@stayfreshshoe @Moobabes @6runk etc
As far as I know your placement in Ranked is determined on
- Win/loss ratio
- Individual game won/lost
- Previous season rank
- Individual match performance
So what are the actual metric considerations around this? Is there a specific ratio of these things that go into determining a rank move? For example, something like this?
- Win/loss ratio (20%)
- Individual game won/lost (60%)
- Previous season rank (15%)
- Individual match performance (5%)
And what does “individual match performance” mean? Is that some combination of values on the end game screen like accuracy, headshot %, revives, etc? Or is it more like your exp per minute?
There have been lots of calls to change how a person’s rank is chosen, shifting from a sheer reliance on team performance and basing it more on individual performance. In a team game, it’s important that team performance should have an overall effect on your Rank (otherwise what will encourage team cooperation?) but it seems to me like that should be the minority stake in your rank. So for example, taking the numbers from above and making it more like this:
- Win/loss ratio (5%)
- Individual game won/lost (20%)
- Previous season rank (15%)
- Individual match performance (60%)
Justifications for this are within the spoiler
! In effect, it should be harder and slower to climb the ranks when you’re constantly on losing teams, but not impossible. If you’re being that one dude that refuses to cooperate and play your role, the team will lose, and you shouldn’t be rewarded for it. But at the same time, if you aren’t cooperating, crushing the other team with your skill, and the loss is more because your team is bad, you should get a net gain for it, even if it’s small.
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! At the same time, games lost to factors we can’t control (like trolls, throwers, leavers) have an impact on our Rank, but if we perform well, less of an impact.
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! If the game is matchmaking well, you claim, then players should have a W/L ratio of 50% (ish). So that shouldn’t factor in very heavily, it’s outside of player control. Individual games won and lost are somewhat outside of player control, and entirely reliant on team performance. It should have a notable effect, but not a huge one. Previous season rank (would be, with this suggestion) mostly the player’s control, so it should have a notable effect, but since it’s based on many factors and also in the past, not as great of an effect as individual game performance. Player performance, on the other hand, is 100% the player’s control, and should be a very strong factor in determining Rank.
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! Even if this means Rank doesn’t reflect a person’s ability to cooperate on a team, it WILL filter stronger players towards the top and weaker players towards the bottom. Even if the top rankings are just a ton of non-cooperative players that are very skilled, they will eventually hit a cap when they start facing players that are both skilled AND cooperative, as these games will affect said player’s individual performance stat.
But my question is, what kind of development challenges are there in regards to overhauling the system that determines player Rank? I have a feeling it’s a daunting task, considering the general push back on making this change. But I do feel like the community as a whole would benefit from it, and players would be a lot more encouraged to play Ranked. It’s a lot easier to deal with leavers, throwers, and trolls when you know those people won’t cause you to plummet down the ladder.
Your input would be greatly appreciated. Thanks!