Bare with me here because to some of you this may come off as a little far fetched and probably a bit lengthy so if you dont have the time or arent open to innovative ideas i suggest you pass on this post. Anyway, ive been thinking about this for quite some time and i believe the system i propose to be the most comprehensive and accurate measure of a player’s skill.
When you think of a player’s level of skill a few things come to mind…
Individual skill: Since shooters are about shooting and eliminating the other team. How well you can kill others while avoiding death yourself is obviously a main indicator of personal skill in most shooters and also is an important underlying factor in the outcome of any match of any gametype. That being said, kill-to-death ratio is a direct reflection of personal skill.
Team-oriented skill: One facet of a player’s overall skill is their personal skill but in games in which winning isnt based solely on one versus one battles, teamwork is very important. While there are players out there that may top the kill charts every game there are also players who contribute greatly in lesser known areas to ensure the victory of their team. What better way to determine a players influence on the outcome of a match than win-to-loss ratio. While there may be games with some team imbalance, games in which your influence on the outcome of the match is rather irrelevant; you will find that over a longer period of time, win/loss ratio pretty accurately describes a players “team skill”.
Level of activity in matches: What would any stat mean if you camped the whole game only entering the heat of battle when the perfect opportunity arises. Stats can become distorted if a player avoids any combat situation in which the odds may be against their favor. This being said we need to make sure players are out there playing the game and not sitting in a corner. Thats why the third and final aspect to this ranking system is points-per-match. In other words, on average, how much do you participate and contribute in matches.
So now we have three factors to use in ranking a player. How do we use these numbers? As simple as it is the best way is the multiply these numbers together making each a factor of the other. This way, a players rank will suffer if he/she is lacking a particular area. Each factor balances the other out in this equation making for an extremely fair ranking system not favoring any particular type of player.
So now we have an arbitrary number (let’s call this your skill-number or Snumber) that means nothing as it currently stands. To give meaning to your Snumber we have to compare it to others’ Snumber. Meaning your Snumber’s relative position in the long list of Snumbers will determine your actual rank. This way, your skill rank is directly attributed to the current skill levels of other players. If your skill declines, your rank will too and visa versa. This ranking system can never get old and will always be accurate based on the current skill level of the Halo population as a whole. Now i know that may have been confusing so i tried to explain a little more below.
Here’s an example of how to calculate your rank…
TL;DR the formula
K/D * W/L * PPM = Snumber
Highest Snumber
…
… / --top X% = rank 1
…
… / --next X% = rank 2
…
Everything in between
…
Lowest Snumber
The only variable here is how many ranks you want and how rare you want each rank to be. If you want rank 1 to be the top 5% of the population, you give that rank to the top 5% of Snumbers. If you want 10 ranks all of equal size you split the population up into 10% sectors. How this portion is done is up to the developers
So yea thats about it. Any thoughts?