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Matchmaking Update 3/17/2020

OP ZaedynFel

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ZaedynFel is it true that placing first or second on the winning team will yield you more CSR or maybe you’re the only one on the team that gets the CSR versus getting third or fourth? Or is it all just based on your personal skill and what the system expects you to do i.e. if you win a game in your fourth and have nine kills you might not get any CSR but if you win another game and have 12 kills you will?

Because I have just noticed that if I have a session with a full fire team and I am first (in I don’t know ..75% or more of our games?)and let’s say we win 75% or more of our games, I will go up a lot in CSR. however if you put the same situation on another day and I’m not playing as well and let’s say I place first 1 time (but we win the same amount of games as the other day) I noticed I stayed the same in CSR by the end of the session or barely moved up.
ZaedynFel is it true that placing first or second on the winning team will yield you more CSR or maybe you’re the only one on the team that gets the CSR versus getting third or fourth? Or is it all just based on your personal skill and what the system expects you to do i.e. if you win a game in your fourth and have nine kills you might not get any CSR but if you win another game and have 12 kills you will?

Because I have just noticed that if I have a session with a full fire team and I am first (in I don’t know ..75% or more of our games?)and let’s say we win 75% or more of our games, I will go up a lot in CSR. however if you put the same situation on another day and I’m not playing as well and let’s say I place first 1 time (but we win the same amount of games as the other day) I noticed I stayed the same in CSR by the end of the session or barely moved up.
Placing first or second on your team means nothing in terms of CSR change. Instead it's based on the personal expectations of you in that match. So technically if they system expected you to only get 1 kill in 10 minutes (1 kill per game) and you got 5 kills in the game then you could be at the bottom of the scoreboard and increase a lot of CSR for a win.

However, players who are first or second on their team are generally getting higher KPM stats and therefore gaining more CSR since they are performing better (given that all players are similarly skilled).

So yes it makes sense when you are playing well that you go up in CSR. But not because you are getting first. It's because you are doing better than expected for you in those games.
QX wrote:
ZaedynFel is it true that placing first or second on the winning team will yield you more CSR or maybe you’re the only one on the team that gets the CSR versus getting third or fourth? Or is it all just based on your personal skill and what the system expects you to do i.e. if you win a game in your fourth and have nine kills you might not get any CSR but if you win another game and have 12 kills you will?

Because I have just noticed that if I have a session with a full fire team and I am first (in I don’t know ..75% or more of our games?)and let’s say we win 75% or more of our games, I will go up a lot in CSR. however if you put the same situation on another day and I’m not playing as well and let’s say I place first 1 time (but we win the same amount of games as the other day) I noticed I stayed the same in CSR by the end of the session or barely moved up.
Placing first or second on your team means nothing in terms of CSR change. Instead it's based on the personal expectations of you in that match. So technically if they system expected you to only get 1 kill in 10 minutes (1 kill per game) and you got 5 kills in the game then you could be at the bottom of the scoreboard and increase a lot of CSR for a win.

However, players who are first or second on their team are generally getting higher KPM stats and therefore gaining more CSR since they are performing better (given that all players are similarly skilled).

So yes it makes sense when you are playing well that you go up in CSR. But not because you are getting first. It's because you are doing better than expected for you in those games.
To be clear, nothing about your performance in a match affects your CSR for THAT match. The match itself only goes off your CSR compared to your own teammates' pregame MMR (making sure you didn't have bad teammates or weren't carried) and your opponents' pregame MMR (making sure you had hard opponents).

Your performance in the match itself DOES change your MMR, which can result in more CSR than usual in the NEXT match, but not the current one.

Players who have higher MMRs going into a match do consistently outperform lower MMRs in the match, however, so when you see a higher ranked player getting more CSR, it's more likely because they have a higher MMR than because they actually performed better that match.

This is because the system does assume (correctly) that the player with the higher MMR is more likely to have caused a win and less likely to have caused a loss. There are exceptions, but those exceptions do not get noticed within a given match's CSR update. They do get applied on the next match though in the form of MMR changes.
Hi ZaedynFel. Thanks for all your work on H5, really appreciated.

Please note I use the acc. GalaxyxBoyxS3 for H5 but I've auto signed into my main XBL account on here.

I had a question about ranking in doubles. I'm currently a D3 and my teammate is Onyx. We've lost two games since he became Onyx and both times I've performed better or the same but lost the most CSR. I'm a little concerned that it seems harder to rank down once you reach Onyx, and this is going to increase the disparity of our ranks further.

Secondly, this season I've dropped connection from two games (absolutely not intentionally). Great to know what this roughly would equate to in terms of ranks, e.g. often one full rank or more, which is what I found it to be.

Many thanks

Game 1: https://www.halowaypoint.com/en-gb/games/halo-5-guardians/xbox-one/mode/arena/matches/aee3868b-73ce-40a0-bc26-fbe5e1cf7f8f/players/galaxyxboyxs3?gameHistoryMatchIndex=13&gameHistoryGameModeFilter=Arena

Game 2: https://www.halowaypoint.com/en-gb/games/halo-5-guardians/xbox-one/mode/arena/matches/b01bf8fb-8d4c-48a2-b48e-560d1439fcf6/players/galaxyxboyxs3?gameHistoryMatchIndex=12&gameHistoryGameModeFilter=Arena
This seems to be balanced very well and I appreciate how far the matchmaking system has come.
Hi ZaedynFel. Thanks for all your work on H5, really appreciated.

Please note I use the acc. GalaxyxBoyxS3 for H5 but I've auto signed into my main XBL account on here.

I had a question about ranking in doubles. I'm currently a D3 and my teammate is Onyx. We've lost two games since he became Onyx and both times I've performed better or the same but lost the most CSR. I'm a little concerned that it seems harder to rank down once you reach Onyx, and this is going to increase the disparity of our ranks further.

Secondly, this season I've dropped connection from two games (absolutely not intentionally). Great to know what this roughly would equate to in terms of ranks, e.g. often one full rank or more, which is what I found it to be.

Many thanks

Game 1: https://www.halowaypoint.com/en-gb/games/halo-5-guardians/xbox-one/mode/arena/matches/aee3868b-73ce-40a0-bc26-fbe5e1cf7f8f/players/galaxyxboyxs3?gameHistoryMatchIndex=13&gameHistoryGameModeFilter=Arena

Game 2: https://www.halowaypoint.com/en-gb/games/halo-5-guardians/xbox-one/mode/arena/matches/b01bf8fb-8d4c-48a2-b48e-560d1439fcf6/players/galaxyxboyxs3?gameHistoryMatchIndex=12&gameHistoryGameModeFilter=Arena
One or two matches isn't going to sway things much compared to both of your histories. The system knows players swing a bit up and down, and this isn't enough to convince the system that you are actually better than your teammate. Their performance history overall is significantly better than yours, so when this happens it assumes it's just a bit of random noise.
Is there any chance of possibly bringing back some maps from arena slayer back into rotation? There were so many good maps that had amazing potential, but was removed due to weapons, weapon placements and spawns. I wouldn’t mind seeing maps, like Riptide, Overgrowth, Molton, etc. Those maps were great; the power weapons on were questionable.

And refuge needs to have hcs style weapons on slayer.
Kashyy wrote:
Is there any chance of possibly bringing back some maps from arena slayer back into rotation? There were so many good maps that had amazing potential, but was removed due to weapons, weapon placements and spawns. I wouldn’t mind seeing maps, like Riptide, Overgrowth, Molton, etc. Those maps were great; the power weapons on were questionable.

And refuge needs to have hcs style weapons on slayer.
Agreed with the bringing back or maps. ZaedynFel can you respond on this please? What is the reason it can’t be done/or won’t be done? Is there a cap on number of maps allowed in the playlist?
Sorry guys - but matching sucks. I am a low to
mid diamond player. I am sick of getting wrecked by 2 champions and an onyx dude vs diamond players.
I can’t believe that even happens.
The population is just so small right now. Game has been out 5 years and is competing with these other new FPS games plus MCC’s constant re-release updates. When infinite is out I’d imagine a lot of these complaints will be gone with so many more players for evenly skilled games.
Sorry guys - but matching sucks. I am a low to
mid diamond player. I am sick of getting wrecked by 2 champions and an onyx dude vs diamond players.
I can’t believe that even happens.
That will only happen if that's the only match the Champs/Onyx can play without waiting for around 30-60 minutes for a match.

We err on the side of letting them play anyways.

That will happen in less popular playlists, and even more often if you play at less popular times of day.
ZaedynFel wrote:
Sorry guys - but matching sucks. I am a low to
mid diamond player. I am sick of getting wrecked by 2 champions and an onyx dude vs diamond players.
I can’t believe that even happens.
That will only happen if that's the only match the Champs/Onyx can play without waiting for around 30-60 minutes for a match.

We err on the side of letting them play anyways.

That will happen in less popular playlists, and even more often if you play at less popular times of day.
You have to “force split” teams like that. Everyone quits. Playlist is slayer - time of day feels more like any time now.
ZaedynFel wrote:
Sorry guys - but matching sucks. I am a low to
mid diamond player. I am sick of getting wrecked by 2 champions and an onyx dude vs diamond players.
I can’t believe that even happens.
That will only happen if that's the only match the Champs/Onyx can play without waiting for around 30-60 minutes for a match.

We err on the side of letting them play anyways.

That will happen in less popular playlists, and even more often if you play at less popular times of day.
You have to “force split” teams like that. Everyone quits. Playlist is slayer - time of day feels more like any time now.
Force splitting is a terrible user experience --- I've been part of testing it multiple times and it goes poorly no matter how you do it (warn them beforehand, don't let them play, just do it). Friends want to play together. There are many players in our data who won't play at all if they can't play with their friends.

We don't want to make people not play with their friends unless there's evidence in the data that it is driving away more players than it is bringing it. Currently, that is not the case. We actually see the opposite. Players who face these overwhelming odds are actually much more likely to keep playing than your average player.
Having a lot of instances of teammates who are clearly performing poorly while I play decently, but I get punished for it. I presume the system recognizes when a teammate goes 6-16 and I go 12-8 (Game 3 listed below) that there's only so much a player can do?

SWAT games
Game 1 - Teammates all perform very poorly, I somehow lose significant CSR - https://www.halowaypoint.com/en-us/games/halo-5-guardians/xbox-one/mode/arena/matches/e1b0a5dc-28da-4493-b89a-16f0f474acc9/players/nightclerk?gameHistoryMatchIndex=1&gameHistoryGameModeFilter=All

Game 2 - Same as game 1 - https://www.halowaypoint.com/en-us/games/halo-5-guardians/xbox-one/mode/arena/matches/3efd4e24-4910-47ba-b334-4991157ad4af/players/nightclerk?gameHistoryMatchIndex=2&gameHistoryGameModeFilter=All

Game 3 - Dragged down by a gold 1, losing significant CSR - https://www.halowaypoint.com/en-us/games/halo-5-guardians/xbox-one/mode/arena/matches/1e452b03-a585-443b-992c-fabe128c4c59/players/nightclerk?gameHistoryMatchIndex=13&gameHistoryGameModeFilter=All

Losing more CSR than a higher-ranked teammate despite a better performance
Game 4 - Somehow lose CSR while outperforming my higher-ranked teammate (Ragection). He lost a few CSR while I lost around 15 - https://www.halowaypoint.com/en-us/games/halo-5-guardians/xbox-one/mode/arena/matches/1ccff474-4ac0-478a-89ce-9d89b6ec0f0b/players/nightclerk?gameHistoryMatchIndex=28&gameHistoryGameModeFilter=All

Game 5 - Same as game 4, outperforming higher-tanked teammate (Ragection) yet losing more CSR than he did - https://www.halowaypoint.com/en-us/games/halo-5-guardians/xbox-one/mode/arena/matches/e6be21d4-becf-484b-884b-d57a6e7b3499/players/nightclerk?gameHistoryMatchIndex=29&gameHistoryGameModeFilter=All

Game 6 - I believe this is the same as games 4 and 5, outperforming higher-rank teammate (Ragection), yet losing more CSR - https://www.halowaypoint.com/en-us/games/halo-5-guardians/xbox-one/mode/arena/matches/6e27d896-0f99-42ef-ab28-319d7d8c05a3/players/nightclerk?gameHistoryMatchIndex=30&gameHistoryGameModeFilter=All

Extremely frustrating to get games where despite playing well, my teammates perform poorly and I get severely punished for it. If the system can avoid inflating CSR for people who get carried can it avoid deflating CSR by recognizing when people get dragged down? Games 4-6 I really do not understand.
NightClerk wrote:
Having a lot of instances of teammates who are clearly performing poorly while I play decently, but I get punished for it. I presume the system recognizes when a teammate goes 6-16 and I go 12-8 (Game 3 listed below) that there's only so much a player can do?

SWAT gamesGame 1 - Teammates all perform very poorly, I somehow lose significant CSR - https://www.halowaypoint.com/en-us/games/halo-5-guardians/xbox-one/mode/arena/matches/e1b0a5dc-28da-4493-b89a-16f0f474acc9/players/nightclerk?gameHistoryMatchIndex=1&gameHistoryGameModeFilter=All

Game 2 - Same as game 1 - https://www.halowaypoint.com/en-us/games/halo-5-guardians/xbox-one/mode/arena/matches/3efd4e24-4910-47ba-b334-4991157ad4af/players/nightclerk?gameHistoryMatchIndex=2&gameHistoryGameModeFilter=All

Game 3 - Dragged down by a gold 1, losing significant CSR - https://www.halowaypoint.com/en-us/games/halo-5-guardians/xbox-one/mode/arena/matches/1e452b03-a585-443b-992c-fabe128c4c59/players/nightclerk?gameHistoryMatchIndex=13&gameHistoryGameModeFilter=All

Losing more CSR than a higher-ranked teammate despite a better performanceGame 4 - Somehow lose CSR while outperforming my higher-ranked teammate (Ragection). He lost a few CSR while I lost around 15 - https://www.halowaypoint.com/en-us/games/halo-5-guardians/xbox-one/mode/arena/matches/1ccff474-4ac0-478a-89ce-9d89b6ec0f0b/players/nightclerk?gameHistoryMatchIndex=28&gameHistoryGameModeFilter=All

Game 5 - Same as game 4, outperforming higher-tanked teammate (Ragection) yet losing more CSR than he did - https://www.halowaypoint.com/en-us/games/halo-5-guardians/xbox-one/mode/arena/matches/e6be21d4-becf-484b-884b-d57a6e7b3499/players/nightclerk?gameHistoryMatchIndex=29&gameHistoryGameModeFilter=All

Game 6 - I believe this is the same as games 4 and 5, outperforming higher-rank teammate (Ragection), yet losing more CSR - https://www.halowaypoint.com/en-us/games/halo-5-guardians/xbox-one/mode/arena/matches/6e27d896-0f99-42ef-ab28-319d7d8c05a3/players/nightclerk?gameHistoryMatchIndex=30&gameHistoryGameModeFilter=All

Extremely frustrating to get games where despite playing well, my teammates perform poorly and I get severely punished for it. If the system can avoid inflating CSR for people who get carried can it avoid deflating CSR by recognizing when people get dragged down? Games 4-6 I really do not understand.
One big thing to note - the CSR update is one game behind - it’s using the performance from the previous game to calculate the csr change.

I only checked your game #4 but in that one, your teammate had 50% more kills than you in the previous game.

The other thing is if your teammate was relatively under-ranked before (mmr much higher than csr) he would be losing less csr for a while until his mmr dropped enough.
IGRS wrote:
NightClerk wrote:
Having a lot of instances of teammates who are clearly performing poorly while I play decently, but I get punished for it. I presume the system recognizes when a teammate goes 6-16 and I go 12-8 (Game 3 listed below) that there's only so much a player can do?

SWAT gamesGame 1 - Teammates all perform very poorly, I somehow lose significant CSR - https://www.halowaypoint.com/en-us/games/halo-5-guardians/xbox-one/mode/arena/matches/e1b0a5dc-28da-4493-b89a-16f0f474acc9/players/nightclerk?gameHistoryMatchIndex=1&gameHistoryGameModeFilter=All

Game 2 - Same as game 1 - https://www.halowaypoint.com/en-us/games/halo-5-guardians/xbox-one/mode/arena/matches/3efd4e24-4910-47ba-b334-4991157ad4af/players/nightclerk?gameHistoryMatchIndex=2&gameHistoryGameModeFilter=All

Game 3 - Dragged down by a gold 1, losing significant CSR - https://www.halowaypoint.com/en-us/games/halo-5-guardians/xbox-one/mode/arena/matches/1e452b03-a585-443b-992c-fabe128c4c59/players/nightclerk?gameHistoryMatchIndex=13&gameHistoryGameModeFilter=All

Losing more CSR than a higher-ranked teammate despite a better performanceGame 4 - Somehow lose CSR while outperforming my higher-ranked teammate (Ragection). He lost a few CSR while I lost around 15 - https://www.halowaypoint.com/en-us/games/halo-5-guardians/xbox-one/mode/arena/matches/1ccff474-4ac0-478a-89ce-9d89b6ec0f0b/players/nightclerk?gameHistoryMatchIndex=28&gameHistoryGameModeFilter=All

Game 5 - Same as game 4, outperforming higher-tanked teammate (Ragection) yet losing more CSR than he did - https://www.halowaypoint.com/en-us/games/halo-5-guardians/xbox-one/mode/arena/matches/e6be21d4-becf-484b-884b-d57a6e7b3499/players/nightclerk?gameHistoryMatchIndex=29&gameHistoryGameModeFilter=All

Game 6 - I believe this is the same as games 4 and 5, outperforming higher-rank teammate (Ragection), yet losing more CSR - https://www.halowaypoint.com/en-us/games/halo-5-guardians/xbox-one/mode/arena/matches/6e27d896-0f99-42ef-ab28-319d7d8c05a3/players/nightclerk?gameHistoryMatchIndex=30&gameHistoryGameModeFilter=All

Extremely frustrating to get games where despite playing well, my teammates perform poorly and I get severely punished for it. If the system can avoid inflating CSR for people who get carried can it avoid deflating CSR by recognizing when people get dragged down? Games 4-6 I really do not understand.
One big thing to note - the CSR update is one game behind - it’s using the performance from the previous game to calculate the csr change.

I only checked your game #4 but in that one, your teammate had 50% more kills than you in the previous game.

The other thing is if your teammate was relatively under-ranked before (mmr much higher than csr) he would be losing less csr for a while until his mmr dropped enough.
Yeah, there are so many other variables that comparing yourself to someone else isn't helpful.

Here is a graph showing your MMR (green), CSR (blue), and per game performance (red) game to game. Everything looks pretty consistent. I wouldn't sweat each individual match update.
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I think it's cool you added another BTB map Sideswipe, but it has some bad performance issues throughout the map. It might be better off leaving it out until those can be reduced a bit.
Kashyy wrote:
Chimera30 wrote:
I thought boosting was no longer a thing
Quote:
https://www.halowaypoint.com/en-us/games/halo-5-guardians/xbox-one/mode/arena/matches/9d45e440-4e4e-4bac-a06f-bbb96327260b/players/i%20800%20get%20fived?gameHistoryMatchIndex=1&gameHistoryGameModeFilter=All
Quote:
https://www.halowaypoint.com/en-us/games/halo-5-guardians/xbox-one/mode/arena/matches/254b5b23-841b-4f6b-a323-23e4526cbe0d/players/i%20800%20get%20fived?gameHistoryMatchIndex=0&gameHistoryGameModeFilter=All
I see Onyx/Diamonds vs Onyx/Diamonds.

Can you clarify what the issue here is?
My Onyx teammate underperforming not once, but twice and not getting punished because he's in a to2 with a lower ranked player
I'm not really seeing "boosting" here. People have bad games/days. It happens.
I've had bad games and games, so of course I know the feeling, but even CSR doesn't forgive or care. It's a machine/system, but even then, how would it know?
The system looks at your entire play history, so it can calculate a mean value for your skill across time. Negative outliers from this mean would be what the system sees as having a very bad match. Let's say you have once bad match, and just do really poorly. Your MMR might take a big hit behind the scenes, but luckily CSR can't shift as much as MMR, so one bad game won't send you from Diamond to Silver. Assuming you play normally the next match, your MMR will update back to around your normal skill value, meaning any CSR lost from the bad match should be made back quickly. Even a few bad matches in a row wouldn't lead to a permanent dip in rank. It would only be permanent if you kept having "bad" matches, because after a certain point it would be indicative of a loss of skill rather than bad luck.
Personally, I think that judging a players skill based on KPM and DPM is not an accurate measure. A lot of flaws into that system resembles the flaws reach had in his first season. If a player hogs power weapons/power ups, does that determine whether he's good or not? Why isn't assist not taken into consideration when it comes to measurement of MMR?

Bungie, realized that error and made their system strictly wins and losses. This is a TEAM game. A player that averages 6 kills, but 10+ assist a game deserves just as much credit as the player that gets 17 kills and 5 assists with 5-6 deaths. It's an insult to players that are more supportive.
I agree with this statement.

I do not feel the current Halo 5 ranking system is very good or accurate.
All factors that contribute to a win by each individual player should count as positive “points” in the equation.

Contributory points should be: Total Kills, KPM, Assists, DPM, Protector, Bodyguard, Distraction, Winning. Of course the intangibles can’t be quantified unfortunately such as communication, positioning but using all variables would give a much more accurate rank for a skill based system.

Otherwise, the full picture of the positive impact is not truly being captured and therefore simply not mathematically accurate.
Flipfadez wrote:
Kashyy wrote:
Chimera30 wrote:
I thought boosting was no longer a thing
Quote:
https://www.halowaypoint.com/en-us/games/halo-5-guardians/xbox-one/mode/arena/matches/9d45e440-4e4e-4bac-a06f-bbb96327260b/players/i%20800%20get%20fived?gameHistoryMatchIndex=1&gameHistoryGameModeFilter=All
Quote:
https://www.halowaypoint.com/en-us/games/halo-5-guardians/xbox-one/mode/arena/matches/254b5b23-841b-4f6b-a323-23e4526cbe0d/players/i%20800%20get%20fived?gameHistoryMatchIndex=0&gameHistoryGameModeFilter=All
I see Onyx/Diamonds vs Onyx/Diamonds.

Can you clarify what the issue here is?
My Onyx teammate underperforming not once, but twice and not getting punished because he's in a to2 with a lower ranked player
I'm not really seeing "boosting" here. People have bad games/days. It happens.
I've had bad games and games, so of course I know the feeling, but even CSR doesn't forgive or care. It's a machine/system, but even then, how would it know?
The system looks at your entire play history, so it can calculate a mean value for your skill across time. Negative outliers from this mean would be what the system sees as having a very bad match. Let's say you have once bad match, and just do really poorly. Your MMR might take a big hit behind the scenes, but luckily CSR can't shift as much as MMR, so one bad game won't send you from Diamond to Silver. Assuming you play normally the next match, your MMR will update back to around your normal skill value, meaning any CSR lost from the bad match should be made back quickly. Even a few bad matches in a row wouldn't lead to a permanent dip in rank. It would only be permanent if you kept having "bad" matches, because after a certain point it would be indicative of a loss of skill rather than bad luck.
Personally, I think that judging a players skill based on KPM and DPM is not an accurate measure. A lot of flaws into that system resembles the flaws reach had in his first season. If a player hogs power weapons/power ups, does that determine whether he's good or not? Why isn't assist not taken into consideration when it comes to measurement of MMR?

Bungie, realized that error and made their system strictly wins and losses. This is a TEAM game. A player that averages 6 kills, but 10+ assist a game deserves just as much credit as the player that gets 17 kills and 5 assists with 5-6 deaths. It's an insult to players that are more supportive.
I agree with this statement.

I do not feel the current Halo 5 ranking system is very good or accurate.
All factors that contribute to a win by each individual player should count as positive “points” in the equation.

Contributory points should be: Total Kills, KPM, Assists, DPM, Protector, Bodyguard, Distraction, Winning. Of course the intangibles can’t be quantified unfortunately such as communication, positioning but using all variables would give a much more accurate rank for a skill based system.

Otherwise, the full picture of the positive impact is not truly being captured and therefore simply not mathematically accurate.
ZaedynFel has said multiple times that they’ve tested using other stats including assists and they all led to less accurate ranks / prediction of match outcomes. Not to say that they don’t affect the outcome of the match - but they don’t have a way to properly account for them so that it increases rank accuracy.
Flipfadez wrote:
Kashyy wrote:
Chimera30 wrote:
I thought boosting was no longer a thing
Quote:
https://www.halowaypoint.com/en-us/games/halo-5-guardians/xbox-one/mode/arena/matches/9d45e440-4e4e-4bac-a06f-bbb96327260b/players/i%20800%20get%20fived?gameHistoryMatchIndex=1&gameHistoryGameModeFilter=All
Quote:
https://www.halowaypoint.com/en-us/games/halo-5-guardians/xbox-one/mode/arena/matches/254b5b23-841b-4f6b-a323-23e4526cbe0d/players/i%20800%20get%20fived?gameHistoryMatchIndex=0&gameHistoryGameModeFilter=All
I see Onyx/Diamonds vs Onyx/Diamonds.

Can you clarify what the issue here is?
My Onyx teammate underperforming not once, but twice and not getting punished because he's in a to2 with a lower ranked player
I'm not really seeing "boosting" here. People have bad games/days. It happens.
I've had bad games and games, so of course I know the feeling, but even CSR doesn't forgive or care. It's a machine/system, but even then, how would it know?
The system looks at your entire play history, so it can calculate a mean value for your skill across time. Negative outliers from this mean would be what the system sees as having a very bad match. Let's say you have once bad match, and just do really poorly. Your MMR might take a big hit behind the scenes, but luckily CSR can't shift as much as MMR, so one bad game won't send you from Diamond to Silver. Assuming you play normally the next match, your MMR will update back to around your normal skill value, meaning any CSR lost from the bad match should be made back quickly. Even a few bad matches in a row wouldn't lead to a permanent dip in rank. It would only be permanent if you kept having "bad" matches, because after a certain point it would be indicative of a loss of skill rather than bad luck.
Personally, I think that judging a players skill based on KPM and DPM is not an accurate measure. A lot of flaws into that system resembles the flaws reach had in his first season. If a player hogs power weapons/power ups, does that determine whether he's good or not? Why isn't assist not taken into consideration when it comes to measurement of MMR?

Bungie, realized that error and made their system strictly wins and losses. This is a TEAM game. A player that averages 6 kills, but 10+ assist a game deserves just as much credit as the player that gets 17 kills and 5 assists with 5-6 deaths. It's an insult to players that are more supportive.
I agree with this statement.

I do not feel the current Halo 5 ranking system is very good or accurate.
All factors that contribute to a win by each individual player should count as positive “points” in the equation.

Contributory points should be: Total Kills, KPM, Assists, DPM, Protector, Bodyguard, Distraction, Winning. Of course the intangibles can’t be quantified unfortunately such as communication, positioning but using all variables would give a much more accurate rank for a skill based system.

Otherwise, the full picture of the positive impact is not truly being captured and therefore simply not mathematically accurate.
If adding assists and all that other crap into the model makes it predict the winner less often, then it's less mathematically accurate. And that's exactly what happens. KPM predicts the winner of a match correctly like 69% of the time. KPM+assists predicts the winner correctly less often. Josh and the matchmaking team have the ability to actually test all the factors you think should go into the model and see how they work. And they did test them, and it turns out they don't work. Now, if you want to design a skill system that doesn't use winning as the predominant factor, then maybe you could find a way to incorporate all those other factors you feel are so important to determining skill.
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