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originally posted in: The Crucible needs a ranking system.
12/20/2014 11:00:09 AM
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Just to clear some of the info about halo 3 ranking system. It took us a long to figure out but basically this is how it goes. Before a match beings the program will run some odds on the outcome of the match based on rank NOT number but like private, Sargent, captain, etc. There was also xp you can gain. So if you were level 20 with rank and had about 400xp you should be a captin. If you had a lvl 20 with 600xp you'll get a little bar under you captain (remember the bar). You can get up to 3 bars and then they turn gold. now you get 1 xp for wining any type of matchmaking game and to go from 20 to 30 shouldn't take much longer than avg 30-50 games. So you can see that someone with a lvl 20 and 1,200 xp is very unbalanced usually people in this piston suck. It shouldn't take you 1,200 wins to get a 30 unless you loss most of them. So with these gold bars on your captain (this also goes for every rank expect general) the program running will think you suck. so now picture 2 teams ( 4 people) everyone is a captain. 1 team is full of captains that have no bars and the other team "team 2" is full of gold bars. The program they use is very harsh against the gold bars and assumes that team has a very little chance of winning. There for if they will they will get a huge boost on their rank. If they lose like the game thought they would it wouldn't hurt them too much. MY PROOF. There were websites that sold lvl 50s for as low as $35. How were these people ever going to pump out lvl 50's to meet the demand i mean i saw a destiny lvl 30 warlock hunter and titain sell for $400 on ebay so we know there's people buying these accounts. well the truth is a lvl 50 can be made in just 17 games... You start off a fresh account and play with someone who has a rank of 10 (i think it's a lieutenant) and make sure he has those gold bars. If you play doubles and win every game you can get it as low as 17 games because they game will think you're team is going to lose. HERE'S THE PROBLEM. The more xp you had the longer it takes to rank up. accounts with a max lvl of 10 with 2000 xp (bad kids) were for some reason put in a spot where ranking seems impossible. The 2nd dude with the lvl 10 and 2000 xp might go up a rank or 2 after 20 straight wins but could lose 2 games and lose a rank. The fresh account playing with him will have very different ranking effects. So people who weren't good for a year or two who started becoming good will have a problem ranking up if they gained to much xp. (note you don't lose xp) Bottom line the ranking system was kinda of broken. However this whole talk of k/d is pretty stupid are you trying to promote campers? It has to be based on wins and to avoid having crappy teams you are presented with a choice play with people you know or don't simple as that. I didn't go into no halo 3 ranked match without a full team, no randoms for me. If you made it based on score some people would be at a disadvantage like the snipers. Me i like fusion rifles and on a normal game i'll go 2.0 or above with 5000 and points in control. However i do like my sniper but i get a score with an avg of 3000 points and a k/d of 3,5 or higher. So if it's based on points people who are up in front with the action fusion/shotguns/auto rifles will have an a better chance with more points. Make it k/d snipers will have a better chance. THE PERFECT RANKING SYSTEM.... If there was one every fps that has a ranking system would use it. We can only pick the best one with the least flaws.
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  • Bump. Potentially the factors could be weighted appropriately to create a better true skill scale (e.g.weight could be applied to K/D ratios in games 20%, a higher weight for wins 70%, and a small amount for assists and team oriented behaviors). It's not like these people don't know "how" to develop reasonable ranking systems IF they decide to. The question is whether they will choose to implement it. Many people have stated a strong desire for ranked match-making.

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  • Alright, thanks for explaining the Halo ranking system thoroughly. I think that right now, w/l should be the only factor in the ranking system. The guy who runs in and gets a lot of points but dies a lot will help his team possibly just as much as the sniper who is in the back chilling with his high k/d. The only common factor between this is that both people are more likely to win. Then, if the ranking system is as primitive as possible, there will be no system favoring certain teams. With that, you can make a win a set number of points or something and a loss have the same number of points taken away. People who are where they belong will tend to average the same amount of wins and losses. See Hearthstone. Each rank requires a specific number of stars to advance through, and one win gives you a star. One loss takes away a star. Get enough stars and you advance. Out of all the ranking systems I have seen, it has promoted the least amount of bullsht. Most of the problems that come with ranks (account selling) are basically already in the game as you said, so this system cannot really do much more. With regards to the low level duo problem, it might be best to adopt League's system. It only allows for parties of up to two to queue for solo queue, while full parties can queue in ranked team queues. Not only that, the player is restricted from duoing with a person significantly higher or lower ranked than them. Combined with the simplicity of Hearthstone's ranking system, there will be insignificant advantages brought about by duoing. Of course, I wouldn't expect Bungie to willingly steal portions of other games' ranking system but whatever. I'm talking in ideals.

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