Ranks should be based on performance

I would prefer a CSR based on a mixture of K/D and W/L.

I agree 100%

Did anyone if you play Titanfall?
This system ranked you according to your teams and the enemies performance with diffrent focus on diffrent modes and it worked great. Sure, not perfect, but i could achieve platin 2 by purely doing soloq in team mix. Here, i’m barely scratching gold 2. It’s just a lazy system to rank players only by w/l. You’re punushed for soloqing becuause it’s tied to a matchmaking, which aims to generate a 50/50 wlr. And how easy is it to get carried to a specific rank. You could theoretically achieve max rank by not even participating.

Arena really is no fun without a team

> 2533274793388126;2:
> I am also struggling with this. Its unfortunate but its basically forced me to play warzone only when I dont have a party going.

when the ranks reset i will lose so i can be in bronze and have fun.

It should be based on KDR… that way you’re actually playing with people who preform just about as good as you do. It’s the only logical way to actually have fair and balanced matches that are fun.

Whatever 343i bases rank off of now clearly doesn’t work.

> 2698808883856932;12:
> > 2533274832498407;9:
> > > 2745051201462131;8:
> > > If ranks were based on personal performance then it would encourages selfish play. K/D ratio becomes more important than win/loss.
> >
> >
> > What in the world is selfish play?
> > And I’ve always seen K/D as more important then W/L.
> > If you’ve got more kills then deaths you’re a better player then if you have more wins then losses.
>
>
> Here’s an example. Farming kills in a CTF game and not playing the objective = selfish play. Getting a higher KD in a CTF game does not mean you are better at CTF than other players.

Great example, or even in a Slayer game. Hogging the power weapons instead of sharing them among your teammates because you want the 1-hit kill weapons for your k/d.

> 2533274855279867;13:
> No.
>
> No matchmaking system should ever be based on “individual performance.”
>
> Players see their rank as something to be earned rather than a tool for creating the best possible games. As such any will do whatever they can to achieve a rank. If the game looking at individual kills and such then those things are going to be farmed, and then integrity of games where winning is the overall goal will be compromised.
>
> Win/Loss is the only reliable metric for matching.
>
> However, that doesn’t mean there can’t be a rating based on individual performance. A CSR or Combat effectiveness could be created to gauge a player. A metric based on individual score and kdr (and other stuff) could be useful in ADDITION to the win/loss derived rank. This rating would be calculated based on the most current games… maybe going back 30 or so games so that a slump or learning curve don’t forever bog down what might otherwise be a great score.

We are not necessarily saying that KDR should be the ONLY factor in this ranking system. However, KDR needs to hold some weight in a ranking system to ensure that players who do not hold their weight for the team will be ranked accordingly. Ultimately, W/L ratio should always be the #1 factor in determining your rank. But to have your rank ONLY based on W/L is unfair, mainly because of the situations the OP has mentioned, in which a player who goes really negative in a game brings down his entire team’s rank, even though his teammates barely contributed to losing the game.

> 2533274835715555;19:
> NO!
>
> W/L is the only competetive system that ever will work. Performance will force people to steal the kills/powerwdapons from their teammates.

We are not necessarily saying that KDR should be the ONLY factor in this ranking system. However, KDR needs to hold some weight in a ranking system to ensure that players who do not hold their own for the team will be ranked accordingly. Ultimately, W/L ratio should always be the #1 factor in determining your rank. But to have your rank ONLY based on W/L is unfair, mainly because of the situations the OP has mentioned, in which a player who goes really negative in a game brings down his entire team’s rank, even though his teammates barely contributed to losing the game.

> 2533274822033295;26:
> It should be based on KDR… that way you’re actually playing with people who preform just about as good as you do. It’s the only logical way to actually have fair and balanced matches that are fun.
>
> Whatever 343i bases rank off of now clearly doesn’t work.

W/L needs to still be the #1 factor in your rank. But that does not mean that individual performance should be taken out of the equation, ESPECIALLY in an objective game mode.

Funny thing is, if you remember, it was originally that way with Reach and Arena when it first dropped, but after people played it, they requested to change it on team performance.

> 2745051201462131;10:
> > 2533274832498407;9:
> > > 2745051201462131;8:
> > > If ranks were based on personal performance then it would encourages selfish play. K/D ratio becomes more important than win/loss.
> >
> >
> > What in the world is selfish play?
> > And I’ve always seen K/D as more important then W/L.
> > If you’ve got more kills then deaths you’re a better player then if you have more wins then losses.
>
>
> Although there’s a correlation it’s not absolutely the case every time. Selfish play is playing for personal stats rather than the team’s stats. When you’re K/D is more important than your win/loss you’re doing it wrong.

Its all based on gametype in my opinion.
SWAT - K/D is actually just as important as winning as a skill indicator. I don’t think a 20K 10D would ever be considered “Selfish” on this gametype.
Slayer - See SWAT but I might place a little more importance to Kills, Deaths, and Assists. Overall damage is pretty cool too. Just noticed that.
CTF - Winning, Flag based moves, then a fairly distant 3rd is K/D. Its the mid field Sniper lobbing a 32K and 5D that really get the selfish tab.
Strongholds - Winning, Strongholds capped, defended, etc…then K/D

etc etc. Different weights for different games.

Guys, I’m not sure why this argument is still up. It is currently based on both Team Performance and Individual KDA.
This is the way it is set up:

First 10 Games - Unranked.
After 10th Game - Ranked based on INDIVIDUAL SKILL. You could lose 9 games and still be plat, because of your INDIVIDUAL SKILL.
Anything after being Ranked:
DIRECTION (CSR GOING UP OR DOWN) is based on WIN or LOSS
DISTANCE (CSR GOING UP OR DOWN BY 5 OR 10, for example) is based on Individual KDA.

Game 11: I go 15 - 4 (I had a great KDA) Team Lost 47-50 (Team Lost). This then happens:

Pregame CSR = 1200
Postgame CSR = 1195

IF GAME 11 went like this:
Game 11: I go 15 - 10 Team still lost 47-50. This happens:

Pregame CSR = 1200
Postgame CSR = 1190

What are we missing here? This is a pretty solid system.

They should be based on your KD

> 2754433700681668;32:
> > 2745051201462131;10:
> > > 2533274832498407;9:
> > > > 2745051201462131;8:
> > > > If ranks were based on personal performance then it would encourages selfish play. K/D ratio becomes more important than win/loss.
> > >
> > >
> > > What in the world is selfish play?
> > > And I’ve always seen K/D as more important then W/L.
> > > If you’ve got more kills then deaths you’re a better player then if you have more wins then losses.
> >
> >
> > Although there’s a correlation it’s not absolutely the case every time. Selfish play is playing for personal stats rather than the team’s stats. When you’re K/D is more important than your win/loss you’re doing it wrong.
>
>
> Its all based on gametype in my opinion.
> SWAT - K/D is actually just as important as winning as a skill indicator. I don’t think a 20K 10D would ever be considered “Selfish” on this gametype.
> Slayer - See SWAT but I might place a little more importance to Kills, Deaths, and Assists. Overall damage is pretty cool too. Just noticed that.
> CTF - Winning, Flag based moves, then a fairly distant 3rd is K/D. Its the mid field Sniper lobbing a 32K and 5D that really get the selfish tab.
> Strongholds - Winning, Strongholds capped, defended, etc…then K/D
>
> etc etc. Different weights for different games.

I think that you are underestimating KD in an objective game mode. A sniper like that would be someone I would love to have on my team, mainly because of how well he keeps the enemy on the respawn timer of 8 seconds while continuously trying to stay alive. The more kills you have, the better opportunity you give your teammates to push for an objective, which will severely overwhelm the opponents in a matter of minutes. I would agree with your example if the sniper was not trying to help his teammates out in a flag run and fails to prioritizes targets properly.

i like ranks that are not reliant on just W/L and K/D

too many tryhards/CoD kiddies

i like knowing i am ranked game to game based on my level and those i am playing. i was super surprised getting Diamond in FFA but looking at the matches i came in second with at least a 1.2 for quite a few games

Just Performance

> 2533274911791415;16:
> Play FFA, if you are a top player there your CSR will reflect it. Otherwise, enter team-based game types with a full team of friends who play well and have communication skills.

Wrong, FFA is based on your ability to kill people locked in a duel. That’s how you win. It’s about being an opportunist and stealing kills.

> 2533274844333880;1:
> Recently, it’s been very infuriating for me to play and try and achieve the rank I’d like to reach in Arena playlists. The fact that you MUST win in order to gain an increase to your rank has nothing to do with your own personal skill level and performance in game. If by any chance you get stuck with players who simply aren’t good in a match, you’re the one who suffers from the loss and a rank decrease because your teammates couldn’t pull their own weight while you’re the highest scoring playing in the game. I honestly believe that players should be given the opportunity to rank up based on their performance in game. Suffering rank decreases from loss due to teammates who suck seriously shouldn’t have anything to do with your personal rank. Communication is key yes, but 90% of the time, NO ONE speaks a word to aid each other.
>
> 343i should seriously consider changing the system. I know it’s how the old styles of Halo used the system, but for a hardcore competitive player such as myself, it’s infuriating if you’re the best scorer on the team, lose and have a rank removed from your stats.

I feel you, and I’ve definitely been there, but I completely disagree. It’s a competitive ranking system. The goal of competition is to win, not to put up great stats. Also, the higher you rank up, the better competition you will come up against. Therefore, you would expect your stats to drop the higher up you go. As a former CoD player, it’s really counter intuitive to not see KD as the most important stat (KDA is much better BTW), but I like how the new system rewards you for winning the competition. If it didn’t, it wouldn’t be competitive, and people would just be pub-stomping. One good solution in my book would just be adding unranked arena playlists. If you are indeed a “hardcore competitive” Halo player, then you should have a squad to help you get those wins; save the ranked stuff for playing with them. Being a good solo player does not make you “hardcore competitive” in my book.

I think so too, but i still need to start multiplayer so welp.