- Ryus Shoryuken
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- Noble Heroic Member
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Figured I'd go ahead and put it in the post myself before someone else decided to try and be clever. Point is, I'm looking for feedback from you, the forum members, not necessarily looking for 343 to implement it. Anyway, this is my idea for a new ranking system.
There should be some sort of set EXP system to getting a 50 IMO.
The higher rank the players you beat/lose to are relative to your rank, the more EXP towards ranking up you earn.
For example:
A level 35 beats a level 40 player. The Level 35 player gains 25 rank EXP while the level 40 loses around, eh, say 15 EXP. Every rank would require higher and higher EXP to achieve, so while Level 1 to Level 2 might take about 50 EXP to get to level 49 to level 50 would take something like 2000 EXP. (Note, this EXP is not the same as conventional Halo 3 EXP). Only YOUR rank will be measured in relation to your opponent's as well, so as to prevent level 1 accounts from boosting their friends along.
As an addendum: losing a whole bunch at level 1 of my rank system would not make it any harder or easier to rank up, since it would be straight EXP based and you wouldn't go into negatives on this EXP. Quits would counts as losses obviously
Also, to pacify the cR loving crowd, you can keep the cR system, just don't have them play into the actual rank system. I actually like the idea of the Armory for permutations, just not the fact that cR is what builds you rank in Reach. Also, to encourage people to get out and play the Ranked lists, make certain Armory items available only after attaining certain ranks in Ranked play. Perhaps make cR ranks that will increase your "grade" rank, but not your actual level, similar to how in Halo 3 EXP could advance you in grade but in order to attain the next rank tier one would have to attain a certain Trueskill level.
Just a rough outline of the idea I had for a ranking system. Obviously more exact measurements of the Exp gain/loss and EXP to the next level would be required, but you get the general idea. Also, no credit just for playing, of course. Win and go up, lose and go down. Ties net no gain or loss.