Halo: Reach Forum
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  • Subject: Regarding Halo:Reach Multiplayer mechanics...
Subject: Regarding Halo:Reach Multiplayer mechanics...

***This is of course assuming Reach has a multiplayer aspect to it***

Please oh please for the love of god, all that is holy, and other things, design the multiplayer ranking system for Reach around something else other than Micro$oft's TruSkill system.

We've all seen the emo/rage posts about how players can't rank up because they've lost too many games, and creating second accounts just to get to 50 by boosting, and the multitude of other complaints and issues with it. I (and most players, I assume) would greatly appreciate a ranking system that is at least easily understandable and predictable, so I know when I should rank up/down, and not sit with my fingers crossed at the end of every game (not that I do that....>_>).

Instead, I beg you folks to lean towards something more linear, maybe something that takes k/d spread into account when deciding experience. And speaking of experience: Please change it from just 1 (or 2, for weekends) experience awarded per win. I feel that if you awarded more than that, you would have room to incorporate more factors. Some examples:

BASE:
Win = 50xp
Draw = 25xp
Lose = 0xp (yes, i still think that the BASE xp for a loss should be nothing. but bear with me)

STATS:
Kill = 5xp
Assist = 3xp (PLEASE KEEP TRACK OF THESE KTHX)
Death = -5xp (I'll get to this in a second)

BONUS - KILL: (pretty much any kill besides basic melee or shooting)
Headshots = 3xp
Assassinations = 3xp
Stick = 3xp
Laser = 3xp (if we have lasers)
Bomb(melee)/Skull/Flag = 3xp
Splatter = 3xp
Extermination = 20xp (cuz its that awesome)

BONUS - MULTI/SPREE:
Multi = multi count (double = 2, triple = 3, etc. 2 kills within 4 seconds would net 12 xp, 5 kill + 5 kill + 2 multi)
Spree = +1 per kills in spree (frenzy = 10, running riot = 15, etc)

And for objective games, +5xp for each cap/plant/disarm/VIP kill/destination reached/etc

Now, for those who may complain about the -5xp for a death, do you really feel that if your k/d was -10 for that game (assuming you lost and got no special/multi kills or sprees), you should be rewarded with xp? I would agree that if Bungie keeps the social/ranked splits for the gametypes, than in social the -5 penalty should be dropped, but it should definitely stay in ranked. This encourages serious ranked players to play with skill.

Now, it takes 600 xp to get a general in the current system. That's 600 games (not counting weekends), plus a skill of 50 (on average, players do not get to rank 50 in 600 wins). Obviously, we can see here that a good game would get a player pretty close, if not over that mark. Clearly, rank requirements need to be increased, I'm thinking somewhere around 100x. This would give players a whole lot to work for over time, and there could still be the rank requirement (WHICH SHOULD NOT USE TRUSKILL).

For ranks themselves, one track is to award them based on individual player achievements (not the ones for gamerscore). For example, a promotion to sergeant could require the player to accumulate a total of 100 kills, in addition to a base of 500xp. There's tons of possibilites to be explored with that, ranging from kill or win count to specific medal count, even win sprees or going a length of time without dying.

Also, if this does (miraculously) go thru, and in testing the xp gain is found to be far to much, the total could be divided by a factor of rank. Say there's 50 ranks, and you are rank 20. You finish a game and come out with 1000 xp (you pro, yo). Multiply that result by your rank (20) over total ranks (50) and you get 400 xp. That could keep xp gain in line as the gaps between xp ranks increase, so a fresh player doesn't pull off an amazing game and go up 10 ranks.

Anyhow, this has been fun. If you've got anything to add to it, feel free, perhaps we could even get some insight as to how the Reach ranking system will work, if it's been designed yet.

  • 06.14.2009 9:54 AM PDT

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The numbers would definitely have to be tweaked, but I think this could be good.

  • 06.14.2009 10:17 AM PDT

Yeah, much tweakage would be needed, but that's what beta is for :D

Anyhow, I'm tired of Halo 3's ranking system, so much that I don't even play for it anymore, I just play for the gametype now. And people get pissed cuz they don't think I'm trying hard enough or whatever. Maybe this would change all that?

  • 06.14.2009 10:22 AM PDT

I should mention the whole -xp for a death reflects the tug of war gametype currently in Action Sack. The game actually takes a bit of skill to win, and its not just about how many kills you can post up, you have to watch your deaths as well.

  • 06.14.2009 12:00 PM PDT
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i have a less complicated idea, regarding skill level rather than exp.

Between each level you need a set number of points before you rank up.

You gain 2 points for winning a match or lose 2 points for losing a match.

If you get mvp you gain 1 point or you lose 1 point for going negative

  • 06.14.2009 12:07 PM PDT
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i think they should have something like the COD 4 ranking system.

  • 06.14.2009 12:12 PM PDT
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  • last post: 01.01.0001 12:00 AM PDT

Posted by: PotatoMunchi
i think they should have something like the COD 4 ranking system.

No

  • 06.14.2009 12:14 PM PDT

Obviously the XP gained for certain things should be tweaked, but on the whole I really like this kind os XP system (a la CoD/RF:G).

[Edited on 06.14.2009 12:15 PM PDT]

  • 06.14.2009 12:15 PM PDT

I strongly agree with the change from the current Truskill system.

  • 06.14.2009 12:27 PM PDT

As far as the CoD system is concerned, I don't like the fact that you can literally sit and not do anything, and get exp if your team wins. I do like how they award xp for doing good, however, but i don't know the criteria that they base the xp rewards on. I just know that when I play better, I get slightly more xp than when I play worse, and can only assume it has something to do with my k/d spread.

And they could go even further with this system and tweak it by hopper. For example, a very team-oriented game, like SWAT, could give a lower per-kill xp reward***, and make up for it with a bigger win xp reward, which could influence players to go for the win rather than just upping their personal kill count. On the other side, some games could reward more for getting the most kills on your team/overall (mvp), which would encourage more competition among teammates.

*** EDIT: or a bigger negative xp reward for dying, to encourage teammates to watch out for each other

[Edited on 06.14.2009 12:31 PM PDT]

  • 06.14.2009 12:28 PM PDT