It says I should have gone 25 and 10 and is the largest gap between actual and expected I’ve ever seen in my stats. I consistently either get more kills and less deaths by 2x or the complete opposite happens.
Does that sound right? I have 950 games played and the system still can’t accurately predict how my games are going down. My win % is now under 50% even though I play to win every game and can keep up with the algorithm predictions.
In previous Halo games I’d win 2 thirds of my games
My math is fine. You have to kill a lot of people and die as little as possible, and win the game.
You’re trying to complicate it needlessly just to insult people.
You think going 15 and 20 is good as long as you do it really really really fast, when in fact that’s moronic and is literally costing your teammates games.
You don’t understand what kd actually means in practice. You not being dead means you contribute more to the setup and control of the map. While you’re on respawn for the 25th time, your team is down a player.
Stop encouraging people to play badly. Talk about stubborn.
No it’s not. You’ve repeatedly said that KD and KPM are the same thing.
They are not.
I am trying to help people understand the ranking system. So they don’t get frustrated when they aren’t ranking up by chasing a ghost metric.
I have NEVER said anything of the sort.
What I have repeatedly said is that KPM is not the same as KD.
Yet I consistently held that line in pretty much every post I have made.
Particularly in relation to playing the objective. If you want to push the objective you need to have the numbers. Kill as much as you can and don’t die.
It’s pretty much the mantra of high KPM and low DPM.
It’s a non-existent narrative.
I am simply stating facts to help people;
KPM is different from KD.
The ranking system looks at your KPM and not your KD.
A high KD doesn’t necessarily mean a high KPM.
Which one of these is a) untrue, or b) encourages people to play badly?
Facts. There’s a lot more going on in every game than most realize. Contributing to the setup is a huge part of playing that most probably aren’t aware of. There’s as much depth to this game’s multiplayer as the Halo lore behind it. That’s why I keep playing.
Yes, even when you feel like you’re doing nothing you are actually contributing to the setup for your team. How? by staying alive and doing nothing, you’re at least somewhere on the map and that will directly influence the respawns of your teammates.
You can go even further in depth here and learn the spawn system, memorize the spawns of each map, predict enemy respawns accurately by using your spawn knowledge and the current positions of your teammates. If all your teammates are coordinated on this, you begin to force spawn kills.
Generally anytime I see an enemy my team isn’t seeing. You can mark them so your teammates provide support.
You can go more in depth here by being able to juggle and run away with the ball, know when to throw ball off map to reset it, position yourself in hard to break setups for your team.
Improvements to OBJ skill doesn’t directly influence a rank improvement. But it can directly influence the outcome of the game and give you a W and whether you do better or worse than expected, you will see an improvement to your rank.
Every time I win in ranked I do rank up. Sometimes a tiny bit, others like a quarter of the bar! In H5 I would have a lot of games where I would win and not rank up. I haven’t had that happen at all in infinite yet.
KD per game is what matters. Try to be the main slayer, die less, and win the match and you’ll rank up faster.
Simple as.
You don’t have to worry about how many seconds between kills yadda yadda, that’s nonsense unless you’re going for multikills.
You say this, yet your advice is often counterintuitive to this goal. You also refuse to believe that the game is designed to cause you to lose 50% of the time.
Your explanation of the tps reports is that if you kill people faster, its better than killing people more often. Its not quite as simple as the numbers on your paper imply.
Lol no, why do you keep saying this.
It’s not
Its the same difference
Maybe, but the higher your KD each match, the better, since you need to slay out to do well in this game.
Heck yeah I’d read it
Just die less, and I mean that in a tactical way. People think they have to challenge every single fight like its the most important fight of the game. Don’t be afraid to put a shot on someone and fade back to let teammates finish the kill.
But then that screws over your kills per millisecond so
I have a few times, where either its either no gain or just 1 CSR. I’m not sure what causes it. Maybe my kangaroos per memento weren’t triple the cosign of the angle in which I threw my last frag grenade.
What you’re essentially describing is referred to as a persistent lobby. Back-in-the-day, most matchmaking titles used these. A searching player may get placed into an active lobby or a new lobby may be created for them. The matchmaker attempts to populate the lobby with enough players of similar skill and connection to start a match. Post-match, the players return to that active lobby where they wait for another match to start. Persistent lobbies don’t typically end until either every player leaves or the remaining members can be moved over into some other active lobby.
Nowadays, these persistent lobbies are rarely seen. The gaming industry has widely shifted toward breaking up lobbies post-match. This is because persistent lobbies don’t add much value while generating new lobbies for every match offers several benefits.
If players stay on lobby servers, that means the game has a lot less “available” population for the matchmaker to pull from to create quality matches which means worse matches overall both in terms of skill and latency; particularly, in relation to search time.
It’s much more expensive on hardware; in other words, immediately tearing down lobbies allows for a more optimal amount of server machines. With persistent lobbies, you have all these orphaned lobbies that have to wait for players to leave before they can get fully spun down. Cloud services charge per instance which means persistent lobbies are a lot less efficient of an investment.
Those in the industry have seen that when lobbies aren’t broken up, the casual average player disengages much sooner as they don’t know that they’re better off leaving and requeuing instead of lingering in wait for their lobby to refill. This is more of a power-user thing. It’s not something your casual average player knows or generally thinks about. Many of these players also tend to stick around for only a few matches at any given time, but retaining their continued engagement, as it makes up the bulk of the overall population, emphasizes the need to strike an optimal balance between search time, match skill, and acceptable latency. These are all benefitted by not having persistent lobbies.
While I was someone who initially pushed back against the change from maintaining persistent lobbies I’ve come to understand why most developers have opted to make that change. From their perspective the benefits well outweigh any potential losses. I’ve gained this change of perspective thanks to having some in-depth conversations with Josh Menke.
So good players aren’t allowed to relax? They have to be constantly highly strung and playing out of their skin?
The game should not be forcing anyone out of social. Social should be an open platform, for everyone, not a variant of ranked without the rewards. If you can’t hang with the general open population then ranked is where you should be going to learn your trade, not the other way around.
That’s why I really only play BTB and ranked. The SBMM is a little more loose in BTB so you can just go cheese people without thumbs, whereas other social playlists are even sweatier than ranked.
12 days behind this comment (sorry) but this isn’t quite true. The game puts you into games it feels you will have a 50% win rate on, which means you should always have a win rate around this amount because of you flip a coin 100 times you will statistically get heads 50 times.
The problem people have is that the win rate is calculated on team skill. So one can frequently find teammates with poor skill matched with them, when what they really want is for teammates of equal skill to be matched with them, against a team of equal skill. Problem is, when you get to the higher ranks (where people commonly complain about this) there are less people there, because the distribution of skill follows a bell curve (more at the average, less at the extremities [high and low] ) which means it becomes increasingly difficult for the algorithm to match you with players of the same skill. What it does is it opens the parameters to allow for people of a wider skill variance to join the team, which then results in a game where the better players dominate, the worse players get whooped, and the better players complain because they performed but their teammates didn’t.
What they fail to realise though is that these parameters widen because the availability of players at equal skill, searching for the same match, with adequate ping, do not exist in their location at a high enough quantity - so the system prefers to extend parameters so that they can actually get a game. As such - what these people are really asking for is endless search times in order to get a game that is more evenly balanced where skill variance is concerned, and more evenly balanced where ping is concerned.
The only solution is to increase the player base and people complaining about this and getting so uptight when people disagree with them probably isn’t going to help,