The arena ranking has pissed off a lot of people. I’ve read everything from “I’m constantly destroyed so my whole team quits” to “this game is so easy I wreck everything.”
Here’s what’s up.
Games have been using win/loss ratio to determine skill for a long time, but this isn’t the case. If you look at my Halo Reach service record, you’ll see that I’ve lost more games than I’ve won, but my K/D rests near around 2.0 (it wavers sometimes) and if you threw in assists it’s even higher.
Playing solo, or with one other friend, I often find that we’ll destroy the other team, but our teammates will go negative 12 a piece or something crazy like that.
Skill ought to be based on kill/death/assists. And matchmaking needs to be based around that area too. I’d say within .5. So that way players are evenly and consistently ranked based on their KDA, as well as matched based on their KDA. Naturally, they will get better and matches will gradually get harder. And the player will either adapt and get better as they go or they will hit their max skill level and sort of plain out.
But basing it on win/loss ratio places too much importance on well, winning. Rather than actually performing well as a balanced player.
I mean, the system would be great if everyone played in parties of 4 but not everyone does. There are a lot of 1-2 player fireteams out their getting placed with randoms on their team and then fighting full teams.
Personally, I can’t carry everyone unless the other team is bad. And I don’t want to be placed in a higher division, either, because a team of 3 carried me.
There’s also the possibility of search options, like Halo Reach had, where you could set whether you wanted your match to be based on skill, social, or neutral preferences. You could also decide whether you wanted to be matched with quiet or chatty players. I think it would be great for Halo 6 to implement a better ranking system. Your rank, also in my opinion, should be tied to some sort of in-game currency that unlocks things. Not random packs. If players want a leg up on their favorite gear set (that is cosmetic in function ONLY), let them buy some currency with real money. There, you replaced REQs and improved the system all around. What do you guys think?
First of all halo reach wass a horrible game and was the first bad halo game that took away competitive play all together so your reach stats do not really matter.
Everyone has a bad game, you act like you constantly go positive every singe game and yes it should be based on win/loss since its a team game and team effort.
Considering that some players get matched against high rankes after rank reset shows H5 keeps track of everything.
I get matched against high ranks in my placement matches because H5 keeps track of everything.
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> The arena ranking has pissed off a lot of people. I’ve read everything from “I’m constantly destroyed so my whole team quits” to “this game is so easy I wreck everything.”
> Here’s what’s up.
> Games have been using win/loss ratio to determine skill for a long time, but this isn’t the case. If you look at my Halo Reach service record, you’ll see that I’ve lost more games than I’ve won, but my K/D rests near around 2.0 (it wavers sometimes) and if you threw in assists it’s even higher.
> Playing solo, or with one other friend, I often find that we’ll destroy the other team, but our teammates will go negative 12 a piece or something crazy like that.
> Skill ought to be based on kill/death/assists. And matchmaking needs to be based around that area too. I’d say within .5. So that way players are evenly and consistently ranked based on their KDA, as well as matched based on their KDA. Naturally, they will get better and matches will gradually get harder. And the player will either adapt and get better as they go or they will hit their max skill level and sort of plain out.
> But basing it on win/loss ratio places too much importance on well, winning. Rather than actually performing well as a balanced player.
> I mean, the system would be great if everyone played in parties of 4 but not everyone does. There are a lot of 1-2 player fireteams out their getting placed with randoms on their team and then fighting full teams.
> Personally, I can’t carry everyone unless the other team is bad. And I don’t want to be placed in a higher division, either, because a team of 3 carried me.
> There’s also the possibility of search options, like Halo Reach had, where you could set whether you wanted your match to be based on skill, social, or neutral preferences. You could also decide whether you wanted to be matched with quiet or chatty players. I think it would be great for Halo 6 to implement a better ranking system. Your rank, also in my opinion, should be tied to some sort of in-game currency that unlocks things. Not random packs. If players want a leg up on their favorite gear set (that is cosmetic in function ONLY), let them buy some currency with real money. There, you replaced REQs and improved the system all around. What do you guys think?
That’s where your argument falls apart because it’s objectively false. In high level play, there are many contributions you make to your team which are not reflected in any post-game stats sheet. It’s not just your KD ratio. Controlling powerups and power weapons, baiting the enemy team into kill boxes, maintaining team positioning to force the enemy team to spawn where you want them to, etc. are all invaluable contributions which help your team win and aren’t on any spreadsheet because you can’t objectively measure them.
You win as a team and lose as a team. Superbowl rings don’t go to the top 50% of players. They go to the team that wins.
Stopped reading at Reach… Reach was horrible ranking and matchmaking.
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> First of all halo reach wass a horrible game and was the first bad halo game that took away competitive play all together so your reach stats do not really matter.
> Everyone has a bad game, you act like you constantly go positive every singe game and yes it should be based on win/loss since its a team game and team effort.
> Considering that some players get matched against high rankes after rank reset shows H5 keeps track of everything.
> I get matched against high ranks in my placement matches because H5 keeps track of everything.
I go positive most of my games. I was pointing to the Reach stats, because I havent built alot of Halo 5 stats yet. But those are positive as well. By the way, I disagree with you vehemently and completely on Reach. It’s the best one to date as far as multiplayer. People like you just weren’t good at it.
Anyway, that’s off topic.
Yesterday I played a game where I went 25 kills, 5 deaths, and 10 assists in Team Arena slayer, and that was a placement match. I accounted for HALF of my team’s kills, and assisted in even more. I carried those players, most of them who were also in a placement match, and the result there is that those 3 random dudes on my team who weren’t that great got a victory they really didn’t earn, which means they probably got destroyed in the next game they played. See my point?
I wish they would throw in individual recognition at least. If a player does exceptional, but still loses becaus of his teammates, than the system should do a better job at finding better teammates.
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> That’s where your argument falls apart because it’s objectively false. In high level play, there are many contributions you make to your team which are not reflected in any post-game stats sheet. It’s not just your KD ratio. Controlling powerups and power weapons, baiting the enemy team into kill boxes, maintaining team positioning to force the enemy team to spawn where you want them to, etc. are all invaluable contributions which help your team win and aren’t on any spreadsheet because you can’t objectively measure them.
>
> You win as a team and lose as a team. Superbowl rings don’t go to the top 50% of players. They go to the team that wins.
This is true, little things like staying alive during objective games make a huge difference too which cant be measured or “pinching” as some people call it is another thing that cant be measured so yes it should be based on win loss.
If my teammate grabs the sniper i know not to push to the other base and screw up the spawns making the enemy spawn behind him and giving the enemy team the sniper we had.
I think the win/loss way is the best option. It encourages team play and no one is bigger than the team. Other methods suggested here and elsewhere promote selfish play. Stick to what made H1-H3 great.
lol I prefer this to any other Halo ranking system.
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> I go positive most of my games. I was pointing to the Reach stats, because I havent built alot of Halo 5 stats yet. But those are positive as well. By the way, I disagree with you vehemently and completely on Reach. It’s the best one to date as far as multiplayer. People like you just weren’t good at it.
> Anyway, that’s off topic.
> Yesterday I played a game where I went 25 kills, 5 deaths, and 10 assists in Team Arena slayer, and that was a placement match. I accounted for HALF of my team’s kills, and assisted in even more. I carried those players, most of them who were also in a placement match, and the result there is that those 3 random dudes on my team who weren’t that great got a victory they really didn’t earn, which means they probably got destroyed in the next game they played. See my point?
I was very good at halo reach actually but i did not like it much.To be fair to those players you would not have gotten those 25 kills if you had no teammates right, so they did play a role one way or another.
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> I wish they would throw in individual recognition at least. If a player does exceptional, but still loses becaus of his teammates, than the system should do a better job at finding better teammates.
idk some people have bad games sometimes, i know i have bad games where i get carried. On riptide im very inconsistent i either do crazy good or crazy bad.
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> Stopped reading at Reach… Reach was horrible ranking and matchmaking.
Agreed, Reach made all random players selfish. I got betrayed for power weapons more in reach than any other halo easily. No one wanted to help since assists were worth practically nothing compared to kills and deaths and the damage needed for assists was way too high. If it was close game and they didn’t have the advantage, people didn’t try to win, they would hide to protect their k/d all the f*ing time to protect their rank (you know - for the people who don’t have 8 hours a day to play until they get 3 good games). It’s the reason we saw those population counters per playlist back then and the arena would almost always be under 2,000 2 months after release date. Boy did that game die fast (yea a lot of people came back after that title update, but i digress).
Reach was okay when playing with premade team - but assist issue still existed. Because as some of us do know and yet many others don’t know somehow - assists do matter - a lot.
I think H3 had the best ranking and matchmaking.
Well I’m sure you’re happy with the ranking system if you get good teammates matched up with you and together you work as a team to get the win even if you’re not doing as well. The fact is it has to be this way because if it was based just on individual performance nobody would call out, nobody would play as a team. Also, in objective games how would you gauge it. That guy that got 2 carrier caps, 4 carrier kills and 3 flag returns but only got 5 kills, should he be considered “better” than the guy who got 20 kills but did nothing for the objective? They both benefited the team.
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> I think H3 had the best ranking and matchmaking.
i think Halo 5’s ranking system is better. The rank resets and not being able to fall down a whole tier keeps people playing ranked games unlike halo 3.
In halo 3 people stopped playing after they got a high rank because they were afraid to de rank.
I think that throwing in personal contribution would probably make it more accurate, but honestly I think it should probably stay as it is. People take their rank too seriously, so when you start ranking them on things like K/D (for example), it provides incentives for people to just focus on that stat at the expense of their team mates. The system as it is, is harsh if you play solo, but ultimately if you want to rank up you’ve to do your best to push your team to victory, and that makes a better play experience for everyone.
Besides, if you get ranked lower than your skill level you can have fun wrecking people until the system finds your level haha :). I got unlucky with my placement matches in Team Arena, and got put into Silver 1, so I’ve been spending the past while having games where I get ridiculously high K/Ds, and often end up being the MVP of the match. (I’m a pretty average player, but I’m definitely not a silver)
The weird thing if you play solo, is that it’s arguably more difficult rank up, the lower your rank is. The higher my rank goes, the less I get matched with team mates that don’t know what they’re doing. (I’m sure that will change once I get to a skill level where soloing is no longer viable though). Getting out of silver was much more difficult and laborious than getting out of gold has been so far.
why will this never rest. Halo is a team game (unless its FFA) and your individual performance matters nothing if you lose as a team. Win as a team lose as a team, no one cares if your the top player on your team, you still lost.
…What about objective gametypes? I hate players who make us lose the match in CTF 'cause they want to rack up kills instead of playing properly.
Needs to combine win/loss with your k/d, plus fireteam and individual skill factors
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> …What about objective gametypes? I hate players who make us lose the match in CTF 'cause they want to rack up kills instead of playing properly.
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> Needs to combine win/loss with your k/d, plus fireteam and individual skill factors
I think maybe MCKENZIE here is on the right track. But still, you have to be able to kill in all game modes to get anything done. CTF is Slayer with a twist. The better you are at killing, the more you slow the other team down. Leaving space for a team member to cap flags.