Ranking system (poll)

True Skill ranking -
Trueskill assigns skills on a normal distribution (bell curve, Gaussian). The Trueskill system has two main variables to consider. They are your player skill level (Mu) and your uncertainty factor (Sigma).

Mu is an approximation of your skill level based upon past performance. Win games to raise Mu, and lose games to lower Mu.

Sigma is the numerical representation of the range in which your true skill could lie. Play really consistently, and you have a low Sigma. Play streakily, and you have a higher Sigma.

After a win, the Trueskill system adjusts your skill ranking based upon the Mu and Sigma of all the players in the game. We’ll go deeper into how much it is adjusted later.

Trueskill systems use a conservative ranking Ranking = mu - (K * Sigma) so your skill is likely to be higher than the actual number represented in your Halo 3 highest skill level. K is a constant assigned an arbitrary value by the developers of the game.

Competitive Skill Rank (CSR) -
The Halo 4 CSR ranks players on a scale from 1 to 50 and is based on your performance in multiplayer matches as well as the rank of those you play with. Everyone will start out with a rank of zero and the CSR is based on each individual playlist. So, while you could be ranked 40 in Team Throwdown you may be only a rank 5 in Grifball because you haven’t played as much.

Scoring for CSR will also be dependent on the playlist as some are based on individual performance against other players while the rest is based on team performance and your overall win/loss record.

The following playlists use individual scoring which is based on your performance against other players and your teammates plus your win/loss record.

A visible 1-50 ranking system, thanks.

if halo 5 doesnt have a ranking system like halo 3 or something similiar like halo2 im not buying the xbox one

Not visible, not buying.

High Skill 1-50 Fully Visible Playlist Rankings

If this counts as CSR, count my vote for other as CSR

I would vote Halo 3 style 1-50 Ranking system

No matter what it needs to visible in game and playlist along side your service record.

And Ranking up or down needs to be instant after the game / not have any delay

CSR uses Trueskill, so how exactly are they different? If you’re talking CSR vs. Halo 3’s diluted Trueskill system, that’s a different story.

Visible 1-50 with ranked and social playlists.

How about a visible ranking that prevents cheating and is calculated by:

  • wins
  • k/d
  • assists
  • points (ie grenade kill, no scope snipes, flag capture, etc.)
  • total points of match (ie position among teammates and competitors of that game)
  • time alive
  • completing game objective
  • betrayals
  • coming in game late
  • quitting games vs getting disconnected
  • games that are 1 vs 4
  • games where a player on your team isnt moving
  • and there are probably more

Then take all of those and weight them for each playlist but make all valid for each playlist. CSR does not work and Trueskill does not work. How hard is it to come up with an algorithm that calculates how a player is doing?

I think a competitive playlist with a visible 1-50 system and social with an exp system, as a casual gamer I hated I had nothing to strive for in the Social Playlist, I think armour and stuff should be unlocked from the exp system

My main preference would be for them to bring back the 1-50 system.
My second preference would be for them to try to bring back the arena ranking system but in a way more similar to SCII’s mmr, where’s it’s largely based upon win/loss for your ranking and not individual scores so teamwork remains as an important part of the system.

> I think a competitive playlist with a visible 1-50 system and social with an exp system, as a casual gamer I hated I had nothing to strive for in the Social Playlist, I think armour and stuff should be unlocked from the exp system

THIS

I Prefer a progression system over an trueskill/csr system but if I had to choose one over the other I would do a division ranking system based on CSR.

Halo 3 style ranking. But fix it to prevent deranking.

> Halo 3 style ranking. But fix it to prevent deranking.

Deranking was my only complaint with H3 trueskill system. Bungie had it right the first time with H2 ranking system.

Ranks in H5 should be aesthetically pleasing as they were in H2, as well as more difficult to rank up.

If a trueskill system in put in place, the banhammer needs to be keen on detecting such players and ban in a timely manner.

> Halo 3 style ranking. But fix it to prevent deranking.

Disagreed. De-ranking is proper in FPS. When one does well over and over, show it, when that same one does bad over and over and over, show that as well.

> CSR uses Trueskill, so how exactly are they different? If you’re talking CSR vs. Halo 3’s diluted Trueskill system, that’s a different story.

In this thread: people that don’t understand any of them :stuck_out_tongue:

> How about a visible ranking that prevents cheating and is calculated by:
>
> - wins
> - k/d
> - assists
> - points (ie grenade kill, no scope snipes, flag capture, etc.)
> - total points of match (ie position among teammates and competitors of that game)
> - <mark>time alive</mark>
> - completing game objective
> - betrayals
> - <mark>coming in game late</mark>
> - quitting games vs getting disconnected
> - games that are 1 vs 4
> - <mark>games where a player on your team isnt moving</mark>
> - and there are probably more
>
> Then take all of those and weight them for each playlist but make all valid for each playlist. CSR does not work and Trueskill does not work. How hard is it to come up with an algorithm that calculates how a player is doing?

^Yes. This allows skill not to solely factor on how much you play and how many times you win but how you perform in certain situations such as previously stated a match with 1 vs 4.

I don’t see how the bold can be calculated.