tHE essence OF "SKILL GAP" DOESNT MEAN HARDER

Edit:dunno whats with the title caps…

Believe it or not, to make a bigger skill gap doesnt ALWAYS mean that a game needs to be harder.

Here is the best example i can think of. Say your in a room, shields are down, and your hiding. Theres no radar with 2 entrances into your room. To live, you need to predict which way your opponent will come from.

Lets say you are the better player, which is the one hiding, and you predict him 80% of the time. He, in the same room, predicts you around 35% of the time when he is no-shields.

Now lets pretend skill gap is measured by these %ages, you are 45% better at predicting than your opponent.

—Now for the other part

Same as above, except theres 5 entrances into your room. It would be much harder predict obviously, as your opponent has many more decisions. Lets say you guess it right 30% of the time. He can predict you onlu 10% of the time.

That would be only 20% better at predicting, even though its harder, its limiting the skill gap.

Another example is fast kill times. You’d think it would widen the skill gap if it took more shots to kill someone, and the ability to chase someone down. That is correct, although it comes off with a HUGE side-affect.

Lets say the worser player gets to cover alive 40% of the time, while the better gets to cover 80% of the time he tries. Now your probably thinking since theres a large number difference, it has a large skill gap. That is incorrect as the better player would get to use this advantage less, decreasing the skill gap. Even assuming he is “the best player” he would absolutely never even need/get to use it.

This observation has only hit me recently, so sorry fi this is obvious to anyone else. I just think alot of people have a misconception of what skill gap actualy is. Also if your a very experienced player with like 5+ years of halo could you give me some more examples?

ALL FEEDBACK APRRECIATED!

nowadays people don’t like games that take skill

people just like camping with a sniper or shotty, getting a high K/D, and saying that they’re “MLG pro”

where did all the GOOD gamers go?

one reason i play both Battlfield, and the BTB playlist in HALO

> nowadays people don’t like games that take skill
>
> people just like camping with a sniper or shotty, getting a high K/D, and saying that they’re “MLG pro”
>
>
> where did all the GOOD gamers go?
>
> one reason i play both Battlfield, and the BTB playlist in HALO

What…i dont even…are you agreeing or disagreeing?

i’m agreeing smart guy,

as long as you need to WORK for a kill, i’m in

You are right in some way, but i like it harder, and challenging. You are using abit to extreme examples here, 10 way entrance/exit would just be frustrating and leading to 0-0 battle because everyone could just escape all the time.

> You are right in some way, but i like it harder, and challenging. You are using abit to extreme examples here, 10 way entrance/exit would just be frustrating and leading to 0-0 battle because everyone could just escape all the time.

Your getting the exact opposite of what im trying to convey

Im saying fast kill times ARE good, and that LESS entrances are better(except 1 ways)

Well first of all if you want to judge your skill you probably won’t be hiding. You instead back off wait for your shields and find a way to control the engagement. Now you can’t do that every time so you would probably try to do something to throw your opponent off their feet. You don’t need numbers to know your good. You want every engagement to be in the favor of you, so if that means only having your head showing or getting the higher ground with power weapons then do it. If you like having numbers to back up your claims then if you have a consistent 2-3KD then your fine there but with a high KD you’ll need a high W/L rate. KD means nothing if you don’t win. Accuracy means nothing in my opinion as long as you win.

No radar and no shields = no fun. I don’t remember Halo 1-3 taking away these things for competitive players.

> Well first of all if you want to judge your skill you probably won’t be hiding. You instead back off wait for your shields and find a way to control the engagement. Now you can’t do that every time so you would probably try to do something to throw your opponent off their feet. You don’t need numbers to know your good. You want every engagement to be in the favor of you, so if that means only having your head showing or getting the higher ground with power weapons then do it. If you like having numbers to back up your claims then if you have a consistent 2-3KD then your fine there but with a high KD you’ll need a high W/L rate. KD means nothing if you don’t win. Accuracy means nothing in my opinion as long as you win.

What…? This has absolutely nothing to do with what i posted…

> No radar and no shields = no fun. I don’t remember Halo 1-3 taking away these things for competitive players.

Sigh…

MLG has used no radar since H1.

There are full shields, the guy hiding is just weak at the moment after being shot …

> > No radar and no shields = no fun. I don’t remember Halo 1-3 taking away these things for competitive players.
>
> Sigh…
>
> MLG has used no radar since H1.
>
> There are full shields, the guy hiding is just weak at the moment after being shot …
> …

Ok then I’m fine, could have sworn I’ve seen radars in MLG before though.

> > > No radar and no shields = no fun. I don’t remember Halo 1-3 taking away these things for competitive players.
> >
> > Sigh…
> >
> > MLG has used no radar since H1.
> >
> > There are full shields, the guy hiding is just weak at the moment after being shot …
> > …
>
> Ok then I’m fine, could have sworn I’ve seen radars in MLG before though.

Only in FFA, which is considered “sub-par” of 4v4

Yea it is.

The room example was an example of map design. I personally can’t imagine a room in any Halo game that has five routes to it, but by the description that sounds like an area you want to avoid on any map, just like the middle area on Guardian. Anyway, this doesn’t directly mean harder or connected to skill gap, it’s map design choice. Without getting a good description for the whole map, I couldn’t really tell is that situation good or bad.

But let’s just say that for an experienced player the predictability of movement paths of the opponent(s) should depend on the level of skill of their opponent compared to their, but some predictability is always needed.

Then there is the kill time example. I really don’t know what you were trying to get through there. It really sounds like trying to simplify a situation that can’t be simplified. If someone is just so good they don’t need to hide at all, they’re simply too skilled for their opponent. If someone doesn’t need to use a certain area of skill, this doesn’t mean that area of skill is gone. Now if anyone doesn’t need to use an area of skill, then it’s a real problem.

Anyhow, the game doesn’t need to be super hard to have high skill gap, it only needs to be deep. You must realize that a good game with high skill gap can be approachable, but that skilled players play in a whole different way than less skilled players.

> The room example was an example of map design. I personally can’t imagine a room in any Halo game that has five routes to it, but by the description that sounds like an area you want to avoid on any map, just like the middle area on Guardian. Anyway, this doesn’t directly mean harder or connected to skill gap, it’s map design choice. Without getting a good description for the whole map, I couldn’t really tell is that situation good or bad.
>
> But let’s just say that for an experienced player the predictability of movement paths of the opponent(s) should depend on the level of skill of their opponent compared to their, but some predictability is always needed.
>
> Then there is the kill time example. I really don’t know what you were trying to get through there. It really sounds like trying to simplify a situation that can’t be simplified. If someone is just so good they don’t need to hide at all, they’re simply too skilled for their opponent. If someone doesn’t need to use a certain area of skill, this doesn’t mean that area of skill is gone. Now if anyone doesn’t need to use an area of skill, then it’s a real problem.
>
> Anyhow, the game doesn’t need to be super hard to have high skill gap, it only needs to be deep. You must realize that a good game with high skill gap can be approachable, but that skilled players play in a whole different way than less skilled players.

I dont get what your trying to say for the map part

But for the quicker kill times, i gave a bad example i guess. The BETTER player would have to hide LESS. Therefore its an advantage that the LESSER player gets to use MORE, therefore creating a crutch and less skillgap.

bump.