neoism
Member
I'd love to have it, if you don't mind
Haha is it that bad?
YES
I'd love to have it, if you don't mind
Haha is it that bad?
Reach diffidently has Hidden trueskill The calibur of people i face when playing with my RL friends who dont play alot to when i play alone with randoms and then when i play with a good team like you guys or juices/devo/kyle is clearly worlds apart.
Played heavies...never again. That is all.
Definitely. I have a friend who's not very good, so I always get matched with derps when I play with him. Then when I play with you guys I play against Jedis. Although matchmaking still screws up a lot though
I can't recall.. Do we know whether or not Halo 4 will be present in any shape at GDC?
That's the opposite of what I am saying, it was seemingly impossible to do so under the 1-50 Halo 3 system, unlike say pure trueskill.
we got Standoff Heavies yesterday. Dear god. All it takes is one idiot to lose the gauss hog for the game to be over.Did you forget how fun they were in 3?!!!!
Definitely. I have a friend who's not very good, so I always get matched with derps when I play with him. Then when I play with you guys I play against Jedis. Although matchmaking still screws up a lot though
I am not a mathematician, so correct me if you see something weird, but;
That seems to me like part of the problem. Ideally, only about 1/50th of the population shoud get to that level, so unless you really are that good, it's not the destination. There should be an even spread of players in each rank and it should be constantly moving/adjusting every time a player moves up of down. Meaning it's a relative scale, WHICH IS WHAT ELO IS.
So trueskill.
I dont know how you can improve over it, although that doesn't mean its impossible.
we got Standoff Heavies yesterday. Dear god. All it takes is one idiot to lose the gauss hog for the game to be over.
I will never forget the time it was me, you, and 6 randoms against an entire party of inheritors/reclaimers/forerunners.
Ideally... whose ideals? Why should there be an even spread of players in each rank? This is not a lab setting or math problem. In the real world there can be all sorts of "clumps" of skills. The vast majority of the population simply is not that good... truly. There is no way there can be, or should be an even distribution of skills.
What there should be is a system that matches appropriate skills together, which ensures likes play with likes. In H3 the system couldn't do that because it could be manipulated. Now in Reach it can't be done because of population and some bewildering emphasis on search times.
If there is going to be a representation of that skill in a team game, it should only be predicated on wins and losses against a small window of similarly ranked opponents.
and then my xbox froze. Even it had had enough.That game was so bad, I was having a pretty rough run of games, and when that came up I was pretty close to throwing my xbox out the window.
Ideally... whose ideals? Why should there be an even spread of players in each rank? This is not a lab setting or math problem. In the real world there can be all sorts of "clumps" of skills. The vast majority of the population simply is not that good... truly. There is no way there can be, or should be an even distribution of skills.
What there should be is a system that matches appropriate skills together, which ensures likes play with likes. In H3 the system couldn't do that because it could be manipulated. Now in Reach it can't be done because of population and some bewildering emphasis on search times.
If there is going to be a representation of that skill in a team game, it should only be predicated on wins and losses against a small window of similarly ranked opponents.
Has anyone considered that most people (i.e. the general populace) played ranked matchmaking in Halo 2 and 3 because it was directly tied to the main incentive system in those games?
Tie the incentive system to ranked play by rewarding ranked play time (either exclusively or more heavily) rather than the rank itself. Having heavily and diversely populated ranked lists will improve skill matches for everyone.
Finished up mass effect 1 the other day again, seen Kiki wolfkill listed as the lead artist?
Halo 4 is in good hands.
It's all good. go ly dowPlywood, Barrow, and Heckfu - really sorry I left so quickly, but I've been up for 36 hours now and it was making me play like crap. I'll jump in another time once I'm out of exam hell. Pretty sure my echo issue is from this old controller I was using, sorry about that.
I didn't get there playing Arena, but I definitely would have played more Arena if it had been worth significantly more credits.Coming from the Inheritor just for perspective.
Has anyone considered that most people (i.e. the general populace) played ranked matchmaking in Halo 2 and 3 because it was directly tied to the main incentive system in those games?
Tie the incentive system to ranked play by rewarding ranked play time (either exclusively or more heavily) rather than the rank itself. Having heavily and diversely populated ranked lists will improve skill matches for everyone.
I see it as a failed experiment. No one used them after shorter and more specific callouts were made by players.
that reminds me, did super slayer end up with a huge number of community maps, like its team slayer counterpart? did armor lock return too?
So more of a bell curve? maybe.
I did a post a long time ago on b.net for halo 3 and it didn't fit that either.
AFKers are already detected and banned. Winning should also be incentivized, but your actual rank should be just that. And players wouldn't need to AFK in a play time system if you also incentivized dedicated servers.What would the point of that be? Its not like time played = skill. You would just incentivise afk'ing. I know rewarding Skill opens the system up to abuse from boosters and the like, but to be honest I think I would prefer to go up against 'fake 50's' than to have afk'ers plague matchmaking.
Derankers are a whole nother issue, but that was more down to how trueskill worked, 1-50 with another implementation which didn't involve rank lock etc could work better there.
Plywood, Barrow, and Heckfu - really sorry I left so quickly, but I've been up for 36 hours now and it was making me play like crap. I'll jump in another time once I'm out of exam hell. Pretty sure my echo issue is from this old controller I was using, sorry about that.
Also, Super Slayer seems to have inherited the latent shittiness of Team Slayer.
that reminds me, did super slayer end up with a huge number of community maps, like its team slayer counterpart? did armor lock return too?
AFKers are already detected and banned. Winning should also be incentivized, but your actual rank should be just that. And players wouldn't need to AFK in a play time system if you also incentivized dedicated servers.
Rewarding skill doesn't make any sense. Recognizing it and encouraging players to improve, does. If you work really hard and get ranked in the 90th percentile, that's it's own reward. Giving someone a gold star on top of an objective analysis of their performance is unnecessary at that point (which is essentially what Halo 3 did).
Rewarding players for playing the game makes sense because it improves the game. More players means a larger population, faster skill matches, better skill matches. This is also why it's important to encourage a diverse population in terms of skill.
Of the games we played about half were community maps. Armor lock prevalent and used by others.
Anybody down for Halo 3 or Reach around 9pm est? (2 hr 15 min)
Nice to see the update go out. The majority of the maps submitted seem to have made it in for Heavies, so there's a mix of new FW maps and variants of DLC and disc maps.
I think at least one person from all the communities got a map in.
Did you forget how fun they were in 3?!!!!
Heavies in Halo 3 was a pretty miserable experience, and with Reach's inferior vehicle sandbox and balance, I'm nervous about it in Reach. The test games I played were...unpleasant. But I'm going to hop on tonight and do a couple games, and see how it goes.
Don't make me do this alone, people.
I actually liked heavies in halo 3. Does that make me a bad person?
yes
My problem with time based ranks is they tell me nothing about the kind of player I'm going against.
Which is why I hope they're user editable, I'd be sad to see them go away, there's a lot of potential in them.
My problem with time based ranks is they tell me nothing about the kind of player I'm going against.
My problem with time based ranks is they tell me nothing about the kind of player I'm going against.
Yeah, I think our terminology may be causing some confusion.A separation of the two models is best in my opinion. Your probably saying the same thing right? Essentially I think both models fit into the game but should not interfere with each other.
Im all for the main ranking system to be separated from skill levels but I think skill levelling should still be a important part of the game and should require win/loss to go up/down.
The main ranking system would appeal to the mass market in that you rank up just for playing, that could copy the Reach model and would be fine. It would be an awful model for proving skill though. I mean why would more playtime give you a higher skill rank? Time played does not equal skill. And also skill should not stop people from going for Inheritor.
Essentially what Reach did with Arena ranks and the Inheritor system would be great, if they actually got the Arena system right next time round.
Thanks for the games, whoever i played with. Elzar, ZalinKrow, can't remember who else.
Maybe we should play Halo 3 someday.
EDIT i just remembered, i need some Halo Wars achievements (Legendary, Co-op ones, some MP ones too probably), anyone want to play someday?
Well, they tell you one thing.
Hahaha omg, Robbert is gonna be pissed!
Anyway good game EMP, been a long time since we last met.
Yeah, I think our terminology may be causing some confusion.
When I use the term "rank" or "ranked", I'm using it in the sense of a competition, a ladder, in which everyone finds their place through their performance.
This could be confused with the military-style labels that were used in Halo 3 and Reach, because in reality, many of these labels are actual military ranks.
When I say the incentive system, I mean at the very least, what a player sees as a representation of their state, what kind of change takes place, and how the player reacts to those changes. In Halo 2, the only representation the player had was a number, specific to each playlist. Every player wanted to see that number increase, so they would search in these playlists and try to win. If a player saw the number go down, he might have been discouraged from playing that list. This is not a desired behavior. You want to stroke the player for playing in ranked playlists regardless of their progression on the ladder so they continue to stoke the population for the betterment of matchmaking. We should do this by rewarding them both for participation and for winning.
Why would he? Oh, wait, i betrayed him didn't i?
As for long hiatues... well, i need to keep long breaks or i burn out (EDIT and i think i didn't have Gold for a couple months last autumn). And then there's BF3 and Halo CEA and Skyrim... Next, Mass Effect 3...