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Member
(03-06-2012, 09:45 PM)
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#752
I think the Halo 3 population spread was probably fairer than most realize, even on forums where people playing the game 24/7 there was a fair spread of ranks. I think a harsher system would just bunch up too much at the lower ranks. |
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Member
(03-06-2012, 09:46 PM)
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#753
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Member
(03-06-2012, 09:46 PM)
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#754
I'd like the old 1-50 system from H2 back. The system more accurately tracked your ability in a TEAM game. Win and you go up, lose and you go down and you're only matched within a specific window of your number. All the intangibles that go into winning are rewarded in the win, and the lack of same penalized in the loss. I can say emphatically my games in H2 as a 43 in hardcore were competitive the vast majority to the time. Remove trueskill altogether so that people cannot manipulate their positioning simply by throwing games. The inclusion of trueskill did more to allow cheating than deter precisely because it can be fooled. People go in, lose badly on purposed for x number of games, then win a sufficient number which fools the system into thinking they should not have been winning them, and they rank up faster. Arena initially was completely broken by how stats were applied and not accurately measuring the assist. The change to wins/loses was a huge step in the right direction. Cheating should be addressed, but by penalizing those that cheat and ensuring it's hard to tamper with the network, not adjusting to an inferior system (in my opinion - I get we're polar opposites here). |
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Member
(03-06-2012, 09:47 PM)
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#755
That's the opposite of what I am saying, it was seemingly impossible to do so under the 1-50 Halo 3 system, unlike say pure trueskill.
Last edited by Computron; 03-06-2012 at 09:50 PM.
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Member
(03-06-2012, 09:50 PM)
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#757
Definitely. I have a friend who's not very good, so I always get matched with derps when I play with him. Then when I play with you guys I play against Jedis. Although matchmaking still screws up a lot though
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Member
(03-06-2012, 09:52 PM)
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#760
![]() those are the speakers and their sessions. Technical Artists Rejoice!
Last edited by Computron; 03-06-2012 at 09:55 PM.
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Member
(03-06-2012, 09:52 PM)
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#761
Oh right, my mistake. I misread and assumed that you were saying that the system was too easy. I agree with you, the idea of rank locking was downright insane.
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Member
(03-06-2012, 09:53 PM)
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#763
I will never forget the time it was me, you, and 6 randoms against an entire party of inheritors/reclaimers/forerunners.
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Member
(03-06-2012, 09:53 PM)
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#764
Ideally... whose ideals? Why should there be an even spread of players in each rank? This is not a lab setting or math problem. In the real world there can be all sorts of "clumps" of skills. The vast majority of the population simply is not that good... truly. There is no way there can be, or should be an even distribution of skills. What there should be is a system that matches appropriate skills together, which ensures likes play with likes. In H3 the system couldn't do that because it could be manipulated. Now in Reach it can't be done because of population and some bewildering emphasis on search times. If there is going to be a representation of that skill in a team game, it should only be predicated on wins and losses against a small window of similarly ranked opponents. |
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Member
(03-06-2012, 09:54 PM)
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#765
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Member
(03-06-2012, 09:56 PM)
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#768
Plywood, Barrow, and Heckfu - really sorry I left so quickly, but I've been up for 36 hours now and it was making me play like crap. I'll jump in another time once I'm out of exam hell. Pretty sure my echo issue is from this old controller I was using, sorry about that.
Also, Super Slayer seems to have inherited the latent shittiness of Team Slayer.
Last edited by Havok; 03-06-2012 at 10:06 PM.
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Member
(03-06-2012, 09:56 PM)
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#769
I did a post a long time ago on b.net for halo 3 and it didn't fit that either. |
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Member
(03-06-2012, 10:00 PM)
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#772
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Member
(03-06-2012, 10:00 PM)
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#773
Has anyone considered that most people (i.e. the general populace) played ranked matchmaking in Halo 2 and 3 because it was directly tied to the main incentive system in those games?
Tie the incentive system to ranked play by rewarding ranked play time (either exclusively or more heavily) rather than the rank itself. Having heavily and diversely populated ranked lists will improve skill matches for everyone.
Last edited by HiredN00bs; 03-06-2012 at 10:04 PM.
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Member
(03-06-2012, 10:06 PM)
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#775
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Member
(03-06-2012, 10:07 PM)
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#777
I really like the general look of the multiplayer footage we've seen. I don't know how someone can say Reach 1.5 or anything like that. Everything about it looks visually different from something that Bungie would do, the character models, the HUD, the general aesthetic of the levels. It's a refreshing change, and one I'm open to considering it's a whole new team at the helm.
I just like how clean everything looks, and there's a sort of Doom 3 quality to the environments we've seen so far. Very shiny looking industrial interiors. Also kind of reminds me of Perfect Dark Zero in a way, vibrant, clean, shiny. I can stare at that BR kill gif all day. Edit: Post 777 holla. |
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NeoGAF's smiling token!
(03-06-2012, 10:10 PM)
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#778
It's all good. go ly dow
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Member
(03-06-2012, 10:14 PM)
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#779
I didn't get there playing Arena, but I definitely would have played more Arena if it had been worth significantly more credits.
Remember when the Super Jackpot was in Arena? The population increased by 3000%. Yeah. The point is to encourage people to play ranked and win because that will yield better match results for all players. |
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Member
(03-06-2012, 10:19 PM)
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#780
Derankers are a whole nother issue, but that was more down to how trueskill worked, 1-50 with another implementation which didn't involve rank lock etc could work better there. (Not that im directly blaming rank lock for the cheating. )
Last edited by bobs...onGaf; 03-06-2012 at 10:26 PM.
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Member
(03-06-2012, 10:21 PM)
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#781
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Member
(03-06-2012, 10:22 PM)
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#782
Nice to see the update go out. The majority of the maps submitted seem to have made it in for Heavies, so there's a mix of new FW maps and variants of DLC and disc maps.
I think at least one person from all the communities got a map in. It is an exact duplicate of Team Slayer, just with TU settings |
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Member
(03-06-2012, 10:22 PM)
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#783
I'm just not a fan of trueskill, or the hybrid system used in H3 because it was (and is) too easy to manipulate. I do not believe it is the best indicator of a player in a team environment beyond general terms. |
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Member
(03-06-2012, 10:28 PM)
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#784
Rewarding skill doesn't make any sense. Recognizing it and encouraging players to improve, does. If you work really hard and get ranked in the 90th percentile, that's its own reward. Giving someone a gold star on top of an objective analysis of their performance is unnecessary at that point (which is essentially what Halo 3 did). Rewarding players for playing the game makes sense because it improves the game. More players means a larger population, faster skill matches, better skill matches. This is also why it's important to encourage a diverse population in terms of skill.
Last edited by HiredN00bs; 03-06-2012 at 10:39 PM.
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Fallen Xbot (cannot continue gaining levels in this class)
(03-06-2012, 10:34 PM)
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#785
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Member
(03-06-2012, 10:38 PM)
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#786
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Member
(03-06-2012, 10:38 PM)
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#787
Im all for the main ranking system to be separated from skill levels but I think skill levelling should still be a important part of the game and should require win/loss to go up/down. The main ranking system would appeal to the mass market in that you rank up just for playing, that could copy the Reach model and would be fine. It would be an awful model for proving skill though. I mean why would more playtime give you a higher skill rank? Time played does not equal skill. And also skill should not stop people from going for Inheritor. Essentially Reach did what im talking about by seperating Arena ranks and global ranks. Whatever the ranking system is in the next game I just hope its miles better than the arena lol. I think your saying that the ranking system should offer a good payout for the overall system, I would agree with that!
Last edited by bobs...onGaf; 03-06-2012 at 10:42 PM.
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Member
(03-06-2012, 10:39 PM)
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#788
Thanks for the games, whoever i played with. Elzar, ZalinKrow, can't remember who else.
Maybe we should play Halo 3 someday. EDIT i just remembered, i need some Halo Wars achievements (Legendary, Co-op ones, some MP ones too probably), anyone want to play someday?
Last edited by Woorloog; 03-06-2012 at 10:45 PM.
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knows his self-worth.
(03-06-2012, 10:49 PM)
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#792
Don't make me do this alone, people. Heavies on Standoff is still my personal bar for worst. Game. Ever. The map was specifically designed NOT to have a sniper rifle on it, and they put four down, along with the requisite array of heavy ordnance. It was pure, unmitigated misery. |
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Member
(03-06-2012, 10:50 PM)
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#793
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Member
(03-06-2012, 10:53 PM)
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#796
Gotta say that i'd take Halo 3 BTB Heavies over Reach BTB... well, maybe not always but it is close. Indeed. You generally higher ranked people are better, it doesn't really tell anything. Though arguably it is sort of good thing, people don't quit when they see full Inheritor team, unlike in Halo 3 where a full team of Generals would cause my team to quit... |
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Member
(03-06-2012, 10:54 PM)
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#797
Make it so that you can give each a name the same way you can name and edit the description of maps. Boom, call-outs. |
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Member
(03-06-2012, 10:56 PM)
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#798
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Member
(03-06-2012, 11:01 PM)
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#800
When I use the term "rank" or "ranked", I'm using it in the sense of a competition, a ladder, in which everyone finds their place through their performance. This could be confused with the military-style labels that were used in Halo 3 and Reach, because in reality, many of these labels are actual military ranks. When I say the incentive system, I mean at the very least, what a player sees as a representation of their state, what kind of change takes place, and how the player reacts to those changes. In Halo 2, the only representation the player had was a number, specific to each playlist. Every player wanted to see that number increase, so they would search in these playlists and try to win. If a player saw the number go down, he might have been discouraged from playing that list. This is not a desired behavior. You want to stroke the player for playing in ranked playlists regardless of their progression on the ladder so they continue to stoke the population for the betterment of matchmaking. We should do this by rewarding them both for participation and for winning. |