I’m unaware of ranking being slower than usual?
The system specifically needs 46 games to rank you (from a 4v4 playlist).
And that’s if you play consistently.
Going 20+ may rank you up faster - it just depends if that game expected you to go 20+ or not.
Not quite sure what you are getting at here?
But each playlist has it’s own offset MMR. Again you need enough games in each mode to stabilise them to be more independent of your global stats.
I have. Recorded average ranked MMRs after spending a few hours each week in social mucking around in friends.
There did seem to be a dip in opponent MMR for a few games - but it corrected very quickly. And I got the same, and even worse, dips in opponent MMR wiith drops in form playing Ranked.
This is consistent with TrueSkill2 having parameters (or at least global stats) representing “form”.
I have never purported to be an expert. I have said multiple times we need someone from 343 to step in and provide Q&A (like Menke used to).
Mostly I just try to get people on track to what we should be realistically expecting. Like at least reading the TrueSkill 2 papers, watching some of the GDC talks. Or at least looking to Halo 5 to expect what has been carried over to Infinite.
Having said that, somewhat cheekily, Max probably hasn’t had a lot to do with TS2. So maybe…
And that was a joke people.
It’s just a stat calculated from your past history.
Your KPM vs that level. Multiplied by the game duration (in retrospect) to give a value.
It is affected by all the game quality factors; pings, team dynamics, squads, and other things. But so is your KD, KDA, assists, and all the other stats we hold so dear.
It shouldn’t be looked at any differently to any of those.
It’s a value calculated from your past game history.
It’s an average representation of how you’ve played against that level of opponent before.
If you’ve been playing consistently - it should be very accurate.
Two things;
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Objective games are essentially Slayer with a job to do. We know that the better teams concentrate on Slaying first and then push the objective when they have the numbers advantage.
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We know from TrueSkill2 research that the only stat that has extra ranking prediction is KPM (and to a lesser extent DPM). That’s not to say that Objective play isn’t important - it is - but it’s value is in the win. If you rank someone up harder on the basis of objective score then they have a miserable time losing until they de-rank again.
The system should work to the point that you can predict the result. Not each individual game per se - but overall.
Matching players of equal skill should be 50:50.
Players a division apart should be 75:25.
You can validate your system by looking back across the results and seeing that various skill gaps have the appropriate W/L ratios. If you have the right results across a rank then you know the players are equal skill. And if they have the right results with players above and below them then you know you have them in the right order.
I think where it breaks down is when people start using the ranking system as a career grind. What’s broken is the lack of an XP progression system.