Well said. 100% agree!

> 2533274807687937;5:
> > 2533274816589077;4:
> > OP, you are 100% WRONG. Halo is a game designed to win, not do good individually. I would stop using teamwork and start worryung about kd if what u are saying happens. Halo should be about winning. There are sometimes a team member goes 12 kills and 8 deaths and it is a very good thing, he was helping his teammates, pushing at tge right time etc, then there is a very bad 12 and 8 where people sit back with snipe and never try to win but jus try to go positive but they are making their TEAM play 3 on 4. Winning should matter and it should matter thee most. I would be up for them basing your skill on 90% win and 10% how you actually did but assists and how lokg someone holds a power weapon should matter. I shouldnt be punished because johnny had sniper and rockets and invis all game and i played support with tge br. He goes +10 but i go +2. Who hax the better game? He had the power weapons and could not have done what he did witjout me doing what i did. It should be about winning. If u want rumble pit to take that approach, then fine.
>
>
> The way I read your post is that you think I’m suggesting that the skill is dumbed down to basically k/d ratio. I’m not.
>
> I’m suggesting that a number of metrics are factored into your skill ranking with being on the winning team only being one of them. Number of assists, enemy engagements, proximity to team mates, time spent near the objective points, etc can all be factored into what makes up your individual skill.
> Being lumbered on a team where 2 people drop out at the beginning and losing by 2 points shouldn’t make you lose 90 points worth of skill and drop a tier. But it does with the current system. It’s broken for team based games in all but the most perfect of scenarios. The majority of games you and I will play are far from perfect environments and the current skill system is less than useful in these situations.
>
> The current system appears to be based on Trueskill, like Halo 3 was. Trueskill is great for 1 on 1 games where it’s individual skill that determines a win/loss/draw. In team games it appears to rely heavily on the win/lose scenario instead of actually representing player skill.

I agree once again with Goffi.

I love playing Halo so much and love playing it to increase my rank whilst having fun. I don’t want to play Halo 5 and have to worry about losing the game as I would get XP taken off me usually because my teammates are clueless. I want to be able to play Guardians knowing that if we lose I’ll get a smaller amount of XP therefore I’m not getting extremely angry with the game and giving up because it’s evident that we’re not going to win.