I would say most of the time we are playing Diamond or Onyx players unless we try to play with our friend who is most likely Gold or maybe even Silver. But that is rare he joins. That said i still think it should only match against the highest ranked player in your lobby.
Not much fun for your lowest ranked player though is it.
A better approach, and it’s quite simple really, would be that anyone who is too far over the team CSR variation limit should either not be able to rank up in that game (but can still play) or the rank calculation should return to a win loss basis.
either this (or including the following), matchmaking should find matches based upon team skill variation also, that means teams with skill variation like mine are matched with other teams with similar skill variation.
The problem is with how the algorithm awards CSR, not who wins the match because our win ratio is about 50% and we frequently end games 49:50. Removing the ability to play with these people and not solving the underlying problem is a poor solution
If your friend is platinum 3 (CSR 1000-1050) and you are diamond 5 (CSR 1400-1450) your game lobby will have an average CSR of 1225 (CSR 1225 - diamond 1). This in itself isn’t the problem - the problem is how you get more CSR because you’re getting a higher KD and your friend loses CSR because he has a lower KD.
Fair. I’m saying there are times when the right thing to do is to throw yourself on the sword for your team in objective modes. Not terribly uncommon, either. Indisputably, there are times and situations where trying to dominate by earning kills is the right move. Whenever possible, you should try to stay alive and earn kills. The more time you’re dead, the less time you’re helping, and vice versa for the other team. Obviously.
Situationally, there are times and places where putting yourself at very high risk to cover for your team is the right thing to do- when “slaying out” isn’t feasible, but you can put your team in a better position to succeed through an artful sacrifice. Requires some discretion, and there are times when your sacrifice will have been ill-advised in retrospect or simply unsuccessful, but there are other times when it’s a hail-Mary clutch play that saves your team the entire match (of course, the game can’t/doesn’t recognize and reward those instances, which is largely an unsolvable problem IMO).
All I’m saying is that with the way so many players get snagged on their K/D and CSR career stats, many don’t play for their team to win, but for their own stats. I just think there’s way too much attention paid to these stats. If you can’t recognize the mentality I’m talking about (the players who are clearly and consistently far more preoccupied with finishing with a positive K/D over playing for their team’s success in any given match), I don’t know what to tell you.
I get that, i get wanting to play with friends but if you barely let the higher rank level up but do let them fall then there is a good chance their rank will lower and not represent their actual skill thus allowing them easier lobbies. Ranked isn’t casual and just because people like the spawn weapons they shouldn’t be playing it with just anyone.
I’m actually of the mind we shouldn’t allow people to queue with less than a full team (even though i do queue with less than a full team now) because the best competitive experience I’ve ever had was Trials in Destiny. It didn’t fill teams but we used LFG/just found people while playing to compete with and it ensures everyone is up for the challenge.
Finally made it halfway through Diamond 6 today and it was so frustrating to group with bad players but even once we played with people we seemed to play good with and invited them no one joins parties. Games seem to have a way less social amd Infinite especially feels this way without lobbies. Infinite needs some TLC to accompany its fantastic gunplay and the sooner they get it the sooner Infinite can bring Halo back as the shooter to play.
I’m not arguing any of that. These situations aren’t happening so often that they’d drag your stats down to a substantial degree because the players doing it all throughout the match though. There’s a time and a place for things, but a majority of time…in a fps…well…you’re shooting your gun at enemies right? That occupies so much more time than anything else. It’s not about it being more important, but more about it being inevitable.
I’m sure you’ll agree with that. It’s not saying those instances you’re talking about don’t happen. The time inbetween it happening and not though, the players supposed to be shooting, covering angles, watching spawns, influencing spawns etc etc. Like it all goes together, but if someone has really negative stats across their time playing, I’m willing to bet There’s just some fundamental stuff that they’re missing or they’re playing with friends in lobbies that are a bit too much for them.
[quote=“The_Cool_Spoon, post:44, topic:527762, full:true”]. Ranked isn’t casual and just because people like the spawn weapons they shouldn’t be playing it with just anyone.
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The whole game is casual. The overwhelming majority of players play this game for fun - that is why it is a game. Hell - you can even compete for fun - think sports day at school,
You strike a good point here. Perhaps win loss would be a better system for these lobbies. They need to store and utilise more data - this is the limitation here.
Tbh I don’t agree with you here. There is a solo playlist - if people really want to test their mettle within ranked they should be dropping solo in here. Fact of the matter is, the algorithm isn’t suitable to match full teams because it doesn’t focus on matching individual player skill over team skill.
That shouldn’t impact my fun. I should be able to play where I want
Respect for when that happens.
But if it’s happening a lot… you need to recalibrate your team tactics, co-ordination, and/or communication.
It should be the exception rather than the rule.
And even with the concept of the objective player being put at higher risk of dying. The risk should be spread across the team. And it should be balanced by scoring the occasional easy kill vs the opposition player in a similar position.
This is where 343 need to step in and fix the problem.
There needs to be official FAQ’s and resources that stop these misconceptions.
Players need to be able to look up their KPM and see how it works. That playing to protect a K/D is not the right way to go. That boosting kills vs lower ranked teams isn’t really going to improve their final rank. And so on.
In theory yes ![]()
When I end up being the “best” player in my team, I feel like something’s gone wrong ![]()