[QUOTE=Bullveyr;265572]
Q: I bought a 360 for my son for Xmas, and both of us have become seriously addicted to Halo 3 on XBox Live, particularly Team Slayer matches. Basing the skill change only on the team performance yields pretty counterintuitive results. For example, I often play a string of team slayer games where I am MVP (Most Valuable Player), which means I outscore everyone. But if my team loses those games, I gain no skill. Then, I can play poorly, but if my team wins I gain skill. This lack of feedback from individual performance is frustrating and makes your skill level beholden to the performance of the rest of your team, which is usually not under your control unless you explicitly team up with friends
A: Great that you are enjoying your 360 and Halo 3.
The question you are asking has indeed been raised by quite a few people and we had many discussions about it. However, we always return to our point of view that in a team game the only way to assess someone’s skill towards the team objective is to consider the team objective only. Any auxiliary measurements such as number of flags carried, number of kills, kill-death spread, etc, all have the problem that they can be exploited thereby compromising the team objective and hence the spirit of the game. If flag carries matter, players will rush to the flag rather than defend their teammates or their own flag. Some may even kill the current flag carrier of their own team to get the flag. If it is number of kills, people will mindlessly enter combat to maximise that metric. If it is K-D spread they may hold back at a time when they could have saved a team mate. Whichever metric you take, there will be people trying to optimise their score under that metric and this will lead to distortions.
Another problem is, of course, that we would like to use the skill ratings for matchmaking. The current system essentially aims at a 50:50 win loss ratio for each team. It is unclear, how individual skill ratings based on individual achievements would change the calibration of such a system.
Of course, one might use a weighted combination of team and individual measurements. However, whenever individual measurements enter the equation there will be trouble, maybe less trouble if the weight is less, but that is not really good enough.
Looks like MS sees my point at least as a valid one. :)[/QUOTE]
First of all, no one has discounted the issue that you are highlighting. Assessing individual skill in a teamplay environment is an arduous task, and in-game feedback can provide an inadequate reflection of your performance and abilities as an individual player. This is not in dispute. What I have stated all along is that I am in agreement with the developers at Bungie (under Microsoft’s ownership at the time) that the only truly viable method for gauging skill is through assessing your ability to complete the primary team objective: winning the match.
(Halo 3’s ranking system is an interesting addendum*)
A Discussion of Metrics; Performance Indicators; Secondary Endpoints; and Leaderboard Statistics:
Any metric or indicator other than the match outcome is a secondary endpoint.
Despite the fact that there are many secondary indicators of skill, most of these are subject to exploitation (and, hence, they are false indicators; false endpoints). Even if a secondary endpoint is perfectly correlated with your ELO rating (i.e. your win/loss ratio scored as it factors in the difficulty of your opponents), then it would still be a secondary endpoint.
So why do people use secondary endpoints when discussing performance? Why are secondary endpoints relevant? Well, for one thing, they are easier for players to understand and interpret. As this discussion illustrates, ELO systems can be difficult to understand, and they often work in the background, completely hidden from players. Secondly, secondary endpoints are often easier to measure (though this may not be completely relevant in this instance i.e. the ELO system and its algorithm are available in the public domain). On the topic of measurement and providing user feedback, primary endpoints are, by definition, based on outcomes and results. Thus, they are lagging indicators of performance. By contrast, secondary endpoints can be predictive of future results. They can help to tell you how you are doing as you play. Thus, they can be leading indicators.
In instances when players seek to optimize their score under a given metric, then they may, in fact, be sub-optimizing on the overall team objective by decreasing their likelihood of winning. In such cases, optimization of these secondary endpoints does not correlate well with ELO.
In instances when players seek to boost secondary endpoints that are indeed perfectly correlated with skill as determined by ELO, then they are improving their skill, even if they are only doing so in an attempt to exploit the metrics tracked by the system. From a development perspective, such metrics are the types that you would likely seek to track and display on leaderboards for players.
The system used in Halo:Reach is interesting, because it is well-correlated (not perfectly, mind you) with ELO rankings (the primary endpoint measure). The system I’m referring to is a crude algorithm calculated by Bungie to gauge individual skill with an emphasis on team-play in a deathmatch environment.
Algorithm:
Skill Correlation as set by Bungie (in Deathmatch)
–> Ranking Number = Kills + Assists - Deaths/3
i.e. ELO is directly correlated with Ranking Number (see equation above)
Bungie reasoned that you were more likely to win deathmatch games when you maximize the above formula rather than maximizing the following:
Kill count
Kill/Death ratio = Kills / Deaths
Plus-Minus (in reference to kills) = Kills - Deaths
Bungie has placed an emphasis on team play and discounted the importance of deaths in their Halo:Reach secondary endpoint. In their view, it is well correlated (well enough, that is) with ELO, and surpasses ELO as a measure of individual player skill for team deathmatch game modes.
Useful Secondary Endpoints for Deathmatch Game Modes:
The following secondary endpoints are proposed as useful indicators of individual performance in deathmatch game modes. Some of the following statistics are commonly tracked on leaderboards or through the award of in-game medals; others are not.
Team-Deathmatch Primary Endpoint:
Team-Deathmatch Secondary Endpoints:
- Accuracy
- Kill count
- Plus-Minus
- Kill/Death ratio
- Number of assists
- Number of headshot kills
- Specialized risky killing maneuvers
- Number of multikills
- Length of killstreaks
- Number of times you end an opponent’s killstreak
- Proportion of time spent in the vicinity of your teammates
- VOIP callouts of enemy positions
- Revealing enemy positions on radar
- VOIP communication of your current objective and the action you are taking towards it
- Jamming enemy radar
- Setting up automated defensive equipment
- Stealing the use of enemy automated defensive equipment
- Proportion of time controlling power weapons
- Proportion of time controlling strategically-imperative map terrain
- Number of times you promptly avenge an ally’s death
- Number of times you kill an ally’s opponent when your ally’s health has been compromised
- Number of teammate revives
- Number of teammates healed
It is interesting to compare this team deathmatch secondary endpoint list with what we’ve heard about the experience point rewards in Brink.
Statistics - Activities Rewarded in Brink by Experience Points (that we know of):
- Damage Inflicted to enemies
- Accuracy [as a function of Damage Inflicted]
- Kills [in the form of (Damage Inflicted) / (Enemy Health Total)]
- Assists [in the form of (Damage Inflicted) / (Enemy Health Total)]
- Specialized risky killing maneuvers
- Proportion of time spent in the vicinity of your teammates
- ~VOIP callouts of enemy positions [in the form of Operative Disguise success]
- Revealing enemy positions [in the form of Operative Interrogations; Enemy Homing Beacon success]
- VOIP communication of your current objective and the action you are taking towards it [up on the D-Pad doesn’t directly reward experience]
- Setting up automated defensive equipment
- Stealing the use of enemy automated defensive equipment
- Proportion of time controlling strategically-imperative map terrain
- Number of teammate revives
- Number of teammates healed
- Number of teammates’ weapons buffed
- Number of teammates given ammo
- Objectives completed
Halo 3’s Ranking System:
Halo 3 player progression and ranking are handled by using a normalized representation of your TrueSkill ELO rank (players are ranked from Private to General and from 1 to 50 in ‘Skill’ to determine if you are a ‘50 skill General with 600 wins’ or a ‘20 skill Lietenant Grade 4 with 600 wins’. The frustration with such an ELO-based ranking system as the predominant ranking system is that it provides very little in the way of progression or advancement. Halo:Reach and Starcraft 2 still employ ranking systems based upon ELO, but they are more obscure, electing to denote performance success by grouping players into leagues. Brink might not even employ ELO, although comments from Anti suggest that TrueSkill is implemented (to some extent) in pretty much all XboxLive matchmaking games (confirmation???). In any case, Brink’s ELO system, if it does indeed have one will likely be completely obfuscated from the player. What will be more readily apparent in Brink is that you will be matched up against opponents within the same Tier of rank as yourself (i.e. 1-5; 6-10, etc.).