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> Where are you coming up with the lies stuff? And I never said that it is a motivation to play more. If anything, the rating system should not give an advantage to playing more beyond whatever time period it takes to get a statistically relevant data set.
See. my original post. No rank, regardless of what it takes into account, can accurately describe how good of a player you are because, first of all, you cannot define just what that actually means beyond “the ability to win.” And given that with so many different weapons, players, maps, and gametypes winning never means quite the same thing from one game to any other there is absolutely no possible way to mathematically describe anything about player skill except their history, a history which means nothing to the very next game.
It’s all bunk, and to maintain it in full view of that is to lie (to again put it overdramatically. It’s at least not honest but that so less interesting a way to put it.)
> I said that it influences HOW you play. For example, beyond the very lower levels of play, a visible rating system eliminates the guys that are willing to amass a spread of -20 as long as they get 13 kills or so are eliminated. Players start pursuing the objective of the play list instead of whatever their perceived objective is.
Bull -Yoink-. Ranks may influence how people play but the lie being one that people believe is no justification for it. You’ve merely stated the problem. Some people buy into the ranking system to evaluate players, and for that to work in spite of the systems failings they have to maintain a very distorted view of their gameplay and that of other players. How you, however, come up with this insanity as building “team play” is beyond me though because the very premise here is that we have individual ranks. How good am I, you, or anyone else is being attempted to be shown through 1-50. Teams may not necessarily factor into that (beyond hosting the individual and ultimately deciding the win in a team-based game) but you can be sure the team will be one of the first things thrown under the bus when any given player feels that their rank is threatened by the many factors it can’t actually handle.
> In any cooperative/communal environment it is important to have incentives set up in such a way that the players’ primary motives will line up most of the time.
So what reward does the soldier ant have in sacrificing himself to the rampant hordes of carnivorous termites attempting to steal his colony’s grubs? It’s one of the defining features of the eusocial community (humans included) that incentives aren’t often associated with cooperative or communal activities, in play especially.
It’s economics (one particular kind of human-invented system) that creates incentives, and holding gaming accountable to the same standards you would set for a job is probably the first place where you go wrong. We don’t need to reward a player for gameplay beyond the very experience of that gameplay. The very first thing that 343 can do to improve Halo is to remember that one fact and build around it.