Ranking system & MMR

Playing Arena, I start my daily session from 1380 MMR. I win three games to earn 11 points, then I even lose 13 points in a single game. I find myself at 1378.

I win another four games playing well and only earn 11 points. Then I lose only one game and go down 13 points again.

In principle that would be correct. The problem is that this system is too rigid, and it creates a lot of frustration. It should be softened a little.

It is not fair to commit 100% a game to earn only 1 point (2%). It is not fair to lose in one game what he had earned in four victories by playing well. It is sadistic.

Regardless of the value of the opponents and the way you play, there should be more “human” thresholds. An Example? imho, minimum and maximum victory should be 17% (1/6th) and 33% (1/3rd). Same values, but negative, for min and max defeat.

Pease, consider this.

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Without knowing the intricacies of how TrueSkill is applied in Infinite.

  1. If the team you play is very close in skill your MMR doesn’t go up or down very much.

  2. If you lose to a team ranked below you the penalty will be harsher.

  3. It’s all about the W/L. It doesn’t matter if the score is 50:49 or 50:29.

  4. If your CSR has drifted away from your MMR you can get a bit of a correction when a W/L falls in that direction.

  5. There is a weighting in TrueSkill2 for performance (kills per minute) and I think the consensus is that Infinite makes other judgements (eg. for objective plays) - but we don’t really know for sure.

  6. Pure K:D is not straight forward, even in Slayer. We all know that player who has a solid K:D but didn’t really contribute to the result.

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very much? we are talking about +1 MMR point per win with good individual performance. This is deeply unfair. Just as it is profoundly unfair to lose the points earned with 3-4 previous victories in a single game.

The fact that True Skill 2 is done like this does not mean that it cannot be improved / adapted.

When you think about it… it’s pretty fair.

You beat a team of the same rank. The system can’t deduce anything from that result except that you are at least as good as the other team. It doesn’t, and shouldn’t, qualify you to rank up.

In Halo 5 I think Onyx players only go up 3 points for a win?

If you are #2 in the world - beating the #3 a couple times in a row does nothing more than confirm you are #2. The system shouldn’t automatically make you #1.

The nature of the system though is that you will get games vs teams a bit better and you will have the chance to level up a bit faster. Just don’t lose to teams that are ranked lower…

And your individual performance doesn’t mean a lot. It’s a team game… and the performance of the team is paramount. The best player on the losing team in the superbowl doesn’t get a medal (or is it a ring) - but the worst player on the winning team does.

Maybe FFA is your more your jam?

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no bro, it’s not fair. If my team wins it has to go up, and not by 1%. It has to go up because the victory has to be rewarded, it has to give the players gratification. If you give crumbs for 4 wins and take half a bar off with one defeat, you are just fooling people. You’re spinning her like the hamster in the wheel.

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Your reward is the win.

But you only beat a team that is pretty much as good as you are. The system can’t make any conclusion other than you are at least as good as them.

It can’t magically rank you up.

If I’m #1035 on the Tennis circuit… and I beat the player ranked #1036… do I deserve to move up? Maybe just a tiny bit. Maybe to #1034. But I certainly don’t deserve to move up to #900 - even if I beat #1035 five times in a row.

It’s pretty much how all ELO type systems work… from Chess, to Tennis, to Halo.

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It’s always been like this since Halo 5. It rewards time.played. not wins

It would have been moving along these lines since Halo 3.

And it is all about the wins.

Ever heard of paper champions?

I have now… thanks Google :slight_smile:

And it’s along those lines why they probably dropped the “Champions”. Unless the top 200 players were playing each other regularly - and given servers / time zones they probably weren’t - the system was guessing at best.

Poor excuse to remove it. I’m not against champion ranks. I’m just using it as an example that even without the ranks people can be good.on paper but bad in game

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It’s because you are at a rank that’s higher than your regular performance. Your rank is based on all of your games not just one good or one bad game.

The system doesn’t want to move you up too much as it has determined you are not ready because your regular performances don’t support that.

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You’re talking about MMR and Onyx rank points as if they’re the same thing when they aren’t.
MMR is essentially your hidden TrueSkill2 rank that the game matches your teammates, and the enemy team with, and doesn’t really correlate to your in-game rank effectively. MMR is across ALL games; social or ranked, and is an uncapped value that dictates your personal ‘skill’. The problem with the current system is that because its across social AND ranked, so destroying in social basically hinders you from finding balanced ranked games, as if you constantly go +20 in social, when you do waltz into a ranked game, the matching believes you will continue to go +20, and will match you with teammates who effectively go -20 to balance out the game and make it ‘fair’.
Also, because this value doesn’t have a cap for whatever reason, the more you play and do well, the higher and higher this ‘number’ will go, and you will steadily get worse and worse teammates to balance out how good the game expects you to go vs the opposing team, in both social and ranked.

Say you play 1000 games and because it doesn’t have a cap, your MMR is 20k, while people with many less games played (but still good players) might be around 3-6k. Even though your slaying ability might be slightly better than the opponents, the game will try to balance out this number with teammates who effectively have no hands, because with that number, the games predicts the game will be even due to the combined numbers of each team are as similar as the lobby allows.

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I’m pretty sure you have a different MMR for each playlist.

If it’s your first time in a particular playlist it will make a skill assumption from your most similar established MMR.

MMR is also not open ended. I don’t see how that would work.

And I seriously doubt that performance in a social playlist, good or bad, is not used for your next ranked game.

If you have any references to these I would love the links.

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https://www.microsoft.com/en-us/research/uploads/prod/2018/03/trueskill2.pdf
Scroll down to ‘mode correlation’ think page 20 for game-wide MMR in TrueSkill2. Or just read the whole thing, its quite interesting if you care at all.

Also MMR is open ended, I forget where my source is but it was an exchange on twitter between Tashi343 and a few HCS pros, as well as is just well known atm in the competitive scene. Can try googling it I guess? Or just not believe me haha but yeah. Not sure why you said it isn’t, but you’re right it doesn’t work and it shows.

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At this point I’m tired of making the unfounded assumption that TrueSkill2 works the way we have assumed in previous games. Last night, I played a session with a squad of four. By the end of the session, I increased about 50 Onyx points while another team member dropped from Onyx 1520 to mid Diamond 6. I performed better than him, but not outlandishly. Obviously, we had the same W/L as we played together.

Based on that, I can confidently state I do not understand how this ranking system is tuned, unless our hidden MMRs were markedly different and I happened to be artificially low and he was artificially high. I suppose that’s possible, but still incredibly confusing and frustrating.

Interestingly, I see consistently better rank rewards for winning in Slayer versus other game modes. Curious if others have seen that. May just be confirmation bias.

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It’s always quite amusing the ones who think the system is working well and makes sense are the ones who are hardstuck in platinum.

Because they arent blinded by their ego and know they are at the skill level they should be at? Not everyone can be Onyx or Diamond.

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Yeah I’m blinded by my ego, or just baffled by the fact that this dude thinks the system is great and wonderful and working as intended… Yet I’m here grinding and almost at 60% win rate and going DOWN in rank.

I simply call out his rank, and now YOUR rank as peaking diamond 1… Simply because you havent broke into Onyx and dealt with the problems the majority of us have.

I completely agree with you: trying to make sense of rank progression in a lot of ranked matches is confusing. And, I’ve had similar experiences where the distribution of how much rank is gained in a single play session across a team of four doesn’t always seem to be consistent, and for reasons I do not understand either.

Some of it seems to be who plays the objective and how that is weighted in the system. You’re not going to get a huge KDA if you hold the oddball the entire game, but if you win an oddball match for your team – you’re probably going to stack up with less rank progression than a teammate who slayed out. I don’t think this is right / fair, especially for an objective based playlist.

The other part of it seems to be inconsistent rank gains for something else going on entirely behind the scenes. This is where I want clarity on how the Halo Infinite rank system is working.

As for MMR – apparently there is a display bug on PC (or feature, yet to be determined) that will show you the MMR of each team in the post game menu on the TEAM LINEUP page. I’ve never seen it on console; only found out about it recently, but I would imagine that it’s helpful in understanding who is ranking up and how much.

Bottom line: I agree when people are saying that the system feels punishing or unfair. No one wants to spend an evening winning games for minimal progression, only to have all those gains wiped out by a few losses. I’ve had several nights like this – it’s just a complete waste of my time.