- last post: 01.01.0001 12:00 AM PDT
Posted by: A_SexyPenguin
Thanks for your indepth thought and time taken to type this up but I after reading I am still left puzzled. Why would bungie switch the ranking system (from Halo 2 to Halo 3) to this complicated mathematical calculations which probably only a very small minority of the Halo gaming community can understand, even IF they take the time to, from the previous more simple ranking system? Hindsight is 20/20; but, Shouldn't bungie have expected thousands of disgruntled Halo gamers? What were the motives behind bunige overhauling the ranking system and the game interface to Microsoft based/developed programs and calculations? Thanks.
I cannot speak to Bungie's exact intentions in replacing the Halo 2 ranking system with the Halo 3 ranking system, but I can theorize as well as give several reasons why it would be a good idea.
A nonlinear ranking system has many, many perks. Not the least of which is that it deals better with upsets. I know the Halo 2 system had SOME factoring in of player skill when it calculated XP, but it didn't have nearly the negative effect that a major skill difference has in Halo 3. If you're continuously beating up on players 5 or more skill levels below you, but lose your occasional match to even or greater-leveled players, you don't DESERVE to rank up. And Halo 3 won't let you. Even if you win 25 matches in a row against lower-leveled players. You have to win the even or underdog matches. The way it should be.
Also, the nonlinear ranking system allows players to be streaky, or even just have good and bad days, without penalizing their enjoyment.
Imagine this scenario in Halo 2. You have a good day, winning many more matches than you lose. When you finish for the day, the system has you up 5 ranks from where you were. Problem is, you can't hang at that level on a bad day. And if tomorrow's a bad day, you'll spend all day long frustrated at the seemingly poor way you're playing. Not to mention you'll go on quite the losing streak, as well as drop several skill levels, which might wreck your confidence, snowballing into a longer slump.
Now imagine the same scenario in Halo 3. You go on the same win streak, and you only gain 2 levels. Since you're only 2 levels above where you were, you can actually play somewhat effectively at that level on a bad day. As a result, you might only lose a few more games than you win, allowing you to stay at that level. Or, you might lose quite a few more than you win, but it'll only bump you back down to your previous level. Your confidence is intact, and you continue to enjoy the game because you're playing on a proper skill level.
Bungie could have also simply realized that a nonlinear system affords the best mix of gaging true player skill, preventing overcrowding at the top, and having a meaningful ranking system. With a linear system, a 50 can be a 45 that has gone on a big streak against other 45s. In Halo 3's system, a 50 will beat a 45 90% of the time. Call me crazy, but I love the idea of having skill rank actually mean something.