I was surprised when I heard Halo 5's matchmaking implemented
a ranking system with skill groups. The system allow for public players to battle against
opponents of similar skill, to have an incentive to focus on team play, and to sport
gaudy icons on their profiles as bragging rights. However the matchmaking system has been subpar. 343 said it would prioritize quality of matches
(matches with evenly skilled opponents) over brevity of queues, but this has
fallen flat as better players get queued against fodder constantly.
The major problem is the ranking system's lack of factoring
in one's individual performance within matches. It only accounts for a player's
win and losses. This lack ensures that the system does not accurately measure a
player's skill. It allows for bad players to be carried to higher ranks despite
a lack of ability and for bad teammates to harshly detriment good players. Lastly
it gives high ranked players the same reward no matter if their opponent is a similar
rank or a lower rank. Such a system is unfair in the way it matches people up,
rewards people, and estimates their skill.
A better ranking system for Halo 5 works as follows. Wins add matchmaking
rating (abbreviated MMR from this point on) while losses subtract MMR. In order
to rank up, one must gain enough MMR to pass the threshold into a higher rank, ranking
up and acquiring a neutral MMR (meaning that one loss should not immediately
drop the player back below the threshold and derank him). In practice, a win will
determine that a player will be awarded MMR, while individual performance
determines just how much MMR will be awarded. For example, a player who won and
played very well will gain a lot of MMR while a player who won and played
miserably gains very little MMR. Losing a match functions similarly, with a
player's performance determining just how much MMR he will lose. Factoring in
individual performance allows for a larger pool of data related to a player's skill
thus better measuring said player's ability.
The criteria for determining performance is the most
important part of the ranking system. A good ranking system measures the impact
a player has on the completion of a game type's objectives. Thus the system
rewards impact players and punishes players who avoid the objective.
Commendations are the best possible measure of a player's
individual performance related to the completion of a game type's objectives.
They already exist as a superficial reward system within Halo and their use as
a metric to influence one's rank is natural. But in order to value play that
completes a game type's objectives, there should be tiers of commendations that
net more MMR than others. High tier commendations will net the most MMR and are
only awarded to impact players playing the objective. In Halo 5's Capture the
Flag game type, several commendations are awarded for actions within the
overall rule set of capturing the enemy's flag and defending one's own flag.
First tier CTF commendations in descending order of impact
are capturing the enemy flag, killing the enemy flag holder, and returning the
team's flag. First tier commendations involve directly completing the game
type's objective and thus have the highest MMR reward based on their impact.
Second tier CTF commendations in descending order of impact are multi kills and
spree kills. Second tier commendations do not directly complete the objectives,
but make them easier for one's teammates to complete them. Thus gaining second
tier commendations means that a player impacts a match more indirectly by
keeping opponents dead and respawning. This tier of commendations nets less MMR
to push players to either kill an absurd amount of opponents or to play the
objective and directly influence the outcome of the game. Third tier
commendations would net no MMR as the game is rewarding players for being in
the fray without actually completing any of the objectives directly or
indirectly. Distraction is an example of a third tier commendation.
The ranking system should be more fleshed out beyond this,
such as giving a higher weight to wins against higher ranked opponents and
lower weight to wins against lower ranked opponents. But the most important
aspect of a ranking system is to make sure that performance is factored into
wins and losses. Impact players should suffer lower penalties to MMR on losses
and gain more MMR on wins. Such a system takes in much more data regarding a
player's skill, making it more fair and accurate in determining ranks. My
proposal creates better quality matchmaking between more evenly skilled
opponents, leading to more fun and less frustration in competition.
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