TRUESKILL,ELO/Experience/Credit system

First of all my ranking system will include TRUESKILL/ELO, (based only on wins) in the ranked playlists! I would say i go the same way as the halo 3 system. I have also included both experience and credits into my system.

Experience (Named credits in Halo:Reach/Experience in Halo 3, used to rank up in reach with).

You get your experience based on your perfomance in a game, like kills, deaths and your wide variety of medals just like in Halo:Reach. This will be gained if you compete in a game, like in Halo:Reach.

Something like this.

(KILL +20 EXP
ASSISTS + 10 EXP
TEAM ASSIST BETRAY -10
DEATH - 10 EXP (Your exp cannot drop below 0 in a game, even if you die a thousand times).
BETRAY - 15 EXP
EVERY MEDAL + 5-20 EXP)
BALL TIME + 3 EXP PER SECOUND
FlAG + 75 EXP Per Cap

Please note that this is only an example of how it will work. The real version will be much more complex, +/- EXP gained after killing/being killed by a better or worse player and medals will be divided into difficulty scale.

Credits (Credits in Halo Reach, used to buy certain armor upgrades with)

The difference between my credit-system and reach credit-system is that in my system you will only gain Cr, if you win or place top fourth in a FFA-game. Note that this is not based on your performance, but merely on that your team wins the game. Each game you win you will gain 1 Credit. So if you want X armor which costs 10 credits, you will need to win 10 games to get that piece of armor. Another cool thing is that with my credit-system you will be able to buy EXP. For 10 Credits you can buy 1000 Experience points. And the best of all is that this is a very difficult system to boost in. Who will fast-boost 10 games in a row just to get 1000 exp? Or boost kills in a free for all game where death counts in? And just to make it a little harder to boost i insert a Cr player cap which would be 60 Cr per day.

Why would carrying an objective cost you experience? That would mean no one would want to pick up the flag or bomb for fear of losing experience and the game would always in a tie: 0-0

> Why would carrying an objective cost you experience? That would mean no one would want to pick up the flag or bomb for fear of losing experience and the game would always in a tie: 0-0

Oh, my mistake. Of course it should be + when carrying the flag. What do you think about the ranking system otherwise?

> > Why would carrying an objective cost you experience? That would mean no one would want to pick up the flag or bomb for fear of losing experience and the game would always in a tie: 0-0
>
> Oh, my mistake. Of course it should be + when carrying the flag. What do you think about the ranking system otherwise?

I like it! I like the idea of using credits to purchase armor, and I like the idea of gaining EXP. This is a good workaround for both of them. The only thing I don’t like is that you have to be in the top four spots or win a game in order to earn credits. You should be awarded credits win or loss, so that anyone can earn them. Maybe the losing team gets a substantially smaller amount of credits?

> First of all my ranking system will include TRUESKILL/ELO,

Which? They’re two different systems.

How are the ranks represented? Does it ever reset? Is it per-playlist? Individual or team?

> DEATH - 15 EXP

Terrible idea. Carrot > stick. Punishing players for dying will encourage quitting the match when it isn’t going your way, and quitting the game altogether for lower skilled players since they’ll be going BACKWARDS in progress.

What does this EXP get you anyway? Why is the only way to earn credits by winning games? How is an MLG high-skill game, equal to a Grifball game? or how is a 24 minute Invasion game worth the same amount of credit (1) as a 5 minute game of CTF against some noobs?

You haven’t thought enought about this. Go and take a look at the systems in BF3, MW3 and Gears 3, have a good long think, and then come back.

> > First of all my ranking system will include TRUESKILL/ELO,
>
> Which? They’re two different systems.
>
> How are the ranks represented? Does it ever reset? Is it per-playlist? Individual or team?
>
>
>
> > DEATH - 15 EXP
>
> Terrible idea. Carrot > stick. Punishing players for dying will encourage quitting the match when it isn’t going your way, and quitting the game altogether for lower skilled players since they’ll be going BACKWARDS in progress.
>
> What does this EXP get you anyway? Why is the only way to earn credits by winning games? How is an MLG high-skill game, equal to a Grifball game? or how is a 24 minute Invasion game worth the same amount of credit (1) as a 5 minute game of CTF against some noobs?
>
> You haven’t thought enought about this. Go and take a look at the systems in BF3, MW3 and Gears 3, have a good long think, and then come back.

>>This<< ⇈

The way I see it that’s a, I wouldn’t say terrible, more… illogical.

Your experience system is illogical, a punishment for betrayals is sorta understandable but for death?! Some n00b kills a legit player, Instant Rage quit.
Another would be the Credits. Huge Failure. The boosting seems easy. If you invite many friends and have maybe 2 or 3 random people find your game, I would say that as a simple boosting lobby. A credit cap wouldn’t do much think about today I boosted 60 cR, 6000 EXP! then tomorrow, I’m going to boost another 60, 6000 EXP, Instant High Rank.

I could go on, but I think you get the point.

> > > First of all my ranking system will include TRUESKILL/ELO,
> >
> > Which? They’re two different systems.
> >
> > How are the ranks represented? Does it ever reset? Is it per-playlist? Individual or team?
> >
> >
> >
> > > DEATH - 15 EXP
> >
> > Terrible idea. Carrot > stick. Punishing players for dying will encourage quitting the match when it isn’t going your way, and quitting the game altogether for lower skilled players since they’ll be going BACKWARDS in progress.
> >
> > What does this EXP get you anyway? Why is the only way to earn credits by winning games? How is an MLG high-skill game, equal to a Grifball game? or how is a 24 minute Invasion game worth the same amount of credit (1) as a 5 minute game of CTF against some noobs?
> >
> > You haven’t thought enought about this. Go and take a look at the systems in BF3, MW3 and Gears 3, have a good long think, and then come back.
>
> >>This<< ⇈
>
> The way I see it that’s a, I wouldn’t say terrible, more… illogical.
>
> Your experience system is illogical, a punishment for betrayals is sorta understandable but for death?! Some n00b kills a legit player, Instant Rage quit.
> Another would be the Credits. Huge Failure. The boosting seems easy. If you invite many friends and have maybe 2 or 3 random people find your game, I would say that as a simple boosting lobby. A credit cap wouldn’t do much think about today I boosted 60 cR, 6000 EXP! then tomorrow, I’m going to boost another 60, 6000 EXP, Instant High Rank.
>
> I could go on, but I think you get the point.

EXP - This is something you need if you want to increase your rank, it is the same as in halo 3 except that it runs on your performance, and not your team. In halo 3(Next rank, skill 50, “600 EXP”). I put in negative exp to prevent boosting exp in for example a rumple pit game, where 8 players are playing. If 4 players wants to get + EXP, 4 people most likely must go negativ, something that nobody wants. Here i have created a problem for the boosters. I see that there is a problem with this in matchmaking, which I try to work around, but for now I have made ​​it that so if you only get a few kills at least, you should be able to go + in EXP. If you can manage to get 3 kills, with 3 assists and 3 medals you will go 0 even if you get 13 deaths. I can also make it so that your EXP cannot drop below 0 per game, but everything over 0 will be decreased if you die.

Credit - Why is this something you cannot gain every game? In halo 3 you gained 1 EXP each game wether is was level 50 or not. Credit is the money you are using to upgrade your armor with. When people have bought everything they need, they can choose to use it on EXP instead. And for the boosting part: Why would you boost 60 games to gain 6000 EXP when you can play 1 game legit and get 1000 EXP? It sounds little when you only get 1000 EXP for 10 games but if you see it in the long run, 10,000 games is 1 Million EXP.

> > > Why would carrying an objective cost you experience? That would mean no one would want to pick up the flag or bomb for fear of losing experience and the game would always in a tie: 0-0
> >
> > Oh, my mistake. Of course it should be + when carrying the flag. What do you think about the ranking system otherwise?
>
> I like it! I like the idea of using credits to purchase armor, and I like the idea of gaining EXP. This is a good workaround for both of them. The only thing I don’t like is that you have to be in the top four spots or win a game in order to earn credits. You should be awarded credits win or loss, so that anyone can earn them. Maybe the losing team gets a substantially smaller amount of credits?

You see, the winner team only gets 1 credit per game won. If the winner team got two credits per game and the loser team got 1. The credit cap had to be raised to at least 120 credits which makes it easy for boosters to gain free armor. This means that people might prefer to boost to get armor, instead of playing legit. In the way it is it’s better to play normal. + This is a reason to win the match. However, the prices to everything could have been increased if they got 2 Cr instead of 1.