Now I know we all disagree on what the best rank system is,
the 1-50 Halo2/3 system was great and a fan favorite, but flawed because of the boosting.
Halo reach system took a crack at quantifying the over performance of each playe quite vigilantly.
I don’t hate or love either system, and am a firm believer that a perfect system has not been made.
I’m not suggesting some perfect system, or ingeniousness formula, just pointing out what I think went wrong with Halo Reach ranking system.
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Variety:
The big charm of the 1-50 ranking system, was the separate ranks for different playlist. This allowed us to play different playlists with different groups of friends, some you cared for about than others, but ALWAYS felt like winning mattered, putting your best effort forward. Without the variety in ranked playlists, players may quickly get bored in the arena, and take themselves elsewhere. -
Winning:
Halo is a team based game, and if the teams overall goal isn’t to win, then game play suffers. In past matchmaking systems, it didn’t matter how much you hated the guy on your team, you would snipe a guy off his back for the better of the team. Your rank was directly tied to others, so there was no killing someone for the rocket launcher, or other power weapons. -
Death vs Kill: In halo reach, it takes 3 deaths to even out one kill. Because of this, you can continue to raise your rating going negative, as long as both numbers are large. This is obviously flawed, rewarding a player for being overly aggressive, even if they are throwing away the win, to raise their score.
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Display: In past halo’s, the rating was displayed with one click on the persons name. This way you could quickly see each players top rating, before a game started. This was a fun way to size up your competition while you waited for the map to load. In reach, you have to dig through plenty of screens to see the arena placement… many have never even been placed…
These are just some thoughts I had. If anyone wants to add to the discussion, please feel free.