If we assume that everyone in a match is evenly matched according to their CSR, because everyone in the match got matched together, right? Then it could very well be another “incompatible” player’s fault that they’re not performing to their standard.
That is not something you should forget, actions you take affect others.
Of course players can have crap matches for whatever reason, but you should never count out the possibility that a team mate who does good on paper can be the cause of an overall loss.
As I mentioned, Reach’s initial ranking system was based on personal performance, that lead to matches not being played to win, but to personally rack up as many kills as possible, -Yoink!- be your team mates. Basically, it was a FFA with certain players you shouldn’t kill. If that system worked, why was it changed to a W/L system?
The weakest link isn’t always the player with the worst stats.
Okay, any suggestions on how to go about with that, not looking at the stats as they are?
What if the player with the most death, enabled the team two kills for each death?
How do you check a poor performing player’s contribution to the team and the impact they have allowing better performing players to really perform well?
A good performing player can be the cause of a loss, or another player performing poorly. Likewise, a poorly performing player can cause a win, or enable another player to get glowing stats.
In what way would you account for that?
The question here is if the ranking system is working as intended if the outranking team’s win takes a huge chunk of CSR from the higher ranked players.
See, normally, the game would expect the outranking team to win, and usually in ranking systems, getting beaten, and being expected to be beaten doesn’t chew up a huge chunk of your Rating, if at all any.
That’s not logical. Either there’s a hidden value you can’t see used for the evaluation, or it’s not an entirely truthful statement. Alternatively their system’s broke.
And I already elaborated on that in my post with the playlist part.
Incidentally, if you really play to win, no one is stopping you from getting a team or two together, right?
Maybe you are a far better individual player when you play in a team you know?
Nothing here says you as a player wouldn’t be better as an individual while playing in a squad than going solo, while the squad even further boost your stats.
Psychology plays a part in there too you know.
Actually, W/L is sufficient if everyone went in solo. As I said, the only single constant is you.
With enough players to sustain a healthy pool of players, you’ll accumulate enough games to give you a good indication of where you are skill rating wise. You will contribute to wins and losses in those games, and with enough wins and losses over a period of time the algorithm will have found your spot.
If you win a lot against players rated the same as you, you’ll climb.
Start losing a lot, and you’ll sink down, at some point if you do not improve and start winning more, you’ll hover in place with your rating.
Using personal stats to determine rank just brings us back to the release days of Reach.
Implementing anything else with W/L complicates the system further and can either not do enough according to the players, or do too much where the result of the match isn’t worth it so players play egoistically, i.e Reach release days. It opens door for possible manipulation, unwanted behaviour or unforeseen results ( glitches / bugs ).
Any issue you have with rating a player’s skill, in the current environment, is due to a lack of players playing during your play time. There’s no fixing the algorithm for that, you can’t sidestep it.
Which means the CSR you get then isn’t a measurement of individual skill to begin with?
Or, if winning is the goal, one can see a part of the individual skill being to get a squad together to play with.
Skill isn’t merely shooting things in the game.
Bugnie dropped the ball with Ranked in Reach, one playlist crashed with the use of personal stats to determine “individual skill”.
Reach wasn’t a great “competitive game” in the eyes of the competitive Halo player either considering random sprat patterns and unqueal spawns.
Another thing which isn’t in favour of ranked either is that there’s been a wedge driven in between ranked and social, where Ranked is seen as something “bad”, and there’s an expectation that it should play differently too with different rules.
In the early days of Halo 3, Ranked and Social were essentially the same, just that ranked had a number to go with it, that went up or down.
Ranked should be more desirable for players to play, and share the same ruleset as social.
Imagine getting a Credit prize based on your rank at the end of a Season? The higher the rank the better the prize. Put in different Rank Playlists according to what I said, along with a differentiation between objectives and slayer, along with BTB and all the other playlists like Tactical, Fiesta etc.
Ranked has a stigma, and it needs to go away, unless i343 works to improve its reputation its not going to get better.
That’s what I believe could be done to improve the situation for Ranked. Stop pretending its some exclusive place for specific few rules and throw the bunch of them in there, attach credit rewards and encourage players to play ranked.