Halo 5's ranking is BS

Mr. Admirals | Heroic Posting Rampage
 
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"You are young. I am old. I am dead."
http://en.wikipedia.org/wiki/Elo_rating_system

This is the rating system that H5 uses
Except it's not between 2 players, it's between 2 teams. Since the teams shift and are random, the ranking system is moot.
Just showing what it's based off of.

It's not good imo, for instance that guy who OP showed with more deaths than kills only is in the gold range because he got carried up to that.
But how far can he be carried? That's the question.

Just throwing this out here, do you think it would be better if you were placed into a tier based on personal skill (first 10 matches), and then once your placed, it switches over to a win-loss based system?
People are still going to suck on average those first 10 matches, so it should be designed to not punish you for sucking shit early on. Halo 3's Truskill did that to people iirc.

You can still be carried after those 10 matches. If your team wins, and you did shit (Negative K/D, no assists or objective points), then you should go down in rank or stay the same low rank. If your team sucked shit because, like my experience in Halo always seems to have been, your teammates were moving the thumbsticks with their asses and being buffoons, but you did good, then you should go up in rank/get points.
My problem with that then is that is then that the game values personal skill more than teamwork. And the key to success for Halo is all about manipulating the enemy spawns and weapons spawns as a team. AKA Map Control.
How does it punish teamwork by punishing the people that aren't helping their team and rewarding the people that are helping their team, even if their team sucks?
I don't have access to long term statistics, or anything of that sort, but logically in my mind, having an individual ranking system doesn't punish teamwork, it just promotes personal gain more than assisting your team. IE, playing it safe and ensuring you have kills more than assists. Or a bit more complexly, involves you setting yourself up to get kills rather than get set up to help your team with map control.


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"flaming nipple chops"-Your host, the man they call Ghost.

To say, 'nothing is true', is to realize that the foundations of society are fragile, and that we must be the shepherds of our own civilization. To say, 'everything is permitted', is to understand that we are the architects of our actions, and that we must live with their consequences, whether glorious or tragic.
http://en.wikipedia.org/wiki/Elo_rating_system

This is the rating system that H5 uses
Except it's not between 2 players, it's between 2 teams. Since the teams shift and are random, the ranking system is moot.
Just showing what it's based off of.

It's not good imo, for instance that guy who OP showed with more deaths than kills only is in the gold range because he got carried up to that.
But how far can he be carried? That's the question.

Just throwing this out here, do you think it would be better if you were placed into a tier based on personal skill (first 10 matches), and then once your placed, it switches over to a win-loss based system?
People are still going to suck on average those first 10 matches, so it should be designed to not punish you for sucking shit early on. Halo 3's Truskill did that to people iirc.

You can still be carried after those 10 matches. If your team wins, and you did shit (Negative K/D, no assists or objective points), then you should go down in rank or stay the same low rank. If your team sucked shit because, like my experience in Halo always seems to have been, your teammates were moving the thumbsticks with their asses and being buffoons, but you did good, then you should go up in rank/get points.
My problem with that then is that is then that the game values personal skill more than teamwork. And the key to success for Halo is all about manipulating the enemy spawns and weapons spawns as a team. AKA Map Control.
How does it punish teamwork by punishing the people that aren't helping their team and rewarding the people that are helping their team, even if their team sucks?
I don't have access to long term statistics, or anything of that sort, but logically in my mind, having an individual ranking system doesn't punish teamwork, it just promotes personal gain more than assisting your team. IE, playing it safe and ensuring you have kills more than assists. Or a bit more complexly, involves you setting yourself up to get kills rather than get set up to help your team with map control.
I'm not saying make the skill ranks based on personal stats, I'm just saying don't fuck people over for having shitty teammates, and do punish players on winning teams that do horribly. I'm not listing specific points for what qualifies as horrible on winning team or great on losing team, but it shouldn't be that complicated for people that are getting paid to do this to find out.


Mr. Admirals | Heroic Posting Rampage
 
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"You are young. I am old. I am dead."
http://en.wikipedia.org/wiki/Elo_rating_system

This is the rating system that H5 uses
Except it's not between 2 players, it's between 2 teams. Since the teams shift and are random, the ranking system is moot.
Just showing what it's based off of.

It's not good imo, for instance that guy who OP showed with more deaths than kills only is in the gold range because he got carried up to that.
But how far can he be carried? That's the question.

Just throwing this out here, do you think it would be better if you were placed into a tier based on personal skill (first 10 matches), and then once your placed, it switches over to a win-loss based system?
People are still going to suck on average those first 10 matches, so it should be designed to not punish you for sucking shit early on. Halo 3's Truskill did that to people iirc.

You can still be carried after those 10 matches. If your team wins, and you did shit (Negative K/D, no assists or objective points), then you should go down in rank or stay the same low rank. If your team sucked shit because, like my experience in Halo always seems to have been, your teammates were moving the thumbsticks with their asses and being buffoons, but you did good, then you should go up in rank/get points.
My problem with that then is that is then that the game values personal skill more than teamwork. And the key to success for Halo is all about manipulating the enemy spawns and weapons spawns as a team. AKA Map Control.
How does it punish teamwork by punishing the people that aren't helping their team and rewarding the people that are helping their team, even if their team sucks?
I don't have access to long term statistics, or anything of that sort, but logically in my mind, having an individual ranking system doesn't punish teamwork, it just promotes personal gain more than assisting your team. IE, playing it safe and ensuring you have kills more than assists. Or a bit more complexly, involves you setting yourself up to get kills rather than get set up to help your team with map control.
I'm not saying make the skill ranks based on personal stats, I'm just saying don't fuck people over for having shitty teammates, and do punish players on winning teams that do horribly. I'm not listing specific points for what qualifies as horrible on winning team or great on losing team, but it shouldn't be that complicated for people that are getting paid to do this to find out.
LoL and StarCraft runs on this ranking system. No one seems to complain about that. Of course, this ranking system essentially means that if you want to do well, you need to find reliable teammates.


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"flaming nipple chops"-Your host, the man they call Ghost.

To say, 'nothing is true', is to realize that the foundations of society are fragile, and that we must be the shepherds of our own civilization. To say, 'everything is permitted', is to understand that we are the architects of our actions, and that we must live with their consequences, whether glorious or tragic.
http://en.wikipedia.org/wiki/Elo_rating_system

This is the rating system that H5 uses
Except it's not between 2 players, it's between 2 teams. Since the teams shift and are random, the ranking system is moot.
Just showing what it's based off of.

It's not good imo, for instance that guy who OP showed with more deaths than kills only is in the gold range because he got carried up to that.
But how far can he be carried? That's the question.

Just throwing this out here, do you think it would be better if you were placed into a tier based on personal skill (first 10 matches), and then once your placed, it switches over to a win-loss based system?
People are still going to suck on average those first 10 matches, so it should be designed to not punish you for sucking shit early on. Halo 3's Truskill did that to people iirc.

You can still be carried after those 10 matches. If your team wins, and you did shit (Negative K/D, no assists or objective points), then you should go down in rank or stay the same low rank. If your team sucked shit because, like my experience in Halo always seems to have been, your teammates were moving the thumbsticks with their asses and being buffoons, but you did good, then you should go up in rank/get points.
My problem with that then is that is then that the game values personal skill more than teamwork. And the key to success for Halo is all about manipulating the enemy spawns and weapons spawns as a team. AKA Map Control.
How does it punish teamwork by punishing the people that aren't helping their team and rewarding the people that are helping their team, even if their team sucks?
I don't have access to long term statistics, or anything of that sort, but logically in my mind, having an individual ranking system doesn't punish teamwork, it just promotes personal gain more than assisting your team. IE, playing it safe and ensuring you have kills more than assists. Or a bit more complexly, involves you setting yourself up to get kills rather than get set up to help your team with map control.
I'm not saying make the skill ranks based on personal stats, I'm just saying don't fuck people over for having shitty teammates, and do punish players on winning teams that do horribly. I'm not listing specific points for what qualifies as horrible on winning team or great on losing team, but it shouldn't be that complicated for people that are getting paid to do this to find out.
LoL and StarCraft runs on this ranking system. No one seems to complain about that. Of course, this ranking system essentially means that if you want to do well, you need to find reliable teammates.
I leveled up to 41 in Lone Wolves in Halo 3 because I always had shit teammates, and I can do it again.


Mr. Admirals | Heroic Posting Rampage
 
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"You are young. I am old. I am dead."
http://en.wikipedia.org/wiki/Elo_rating_system

This is the rating system that H5 uses
Except it's not between 2 players, it's between 2 teams. Since the teams shift and are random, the ranking system is moot.
Just showing what it's based off of.

It's not good imo, for instance that guy who OP showed with more deaths than kills only is in the gold range because he got carried up to that.
But how far can he be carried? That's the question.

Just throwing this out here, do you think it would be better if you were placed into a tier based on personal skill (first 10 matches), and then once your placed, it switches over to a win-loss based system?
People are still going to suck on average those first 10 matches, so it should be designed to not punish you for sucking shit early on. Halo 3's Truskill did that to people iirc.

You can still be carried after those 10 matches. If your team wins, and you did shit (Negative K/D, no assists or objective points), then you should go down in rank or stay the same low rank. If your team sucked shit because, like my experience in Halo always seems to have been, your teammates were moving the thumbsticks with their asses and being buffoons, but you did good, then you should go up in rank/get points.
My problem with that then is that is then that the game values personal skill more than teamwork. And the key to success for Halo is all about manipulating the enemy spawns and weapons spawns as a team. AKA Map Control.
How does it punish teamwork by punishing the people that aren't helping their team and rewarding the people that are helping their team, even if their team sucks?
I don't have access to long term statistics, or anything of that sort, but logically in my mind, having an individual ranking system doesn't punish teamwork, it just promotes personal gain more than assisting your team. IE, playing it safe and ensuring you have kills more than assists. Or a bit more complexly, involves you setting yourself up to get kills rather than get set up to help your team with map control.
I'm not saying make the skill ranks based on personal stats, I'm just saying don't fuck people over for having shitty teammates, and do punish players on winning teams that do horribly. I'm not listing specific points for what qualifies as horrible on winning team or great on losing team, but it shouldn't be that complicated for people that are getting paid to do this to find out.
LoL and StarCraft runs on this ranking system. No one seems to complain about that. Of course, this ranking system essentially means that if you want to do well, you need to find reliable teammates.
I leveled up to 41 in Lone Wolves in Halo 3 because I always had shit teammates, and I can do it again.
Fair enough. There's still ample time to adjust Halo 5's ranking system. Provide your feedback on the system here. 343i says that is their main place when looking for feedback on the game. Of course, 343i employees on the MP team have also said they're monitoring tweets, streams, and other Halo websites.


Assassin 11D7 | Mythic Inconceivable!
 
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"flaming nipple chops"-Your host, the man they call Ghost.

To say, 'nothing is true', is to realize that the foundations of society are fragile, and that we must be the shepherds of our own civilization. To say, 'everything is permitted', is to understand that we are the architects of our actions, and that we must live with their consequences, whether glorious or tragic.
http://en.wikipedia.org/wiki/Elo_rating_system

This is the rating system that H5 uses
Except it's not between 2 players, it's between 2 teams. Since the teams shift and are random, the ranking system is moot.
Just showing what it's based off of.

It's not good imo, for instance that guy who OP showed with more deaths than kills only is in the gold range because he got carried up to that.
But how far can he be carried? That's the question.

Just throwing this out here, do you think it would be better if you were placed into a tier based on personal skill (first 10 matches), and then once your placed, it switches over to a win-loss based system?
People are still going to suck on average those first 10 matches, so it should be designed to not punish you for sucking shit early on. Halo 3's Truskill did that to people iirc.

You can still be carried after those 10 matches. If your team wins, and you did shit (Negative K/D, no assists or objective points), then you should go down in rank or stay the same low rank. If your team sucked shit because, like my experience in Halo always seems to have been, your teammates were moving the thumbsticks with their asses and being buffoons, but you did good, then you should go up in rank/get points.
My problem with that then is that is then that the game values personal skill more than teamwork. And the key to success for Halo is all about manipulating the enemy spawns and weapons spawns as a team. AKA Map Control.
How does it punish teamwork by punishing the people that aren't helping their team and rewarding the people that are helping their team, even if their team sucks?
I don't have access to long term statistics, or anything of that sort, but logically in my mind, having an individual ranking system doesn't punish teamwork, it just promotes personal gain more than assisting your team. IE, playing it safe and ensuring you have kills more than assists. Or a bit more complexly, involves you setting yourself up to get kills rather than get set up to help your team with map control.
I'm not saying make the skill ranks based on personal stats, I'm just saying don't fuck people over for having shitty teammates, and do punish players on winning teams that do horribly. I'm not listing specific points for what qualifies as horrible on winning team or great on losing team, but it shouldn't be that complicated for people that are getting paid to do this to find out.
LoL and StarCraft runs on this ranking system. No one seems to complain about that. Of course, this ranking system essentially means that if you want to do well, you need to find reliable teammates.
I leveled up to 41 in Lone Wolves in Halo 3 because I always had shit teammates, and I can do it again.
Fair enough. There's still ample time to adjust Halo 5's ranking system. Provide your feedback on the system here. 343i says that is their main place when looking for feedback on the game. Of course, 343i employees on the MP team have also said they're monitoring tweets, streams, and other Halo websites.
>Halo Waypoint
Listen, I hate my life already and I realize people are stupid, but I have some decency left.


Mr. Admirals | Heroic Posting Rampage
 
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"You are young. I am old. I am dead."
http://en.wikipedia.org/wiki/Elo_rating_system

This is the rating system that H5 uses
Except it's not between 2 players, it's between 2 teams. Since the teams shift and are random, the ranking system is moot.
Just showing what it's based off of.

It's not good imo, for instance that guy who OP showed with more deaths than kills only is in the gold range because he got carried up to that.
But how far can he be carried? That's the question.

Just throwing this out here, do you think it would be better if you were placed into a tier based on personal skill (first 10 matches), and then once your placed, it switches over to a win-loss based system?
People are still going to suck on average those first 10 matches, so it should be designed to not punish you for sucking shit early on. Halo 3's Truskill did that to people iirc.

You can still be carried after those 10 matches. If your team wins, and you did shit (Negative K/D, no assists or objective points), then you should go down in rank or stay the same low rank. If your team sucked shit because, like my experience in Halo always seems to have been, your teammates were moving the thumbsticks with their asses and being buffoons, but you did good, then you should go up in rank/get points.
My problem with that then is that is then that the game values personal skill more than teamwork. And the key to success for Halo is all about manipulating the enemy spawns and weapons spawns as a team. AKA Map Control.
How does it punish teamwork by punishing the people that aren't helping their team and rewarding the people that are helping their team, even if their team sucks?
I don't have access to long term statistics, or anything of that sort, but logically in my mind, having an individual ranking system doesn't punish teamwork, it just promotes personal gain more than assisting your team. IE, playing it safe and ensuring you have kills more than assists. Or a bit more complexly, involves you setting yourself up to get kills rather than get set up to help your team with map control.
I'm not saying make the skill ranks based on personal stats, I'm just saying don't fuck people over for having shitty teammates, and do punish players on winning teams that do horribly. I'm not listing specific points for what qualifies as horrible on winning team or great on losing team, but it shouldn't be that complicated for people that are getting paid to do this to find out.
LoL and StarCraft runs on this ranking system. No one seems to complain about that. Of course, this ranking system essentially means that if you want to do well, you need to find reliable teammates.
I leveled up to 41 in Lone Wolves in Halo 3 because I always had shit teammates, and I can do it again.
Fair enough. There's still ample time to adjust Halo 5's ranking system. Provide your feedback on the system here. 343i says that is their main place when looking for feedback on the game. Of course, 343i employees on the MP team have also said they're monitoring tweets, streams, and other Halo websites.
>Halo Waypoint
Listen, I hate my life already and I realize people are stupid, but I have some decency left.
You do realize that creating a topic on a feedback forum does not force you to reply to anyone, right?

Hey, if you don't want 343i to know about your thoughts and criticisms on the ranking system, that's your fault, not mine.


Assassin 11D7 | Mythic Inconceivable!
 
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"flaming nipple chops"-Your host, the man they call Ghost.

To say, 'nothing is true', is to realize that the foundations of society are fragile, and that we must be the shepherds of our own civilization. To say, 'everything is permitted', is to understand that we are the architects of our actions, and that we must live with their consequences, whether glorious or tragic.
http://en.wikipedia.org/wiki/Elo_rating_system

This is the rating system that H5 uses
Except it's not between 2 players, it's between 2 teams. Since the teams shift and are random, the ranking system is moot.
Just showing what it's based off of.

It's not good imo, for instance that guy who OP showed with more deaths than kills only is in the gold range because he got carried up to that.
But how far can he be carried? That's the question.

Just throwing this out here, do you think it would be better if you were placed into a tier based on personal skill (first 10 matches), and then once your placed, it switches over to a win-loss based system?
People are still going to suck on average those first 10 matches, so it should be designed to not punish you for sucking shit early on. Halo 3's Truskill did that to people iirc.

You can still be carried after those 10 matches. If your team wins, and you did shit (Negative K/D, no assists or objective points), then you should go down in rank or stay the same low rank. If your team sucked shit because, like my experience in Halo always seems to have been, your teammates were moving the thumbsticks with their asses and being buffoons, but you did good, then you should go up in rank/get points.
My problem with that then is that is then that the game values personal skill more than teamwork. And the key to success for Halo is all about manipulating the enemy spawns and weapons spawns as a team. AKA Map Control.
How does it punish teamwork by punishing the people that aren't helping their team and rewarding the people that are helping their team, even if their team sucks?
I don't have access to long term statistics, or anything of that sort, but logically in my mind, having an individual ranking system doesn't punish teamwork, it just promotes personal gain more than assisting your team. IE, playing it safe and ensuring you have kills more than assists. Or a bit more complexly, involves you setting yourself up to get kills rather than get set up to help your team with map control.
I'm not saying make the skill ranks based on personal stats, I'm just saying don't fuck people over for having shitty teammates, and do punish players on winning teams that do horribly. I'm not listing specific points for what qualifies as horrible on winning team or great on losing team, but it shouldn't be that complicated for people that are getting paid to do this to find out.
LoL and StarCraft runs on this ranking system. No one seems to complain about that. Of course, this ranking system essentially means that if you want to do well, you need to find reliable teammates.
I leveled up to 41 in Lone Wolves in Halo 3 because I always had shit teammates, and I can do it again.
Fair enough. There's still ample time to adjust Halo 5's ranking system. Provide your feedback on the system here. 343i says that is their main place when looking for feedback on the game. Of course, 343i employees on the MP team have also said they're monitoring tweets, streams, and other Halo websites.
>Halo Waypoint
Listen, I hate my life already and I realize people are stupid, but I have some decency left.
You do realize that creating a topic on a feedback forum does not force you to reply to anyone, right?

Hey, if you don't want 343i to know about your thoughts and criticisms on the ranking system, that's your fault, not mine.
I don't want to catch the stupid, Admirals. Don't do this to me.


Mr. Admirals | Heroic Posting Rampage
 
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"You are young. I am old. I am dead."
http://en.wikipedia.org/wiki/Elo_rating_system

This is the rating system that H5 uses
Except it's not between 2 players, it's between 2 teams. Since the teams shift and are random, the ranking system is moot.
Just showing what it's based off of.

It's not good imo, for instance that guy who OP showed with more deaths than kills only is in the gold range because he got carried up to that.
But how far can he be carried? That's the question.

Just throwing this out here, do you think it would be better if you were placed into a tier based on personal skill (first 10 matches), and then once your placed, it switches over to a win-loss based system?
People are still going to suck on average those first 10 matches, so it should be designed to not punish you for sucking shit early on. Halo 3's Truskill did that to people iirc.

You can still be carried after those 10 matches. If your team wins, and you did shit (Negative K/D, no assists or objective points), then you should go down in rank or stay the same low rank. If your team sucked shit because, like my experience in Halo always seems to have been, your teammates were moving the thumbsticks with their asses and being buffoons, but you did good, then you should go up in rank/get points.
My problem with that then is that is then that the game values personal skill more than teamwork. And the key to success for Halo is all about manipulating the enemy spawns and weapons spawns as a team. AKA Map Control.
How does it punish teamwork by punishing the people that aren't helping their team and rewarding the people that are helping their team, even if their team sucks?
I don't have access to long term statistics, or anything of that sort, but logically in my mind, having an individual ranking system doesn't punish teamwork, it just promotes personal gain more than assisting your team. IE, playing it safe and ensuring you have kills more than assists. Or a bit more complexly, involves you setting yourself up to get kills rather than get set up to help your team with map control.
I'm not saying make the skill ranks based on personal stats, I'm just saying don't fuck people over for having shitty teammates, and do punish players on winning teams that do horribly. I'm not listing specific points for what qualifies as horrible on winning team or great on losing team, but it shouldn't be that complicated for people that are getting paid to do this to find out.
LoL and StarCraft runs on this ranking system. No one seems to complain about that. Of course, this ranking system essentially means that if you want to do well, you need to find reliable teammates.
I leveled up to 41 in Lone Wolves in Halo 3 because I always had shit teammates, and I can do it again.
Fair enough. There's still ample time to adjust Halo 5's ranking system. Provide your feedback on the system here. 343i says that is their main place when looking for feedback on the game. Of course, 343i employees on the MP team have also said they're monitoring tweets, streams, and other Halo websites.
>Halo Waypoint
Listen, I hate my life already and I realize people are stupid, but I have some decency left.
You do realize that creating a topic on a feedback forum does not force you to reply to anyone, right?

Hey, if you don't want 343i to know about your thoughts and criticisms on the ranking system, that's your fault, not mine.
I don't want to catch the stupid, Admirals. Don't do this to me.
I swear to god, if you complain about the ranking system when the game launches...


Assassin 11D7 | Mythic Inconceivable!
 
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"flaming nipple chops"-Your host, the man they call Ghost.

To say, 'nothing is true', is to realize that the foundations of society are fragile, and that we must be the shepherds of our own civilization. To say, 'everything is permitted', is to understand that we are the architects of our actions, and that we must live with their consequences, whether glorious or tragic.
http://en.wikipedia.org/wiki/Elo_rating_system

This is the rating system that H5 uses
Except it's not between 2 players, it's between 2 teams. Since the teams shift and are random, the ranking system is moot.
Just showing what it's based off of.

It's not good imo, for instance that guy who OP showed with more deaths than kills only is in the gold range because he got carried up to that.
But how far can he be carried? That's the question.

Just throwing this out here, do you think it would be better if you were placed into a tier based on personal skill (first 10 matches), and then once your placed, it switches over to a win-loss based system?
People are still going to suck on average those first 10 matches, so it should be designed to not punish you for sucking shit early on. Halo 3's Truskill did that to people iirc.

You can still be carried after those 10 matches. If your team wins, and you did shit (Negative K/D, no assists or objective points), then you should go down in rank or stay the same low rank. If your team sucked shit because, like my experience in Halo always seems to have been, your teammates were moving the thumbsticks with their asses and being buffoons, but you did good, then you should go up in rank/get points.
My problem with that then is that is then that the game values personal skill more than teamwork. And the key to success for Halo is all about manipulating the enemy spawns and weapons spawns as a team. AKA Map Control.
How does it punish teamwork by punishing the people that aren't helping their team and rewarding the people that are helping their team, even if their team sucks?
I don't have access to long term statistics, or anything of that sort, but logically in my mind, having an individual ranking system doesn't punish teamwork, it just promotes personal gain more than assisting your team. IE, playing it safe and ensuring you have kills more than assists. Or a bit more complexly, involves you setting yourself up to get kills rather than get set up to help your team with map control.
I'm not saying make the skill ranks based on personal stats, I'm just saying don't fuck people over for having shitty teammates, and do punish players on winning teams that do horribly. I'm not listing specific points for what qualifies as horrible on winning team or great on losing team, but it shouldn't be that complicated for people that are getting paid to do this to find out.
LoL and StarCraft runs on this ranking system. No one seems to complain about that. Of course, this ranking system essentially means that if you want to do well, you need to find reliable teammates.
I leveled up to 41 in Lone Wolves in Halo 3 because I always had shit teammates, and I can do it again.
Fair enough. There's still ample time to adjust Halo 5's ranking system. Provide your feedback on the system here. 343i says that is their main place when looking for feedback on the game. Of course, 343i employees on the MP team have also said they're monitoring tweets, streams, and other Halo websites.
>Halo Waypoint
Listen, I hate my life already and I realize people are stupid, but I have some decency left.
You do realize that creating a topic on a feedback forum does not force you to reply to anyone, right?

Hey, if you don't want 343i to know about your thoughts and criticisms on the ranking system, that's your fault, not mine.
I don't want to catch the stupid, Admirals. Don't do this to me.
I swear to god, if you complain about the ranking system when the game launches...
>implying they'd listen to me
>implying I wouldn't get drowned out by countless dummies
>implying the game isn't going to suck anyway


 
Ender
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posts like these are making me want to save up for H5 less and less...


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Long live NoNolesNeckin.

Ya fuckin' ganderneck.
Remember in Halo 2 when losing meant that you could go down in rank? Even if you went +30 in a game?

Yea. . .

I do not like systems that are based off of personal skill because that promotes 'lone wolfing' and less team work to actually win the game for. . . you know. .  the team. That shit was a huge issue for me in Reach.


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"You are young. I am old. I am dead."
http://en.wikipedia.org/wiki/Elo_rating_system

This is the rating system that H5 uses
Except it's not between 2 players, it's between 2 teams. Since the teams shift and are random, the ranking system is moot.
Just showing what it's based off of.

It's not good imo, for instance that guy who OP showed with more deaths than kills only is in the gold range because he got carried up to that.
But how far can he be carried? That's the question.

Just throwing this out here, do you think it would be better if you were placed into a tier based on personal skill (first 10 matches), and then once your placed, it switches over to a win-loss based system?
People are still going to suck on average those first 10 matches, so it should be designed to not punish you for sucking shit early on. Halo 3's Truskill did that to people iirc.

You can still be carried after those 10 matches. If your team wins, and you did shit (Negative K/D, no assists or objective points), then you should go down in rank or stay the same low rank. If your team sucked shit because, like my experience in Halo always seems to have been, your teammates were moving the thumbsticks with their asses and being buffoons, but you did good, then you should go up in rank/get points.
My problem with that then is that is then that the game values personal skill more than teamwork. And the key to success for Halo is all about manipulating the enemy spawns and weapons spawns as a team. AKA Map Control.
How does it punish teamwork by punishing the people that aren't helping their team and rewarding the people that are helping their team, even if their team sucks?
I don't have access to long term statistics, or anything of that sort, but logically in my mind, having an individual ranking system doesn't punish teamwork, it just promotes personal gain more than assisting your team. IE, playing it safe and ensuring you have kills more than assists. Or a bit more complexly, involves you setting yourself up to get kills rather than get set up to help your team with map control.
I'm not saying make the skill ranks based on personal stats, I'm just saying don't fuck people over for having shitty teammates, and do punish players on winning teams that do horribly. I'm not listing specific points for what qualifies as horrible on winning team or great on losing team, but it shouldn't be that complicated for people that are getting paid to do this to find out.
LoL and StarCraft runs on this ranking system. No one seems to complain about that. Of course, this ranking system essentially means that if you want to do well, you need to find reliable teammates.
I leveled up to 41 in Lone Wolves in Halo 3 because I always had shit teammates, and I can do it again.
Fair enough. There's still ample time to adjust Halo 5's ranking system. Provide your feedback on the system here. 343i says that is their main place when looking for feedback on the game. Of course, 343i employees on the MP team have also said they're monitoring tweets, streams, and other Halo websites.
>Halo Waypoint
Listen, I hate my life already and I realize people are stupid, but I have some decency left.
You do realize that creating a topic on a feedback forum does not force you to reply to anyone, right?

Hey, if you don't want 343i to know about your thoughts and criticisms on the ranking system, that's your fault, not mine.
I don't want to catch the stupid, Admirals. Don't do this to me.
I swear to god, if you complain about the ranking system when the game launches...
>implying they'd listen to me
>implying I wouldn't get drowned out by countless dummies
>implying the game isn't going to suck anyway
I frankly don't give a shit what you think I'm implying.