So SBMM is designed to decide when you lose…?

I’m on the boat that mcc’s sbmm in social is alright but i can see why people see it as too strict especially when it comes to certain game modes like swat

2 Likes

Each to their own.

I can sweat to my -yoink- in Ranked… but happily switch in chill mode with friends in Social playlists.

Happily goofing off (eg. trying to get silly warthog kills in BTB).

Each mode happy with it’s separate MMRs and providing close / fun matches.

Albeit more recently under the strain of stretched population. I wouldn’t want that to get any worse. It’s beginning to stretch everybody’s friendship.

A couple of my friends also tend to prefer MCC for the weird custom games. And that’s fair enough. Looking forward to what Infinite’s can generate.

1 Like

SBMM stood out last night to me, for the first time in a long time, a group of friends and I gathered at a friends house and played infinite. We worked on the challenges and one of us needed the weekly ultimate which is win one game of land grab. Before playing the first game game I checked our stats on halo tracker and we were 13-12. So we knew the possibility of losing was high… sure enough a loss but it was decently close, next game we knew that it could go either way, but another loss that was not even close, the next game another loss and again not even close. After the 3rd loss in a row we waited a minute before going in and we actually all said based on SBMM this is a win… sure enough it was a win…

SBMM in our opinion has taken the fun out of halo infinite. I miss ranks

1 Like

Welcome back! Hope you all had fun.

Why?

If you are flipping a coin and the total is 13-12… the next flip is still 50:50.

So if the match maker is trying to give you a random spread of games just above and below your skill level then the chance of a softer or harder game (and likely loss or win) is still 50:50.

And?

How does that suggest or prove anything?

Yes it could. But not because of what has happened before.

It’s the “not even close” bit that’s the true villain of this story.

Again. Why project a connection?

It’s not uncommon for a 50:50 event to have runs. Flip a coin and there is a one in four chance of getting three in a row. I agree that four in a row is less likely (one in eight) - but the chance of that next game is still 50:50.

Except of course that the system does look for runs of form - and tries to adjust your opponents to match. So if you had a run of losses AND played relatively badly the system your MMR will sag and you should get slightly easier games.

But not to the point where you would want to put money on the result.

1 Like

Sbmm is the most toxic thing to ever happen to online gaming. And trueskill based ranking.

It’s like going in to the jungle and putting mittens on tigers so their claws aren’t sharp… because it’s not fair on the antelope.

Once you try and interfere with the natural ranking of players to manipulate games, it only goes downhill

2 Likes

I don’t agree with your king of the jungle attitude to matching - but I do appreciate the effort you put into that last analogy.

3 Likes

I checked as I was curious on where we sat for win percentage. Back in the day we used to track our wins and losses for fun to see how we performed for the night.

It was our understanding that the hidden systems like to keep us close to 50% win/loss percentage and based how the night was going we knew it was around that 50% mark. Grant it we were at 52% percentage at that point.

We knew we could win or lose the following game but as stated above with our understanding of the game keeping you close to that 50% win/loss ratio we felt like the next game was weighted a little more towards loss. The next since we were balanced out we knew it could either way and it turned out being a loss. After three in a row and our ratio getting weighted more towards below 50% we were pretty sure of a win. We were right.

My point darwi is that our understanding as we played last night, and myself right now, is that the game is wanting all players to be around a 50% win/loss ratio. So being able to see that system, or at least how we perceived the system, actually holding you to that ratio is frustrating.

1 Like

The last time I checked I had a 64% win/loss ratio in my favour. Does this mean I beat the system?

2 Likes

Correct.

The system creates a 50:50 win loss ratio.

But it does this by ranking you as accurately as it can and then allowing match making to create even / balanced games.

The 50:50 is a natural result of your ranking.

You are not held to this ratio by anything except your skill ranking.

There is no hidden system.

There is a weighting for form. So if you are tending to win a few more games and/or showing improved personal performance (KPM) your MMR will go up and you’ll face tougher opponents.

But this isn’t going to be influential on the basis of one win.

Again. Flip some coins. Small runs being broken by an opposing result is a natural pattern.

There is no reason to attach a nefarious reason to this.

And from 343 themselves;

1 Like

I think the playlist is okay as it is but like in other Halo games it was a niche playlist for the super elites that wanted to battle it out and the followers to dream in their shadows. To enhance the ranked experience individual playlist for the different game types needs to be included.

In an ideal world and if we could start on a clean slate (Halo7?) your ideas are great. Although keeping the same systems would be a lot easy to accomplish.

So, imagine starting a game and you’re a D2 and so are all your teammates.

Maybe only one has a mic plus yourself, the other two are in a party chat. If you can see their individual skill number (CSR number) you can infer what roll they’re going to play in the game.

You’ll know whether they’ve been carried into D2 or they like playing the assist game. Maybe they like to carry the objective. Or on the other hand… they could be the slayer that you can rely on to be the offender.

So all in all that number will tell a story of how they got to D2 or which ever rank they are at without even saying a word on the chat. Not forgetting, that their CSR could be 1000 or 1500 but still be D2.

Edit: Reach lost a lot of players when it was released without a skill based progression system, so the inclusion of this I think is pivotal - although not the only necessity.

In fact Halo is a two decade old franchise it wouldn’t matter if all the variants Multiplayer/Campaign/Forge/BR were completely different entities.

---- with a global progression system.

2 Likes

i mentioned last few days

Ranked
20-august - 0 win / 5 loss
19-august - 3 win / 5 loss
18-august - 1 win / 1 loss
17-august - 0 win / 4 loss

4 win / 14 loss = 28% win rate

one of my ranked match on 19-august K/D -12, but won the match and first on the table. Objective matches, i dont care about my k/d. I fight for the objective and for the win.

Same data, but the interpretation is in the eye of the beholder.

1 Like

So Darwi, are you saying that the “system” in place for matching me against other players whether that be ranked or unranked games, that the game is giving me a 50% of winning and a 50% of losing depending on how well I play in that given game?

1 Like

I mean anyone who plays daily know this…I don’t have the energy to write it all out, I don’t know how you do :slight_smile: I basically agree word for word with all of the nuances that manipulate the stats. No positive reinforcement to ranked once I hit my ceiling (other than fun) but when I’m getting stomped i can say it doesn’t bother me that much, but In all honesty it not that fun.

1 Like

Oh I’m not saying it’s never existed. Just that it’s current iteration is so poorly mismanaged that it is repelling players instead of it’s intended purpose of player retention.

4 Likes

In old halo, mlg (the tournament settings playlist) was among lowest populated. In h5, team arena (the tournament settings playlist) among least populated…highest populated? Stuff like ranked slayer…which slayer…ENTIRELY absent from infinite. That’s case and point right there that 343 has learned absolutely nothing about the player base. It’s only ranked mode was the tournament playlist…wow…

Back in the day I recall seeing playlists with population counters too. Which is also why I recall mlg being low populated. I mean literally having at most a few hundred players in it…but I also remember seeing a bigger suite of playlists with(some playlists) even less population but bungie seemed to never remove them from what I remember. Meanwhile…LSS being removed for doubles…what a pitiful UI…if thats the real reason…wow…

Then stuff like desync, high ping matches, bad match ups due to player population only adds to all this. I gave it one last hoorah to play with some friends. Then said friends jumped onto a different game. I can’t blame them.

1 Like

This is the first time Halo has monetized that hidden system vis a vis win challenges tho

1 Like

Your overall win percentage is 50.9% and your overall ranked is 55%.

1 Like

Maybe I was looking at season 1 or 2 individually.

Yep - what 343 seem to forget is that for a healthy pro scene you need a growing social experience….

I think 343 would have been better off calling this game Halo Pro Series or Halo Shill Series!

Paid Clowns - how can you have Pro’s when there’s no community in the game?!

1 Like