- last post: 01.01.0001 12:00 AM PDT
Poll: Should ODST also bring with its release a new skill system for Halo 3? [closed]
| Yes. It could do with some major improvement.:
40%
|
|
(8 Votes)
|
| Yes. It could do with some improvement.:
25%
|
|
(5 Votes)
|
| Yes. It could do with some minor improvement.:
10%
|
|
(2 Votes)
|
| No. Simple is better, even if it can be unfair.:
10%
|
|
(2 Votes)
|
| No. It's perfect as it is.:
15%
|
|
(3 Votes)
|
Total Votes: 20
Halo multiplayer is okay, but I find I can't stand playing ranked for more than a few games at a time. Why? The so-called "skill" statistic. It is the single most unnecessarily frustrating statistic ever invented, as it's about as accurate an estimate of a player's actual skill as throwing custard over a wall and counting the lumps.
Seriously, I played six team games today, and in five of them I got lumped with a team of idiots who didn't seem in the least bit interested in actually playing the game-type (CTF) and just wandered about getting themselves killed.
In two of those games I got a capture, and in the others I at least got a few grabs (one of which made it to within 2m of the base at which point my team happily let the enemy reclaim it as I only tried to get it).
Yet because of those games I lost a skill point, even though in all of them I had the highest K/D ratio of my team, and was the most useful overall on my team (two of them I got MVP!).
I think Bungie should seriously reconsider how the skill stat is measured; they have a wealth of information to go by, so why does it suck so badly? I think in general the scoring could do with being tweaked, so that you get points per match, and these are used to determine the top X players, and thus the skill they accumulate, with a bonus for the winning team.
For example, in a CTF game you might get:
- 1 point per kill.
- 25 points for a capture (split between all people that carried the flag before it was captured).
- 10 points for a carrier kill.
- 5 points for a flag-return (adjusted depending how long you're on the flag for).
In a 10 player game, these would be calculated, first place would get 60% of the reward for that match, 2nd would get 50%, 3rd 40%, 4th 30%, and 5th 20%. The winning team will then get a 40% bonus, so you will only get the full reward (experience and skill) by being the most useful player, and winning. This way, a player who easily did the most in the game, can get more than a winning player who does very little.
It's just to give the basic idea, and it shouldn't be too complicated for players to understand if the points you got for each column in the after-game stats is shown, and what the top scores were.
As it stands now the skill system is pathetically simplistic, and overly frustrating. Even on lone-wolves if you get joint 3rd you get nothing if you have one more death or whatever than the other guy, or in really close-fought battles where there's only one or two points separating last-place from first.
It's a bit embarrassing really if you compare it to the much better scoring system from the Myth metaserver, which takes into account damage-inflicted, time on objectives etc., in addition to captures/kills/whatever, and that was a game made by Bungie!