My feeling is that would lead to even more unfair point distribution. For instance, suppose one team member picks up the rainmaker from near their own spawn point and takes it all the way for a knockout. And suppose that was really easy for them because their teammates were keeping the other team at bay somewhere else far away on the map for most of the time. How could the system measure the contribution of their teammates? It's easy for us as humans to see but not an easy algorithm to program into a system, especially one with limited resources. The person holding the rainmaker would end up getting more points for doing something easy while their teammates pulled off something difficult.Well, I think something to incorporate into placement in the team is kills, deaths, ground covered, and time spent with or around the objective. If you hold the tower longer you do better, if you splat the zone more you do better, if you hold the rainmaker or protect whoever is holding it you should get more points.
Didn't I just say that kills, fewer deaths, and turf would also contribute to your score? Just because one person gets lucky with a knockout doesn't mean that the rest of the team should suffer. A knockout would give everyone on the team a large amount of rank points (like 10-12 or something). Another thing about balancing is when someone gets a knockout. If a team gets it in the first minute, the other team probably shouldn't suffer that much because they didn't have good members, other person quit or something. Later on it's most likely more fair to detract more points for a knockout.My feeling is that would lead to even more unfair point distribution. For instance, suppose one team member picks up the rainmaker from near their own spawn point and takes it all the way for a knockout. And suppose that was really easy for them because their teammates were keeping the other team at bay somewhere else far away on the map for most of the time. How could the system measure the contribution of their teammates? It's easy for us as humans to see but not an easy algorithm to program into a system, especially one with limited resources. The person holding the rainmaker would end up getting more points for doing something easy while their teammates pulled off something difficult.
And then, you'd probably get people overly anxious to hold the rainmaker because they know they'll get more or lose less points. Or ride the tower with their teammates rather than flank the other team from a distance. The game would be less about team play and more about 'What actions can I take to get more or lose less points?'
I think that unless the gameplay could be assessed by someone/something who is capable of measuring it fully, and that's not possible, it would end up even more unfair than it is now and hurt gameplay.
I really think that's the main point I wanted to post earlier on to make a post about actual Ranking definition. But first finding a solution besides just ranting about it would be more profitable. I mean, I've seen some broken FPS/3PS gauges A LOT in games. Having a good and if not great balancing act to judge people potential in a team centric game is frankly brainwrecking.THE POINTS WILL BE DISTRIBUTED BASED WHOS REALLY HELPING THE TEAM SO EVEN IF YOU LOSE YOU'LL NOT LOSE MANY POINTS. IF HE CARRIES THE RAINMAKER AND I GET 25 KILLS, I'LL GET MORE POINTS OR LESS POINT DEDUCTED BECAUSE OF BACKING UP, INKING TURF AND GETTING THE MOST KILLS. I do agree with how you say just cause he went a far distance he'll get points unevenly but WE need to find a way to get Splatoon to make our decisions instead of just ranting about it man. We need to work together. We also need to realize that either way having a ranking system in the first place will have pros and cons and until we can find a solution to where we can accept the cons then we need to analyze. I'm not saying this to make anyone feel like I'm targeted them in fact I'm here to get us altogether so we can find a valid solution to the ranking system. Please guys try to think of little pieces at a time and well list out the possible benefits and downsides to it!
Like in the other thread, I'm pretty sure Nintendo is ALREADY calculating some of this for matchmaking, but not using it for ranked point distribution. I imagine turf inked, kills, deaths, k/d ratio, win/loss ratio (already used for rank order), turf/kill ratio, and it should be very easy to tally who pushed the RM or tower x amount of points. And who got kills on the tower/RM close to a goal. And easy to tally who was seizing splat zones often. The metatada required should be very easy to capture. Likely easier than what seems like input/playstyle based metrics they capture for matchmaking where it knows the lvl3 should be paired with lvl35s. Additionally, for you last statement, win/loss and by how much could be used to determine if sacrificial deaths were beneficial. I'll kamakaze often enough and go for a trade if I know it's a worthwhile exchange to get that player off the map or push them back. Or even weaken them for a teammate to finish them.That sounds like it could be good, but what metrics do you use to determine who placed first and who placed last? (As I understand it, currently the player order after a match has to do with how many games you've won in the last 10 games in comparison to your teammates, not who played the best or worst.)
Splatting or inking the most doesn't mean you deserve the most points. Suppose in match you had a K/D ratio of 12/2 but another teammate who had 1/10 and played poorly the entire match managed to navigate like superman past multiple members of the enemy team with the rainmaker to the pedestal for a win in the last 5 seconds? Who gets more points?
There are so many aspects to gameplay that can't easily be measured. For instance, sometimes even putting yourself in a position knowing you'll likely get splatted can benefit your team (in specific circumstances). How do you measure that contribution to the team?
I'm guessing if your friends had enough free time to grind S+ on multiple accounts, they also had enough free time to play the RNG enough to win enough to get there in addition to being excellent players deserving of S+ rank. They may also have the advantage of playing during times of day that are opportune for them to get good teams. The time of day I play I get almost exclusively Japanese teams, hosted in Japan, with all the lag that goes with it. Yet I still tend to end the best on my team of all Japanese players (who don't have distance lag to the host!). And still tend to lose the match (I have enough salty posts elsewhere, I won't rehash!) ;)It should be more expansive, my proposition
On a more serious note, I know people that have gotten to S+ numerous times on multiple accounts with little issue. So to say it's not a determination of skill because you get stuck at like A+ or S is a little silly.
(Sorry for replying in a separate post!)My feeling is that would lead to even more unfair point distribution. For instance, suppose one team member picks up the rainmaker from near their own spawn point and takes it all the way for a knockout. And suppose that was really easy for them because their teammates were keeping the other team at bay somewhere else far away on the map for most of the time. How could the system measure the contribution of their teammates? It's easy for us as humans to see but not an easy algorithm to program into a system, especially one with limited resources. The person holding the rainmaker would end up getting more points for doing something easy while their teammates pulled off something difficult.
And then, you'd probably get people overly anxious to hold the rainmaker because they know they'll get more or lose less points. Or ride the tower with their teammates rather than flank the other team from a distance. The game would be less about team play and more about 'What actions can I take to get more or lose less points?'
I think that unless the gameplay could be assessed by someone/something who is capable of measuring it fully, and that's not possible, it would end up even more unfair than it is now and hurt gameplay.
That's a really good point and one I've been pondering too.But Ranked isn't intended to be a 1v4 gauntlet, it's supposed to be a team win, as reflected by scoring. If advancing requires a player so good they can 1v4 to S+ that's not a good thing. Players need to be efficiently moved (and kept on) whatever ladder run their player skill dictates so matches are between players of even skill.
Those kinds of games seem too far between...but when they happen it's fantastic. It seems though that not everyone feels that way—rather they just want to win.I did get lucky and had my first balanced Ranked the other day where both teams were good, well balanced, and played on the same level with no terrible players, and positive k/ds all around on the winning team. Boy, that was a nice experience! It's the experience ladder mode is supposed to always provide (but doesn't.)
Interesting idea :) If it were possible, losing streaks would certainly would be less frustrating. Though my guess is that the Splatoon developers think it all balances out in the end, and it probably does most of the time. But I do think since there is a random element to the matching there are failures in 'the agenda' that can't be corrected.That's why I'm thinking the only win-win is keep the same system, record the metrics we're discussing, but keep players that aren't a real failure of the rank but just lost a team match at their same rank, but let their points fall to 0 and stay there. Getting to the next rank would still be RNG based like it is now, but they could continue fighting at their true skill rank. Meanwhile the bad players that might have been carried can filter back down the latter when they get to 0 and are the worst on their team (or worst for 2 rounds.) It would be a self correcting system over time. B would be B. B+ would be B+. Bad B's would go back to B-, and good B+'s wouldn't be bumped playing B. it would take a little while to filter the carried members back down in sufficient quantity but would prevent good players from filtering down unfairly. That sidesteps the disconnect issue too. It doesn't harm the team's rank. they still lose points like now, but can't be dropped a rank unless they were the worst of the remaining 3, win or lose.
I think you're thinking too small. Yes a K/D ratio of 0/8 is pretty bad, but that doesn't mean that player didn't contribute something essential to the game.The Ranked system is bad, not going to lie there. Even keeping in mind that it's impossible for the system to excellently judge every teammate how well they did during the match, it still needs a lot of work. The rotation system works against it aswell, someone could be very good at Zones but horrible at Tower meaning they'll drag down teams when Tower is in rotation or inflating their rank by only playing when Zones are on.
I've said it before, it should look at how teammates played during the match, not just the entire team. It should look at when important things are happening, like if a team clutches by securing a zone before the enemy gets the lead it should look at who inked the zone, who were alive at the moment who is close to the zone ect ect... and reward appropiately. Additionally, a teammate who got a 0/7 KD is pretty accurate of someone who didn't play well.
Don't get me wrong, i'm not aiming for a system that's perfect. Right now there's a ton of factors that's unfair(teams w/ a bad mix of weapons not getting compensated, someone d/cing mid-match, 1-2 teammates playing poorly punishing the rest of the team), right now i'd love to have something better. Having a K/D ratio of 1/5 or lower or a teammate who did nothing to push the objective is a good measurement someone's being outplayed, or at the very least it's better than what we have right now.I think you're thinking too small. Yes a K/D ratio of 0/8 is pretty bad, but that doesn't mean that player didn't contribute something essential to the game.
When I think about all the ways a game could work out for the benefit of the winning team (or detriment of the losing team), there are countless aspects that can't be accounted for or easily measured. Why do I get 17/5 one game and 2/8 in the next game when my team loses the first but wins the second? My skill didn't necessarily change but the circumstances did. Why should I get credit for circumstances that favour my style of play, or that were 'luckily' presented to me by seemingly random events, etc.? There's just so much to how a game works out that can't easily be measured and by assigning points to certain aspects of gameplay it limits the value of gameplay to only those aspects. That's too small.
Further, if I deliberately sacrifice myself to help my team win and it works, how will I be rewarded for it? How do you accurately measure those situations from simply getting splatted because I was outplayed?
It just feels so limited to start assigning value to certain gameplay aspects. It seems to me the boring grinders who are already obsessed with splatting and inking will be rewarded. It drives me nuts when I see a player so itching to splat that they lose sight of the objective, and I've seen this in S-ranked games as well. Just today I saw some idiot who was very good at splatting who was also so itching to spawncamp that I let him take it out on me for a good 30 seconds while my team took the rainmaker for a knockout :)
Exactly, and it's that inconsistency that's really key. It's caused by the bad matchmaking, but the bad matchmaking is caused by the skill pools being polluted with mixed skill levels. And the polluted skill pools are caused directly by the bad scoring & rank change system. You can't judge a team win in B rank based on a mix of players who's real skills are S and C+. You were an S (or A+, or S+ or whatever rank) player playing in a B pool and overskilled for the pool. A properly designed system would quickly and efficiently pass you up the ladder rungs rather than pollute the B pool by sticking a player of your skill against properly B skilled players for more than a handful of rounds as you pass through.That's a really good point and one I've been pondering too.
I remember when I was going from B to B+ (or something like that) in my second account and suddenly the players on the other team were repeatedly really good. If I had actually been a B in skill there's no way I would have ranked up.
I think the drive to win, other than nobody ever wanting to lose, of course, comes from the bad scoring system. An MLB baseball team doesn't loose a few games in a row and get told they're now an AA minor league team. They just lose and re-evaluate strategies to win because they're playing as well as other teams in their same rank (but already proved they're capable of doing so.) Similarly, a 3rd rate Major League team such as the Nintendo owned Seattle Mariners (Fun trivia if you don't follow Nintendo history: Nintendo bought the Marlins because Hiroshi Yamauchi was a huge baseball fan and wanted a team. It's currently managed by Howard Lincoln - the guy that had Reggie's job in the 90's, and was the lawyer that won the case against Universal for the Donkey Kong name which is what got him the job.) that doesn't win all that much isn't generally as good as other Major League teams, it's toward the bottom of said teams. But it's still a Major League team that outperforms AAA teams. The bottom of it's ladder rung. Like a low end S player. Based on current Splatoon matchmaking the Little League World Champion team would be paired against the Mariners. :p Wonder how the Little League MVP batter would fare against a 115MPH fastball thrown by a "low end" MLB pitcher? :p (And I don't even like sports, but the analogy was apt, and it's Nintendo related...I think they had a Splatoon launch event during one of their games as well. I hope they didn't get matched against an S rank team that day! ;))Those kinds of games seem too far between...but when they happen it's fantastic. It seems though that not everyone feels that way—rather they just want to win.
Random matchmaking with random skill levels should balance, but it doesn't because of whatever else they're doing in matchmaking. If you're designing a ladder and trust it to "random" that's a bad design. Which is surprising because Nintendo famously OVER thinks everything in minute detail. I have the unfortunate feeling that part of the problem here is a result of Iwata's absence. Splatoon, and the whole Splatoon team's creation were his projects more or less and he was always very personally involved in suggesting improvements and on top of the pulse of fans (though his critics always felt otherwise.) Ranked really got into the swing of things without him and bypassed his thinking. Additionally he was a competitive sort and I think had a grasp on competitive gaming. At present that aspect of Iwata's work goes through Miyamoto. And competitive play isn't Miyamoto's comfort zone as it was Iwata's. It's not that he's for all warm and fuzzy competition-less gameplay. More the opposite, he's an absolute sadist when it comes to games :p His games have been handing us our rear ends since the 80's (and we keep coming back for more!) So I imagine he'd favor a punitive rating system. Sure he adds the "anyone can play" mode these days to expend the audience, but the "anyone can play" mode makes sure to remind you you're not playing the real game, until you've completed EVERY impossible challenge. I'm a Miyamoto fan, and love Miyamoto game design. Heck, Miyamoto's the reason we have squidkids instead of just squids (or tofu.) His influence on Splatoon is significant in the most basic elements. But in this case, I think having Iwata's oversight as well would have already sorted out some of the scoring problems.Interesting idea :) If it were possible, losing streaks would certainly would be less frustrating. Though my guess is that the Splatoon developers think it all balances out in the end, and it probably does most of the time. But I do think since there is a random element to the matching there are failures in 'the agenda' that can't be corrected.
That's an element I thought of and forgot to touch on. You're very right about the rotation. I'm not sure how they'd address it, but you're right, your rank should either be separate by mode, or probably a better idea, rated kind of like the triathlon - it's a rating for those who excel in all disciplines. You don't make the next rank until you demonstrate sufficient skill in all 3 modes (different points for each.) But you also don't drop rank unless you fail sufficiently in all 3 modes, that way you can still keep working on improving in your current skill in your weak mode.The Ranked system is bad, not going to lie there. Even keeping in mind that it's impossible for the system to excellently judge every teammate how well they did during the match, it still needs a lot of work. The rotation system works against it aswell, someone could be very good at Zones but horrible at Tower meaning they'll drag down teams when Tower is in rotation or inflating their rank by only playing when Zones are on.
I've said it before, it should look at how teammates played during the match, not just the entire team. It should look at when important things are happening, like if a team clutches by securing a zone before the enemy gets the lead it should look at who inked the zone, who were alive at the moment who is close to the zone ect ect... and reward appropiately. Additionally, a teammate who got a 0/7 KD is pretty accurate of someone who didn't play well.
Why do I get 17/5 one game and 2/8 in the next game when my team loses the first but wins the second? My skill didn't necessarily change but the circumstances did.
Further, if I deliberately sacrifice myself to help my team win and it works, how will I be rewarded for it? How do you accurately measure those situations from simply getting splatted because I was outplayed?
It just feels so limited to start assigning value to certain gameplay aspects. It seems to me the boring grinders who are already obsessed with splatting and inking will be rewarded. It drives me nuts when I see a player so itching to splat that they lose sight of the objective, and I've seen this in S-ranked games as well. Just today I saw some idiot who was very good at splatting who was also so itching to spawncamp that I let him take it out on me for a good 30 seconds while my team took the rainmaker for a knockout :)
Unfortunately the idea above wouldn't do much to help the mess above A+ with carried team members, so it would need some mechanism of dropping people to fix that. And the only way to do that is performance metrics. jsilva is right that that would be really hard to do and could punish people still, but right now all 4 players get punished every loss rather than maybe one player getting punished for some losses....you're right it's still better even with flawed metrics. Preventing people from getting carried is harder than probably any other aspect of this.Don't get me wrong, i'm not aiming for a system that's perfect. Right now there's a ton of factors that's unfair(teams w/ a bad mix of weapons not getting compensated, someone d/cing mid-match, 1-2 teammates playing poorly punishing the rest of the team), right now i'd love to have something better. Having a K/D ratio of 1/5 or lower or a teammate who did nothing to push the objective is a good measurement someone's being outplayed, or at the very least it's better than what we have right now.
But you have to assign different values to different aspects/preformances, i don't think there's another way to look at this problem. Ranked's a mess beyond A+, with a lot of players with varying skill levels either being carried by teams or squads. This creates another ripple effect, where eventually the new teams they'll end up in will still unfairly lose because they had that one guy who got in a rank higher than they should have been.
It might lead to some stupid situations like a person who trippled/quadded the enemy team and getting no bonuses for in favor of the person who dunked the rainmaker, but i'd rather look at it from an angle of "how are we going to fix this?" rather than just "how?".