Skip to main content

Forums / Community / Matchmaking Feedback & Discussion

Question on ranking system...

OP Pastor4Disaster

How exactly are ranks determined? What factors are examined when determining rank?
Whether you win or lose, your MMR and your opponent's MMR (which determine the probability of whether you'll win), and your expected performance vs your actual performance.

Also, your placement rank is purposefully set a little behind what it should be to encourage players to keep playing after their placement matches.
You possess an invisible or hidden TrueSkill-Through-Time (TTT/TS2) metric for each individual player-vs-player (PvP) playlist mode referred to as your MMR (Match-Make Rating). The learning theory & formula behind TrueSkill v2 (TS2) has again helped give the gaming industry a great advancement toward understanding player skill to accurately predict match outcomes. It singles out particular individual performance based metrics which directly influence match time & outcome.

TS2 provides numerical indicators of player skill. A raw curve numeral & it’s conversion. The converted # reflects the same numerals that the visual Competitive Skill Rank (CSR) uses.

MMR is how the Skill-Based Match-Making (SBMM) system & Team Picker are able to create balanced matches. To achieve optimal match fairness it's highly dependent on a healthy player base population. The Matchmaker (MM’r) attempts to pull a group of players together that it sees as being within an acceptable skill parameter & the Team Picker strives to create a small team-to-team (t2t) skill gap.

The MM’r + Team Picker look at t2t skill differences as well as individual-to-individual (i2i) skill differences; plus, any potential party boosts. t2t is the priority factor for post-match MMR skill adjustments while i2i is used to individually distribute those team-based adjustments.

It’s important for the MMing system to have restrictions to prevent wildly unbalanced matches that raise in-match, & post-match, quit rates while maintaining an eye on connection quality & search times. Connection preference options: Focus, Balanced, & Expanded use to give the player some control over available data centers; i.e., the pop pool per potential ping quality, but now TrueMatch handles that automatically which renders those selections superficial. This machine learning program is able to predict the best restriction balance for the time of day in order to find players matches within ~5 minutes.

Individuals can earn visible CSRs for Ranked playlists. To do so you must complete 10 placement matches. The system then assesses your CSR at some value below your current MMR. A ranked-in CSR has generally been between 100 or 200 points below a person's MMR; however, there’s a rank-in cap that will cause higher skilled individuals to have a difference well beyond 100 or 200 points. The current rank-in difference is set at 100 with the CSR cap set at Diamond 3 (aka 1300) so anyone above 1400 will be set back further than 100 points. There’s currently a 1600 champ barrier too.

Generally speaking, for those with a 1400 or below MMR after completing the 10 placement matches they should be able to converge their CSR to their MMR within 4 or 5 competitively balanced winning matches. CSR tends to float +/- 150 points around a player's MMR depending on how reasonable the maintained limits are & in-turn the potential luck of winning or losing streaks related to opponent difficulty.

Your visible CSR should provide a fairly decent estimate of your current MMR, but it's unlikely to be a perfectly precise representation of your MMR at any given time. In ways, it's actually a better overall gauge of your skill over time since it's not as susceptible to dramatic oscillations & reflects party skill-boost influences.

CSR not only helps reign in rank progress & gives a more controlled state to the visual reflection of our TS it also fulfills additional roles that MMR can’t provide. CSRs can only adjust based on match outcomes which ensures that wins are always awarded & losses are always punished. Not to mention, CSRs, paired with seasonal resets, essentially act as a form of incentive to re-invest time into playlists in order to re-earn a visual indicator of your skill.

Re-earning your skill is important because it ensures players continue to prove to the system that they deserve their skill ratings (both CSR & MMR). Time away (not playing) does have a deteriorating effect on player skill.

Regarding CSR:
  • CSR is designed to limit any potential inflation/deflation from a player's MMR by self-correcting. This provides it with integrity & meaningfulness.
  • The CSR adjustments are based on a couple things: (1) match outcome via Win/Loss, & (2) an individual performance formula*.
  • Members on a winning team can't lose CSR. Gaining up to +30 for those under Onyx; otherwise, up to +10 for those within Onyx.
  • Members on a losing team won't gain CSR. Losing down to -30 for those under Onyx; otherwise, down to -10 for those within Onyx.
  • Comparing Pre-Match CSR to Pre-Match MMR means that an individual’s personal performance won’t have an effect on their CSR adjustment. It’ll always lag by at least 1 match. In other words, an aspect of the Post-Match CSR adjustment will be reflective of a potential MMR skill change that occurred from your previous match or previous matches. This can lead to some confusion as players are unable to more directly relate their most recent individual performance to the adjusted amount.
  • The standard minimum +/- 1 CSR number helps to significantly restrict CSR inflation/deflation relative to a player's MMR because it requires sustaining a consistent 94% or greater win/loss ratio to maintain runaway inflation/deflation.
  • When there’s a significant skill gap 0 CSR may be rewarded.
Regarding MMR:
  • The TTT/TS2 system, which relates to MMR, is designed to ensure match outcome via wins & losses remains the crux of the skill system, but it also appropriately accounts for individual performance influence toward those outcomes.
  • TS2 is significantly more accurate at predicting match outcomes than TS1 (~70% vs ~58%) which inherently means it’s more capable of measuring & understanding a player’s individual skill.
  • The most influential individual component to winning has been determined to be earning kills; therefore, Kills-per-Minute (KPM), and to a much lesser degree Deaths-per-Minute (DPM), have a direct relation to your MMR & in-turn your visible CSR.
  • A winning team will always net a positive MMR. The amount is a combination of factors related toward match expectations. This doesn't mean an individual will always receive a positive MMR adjustment from a win; though, their odds become considerably increased.
  • A losing team will always net a negative MMR. The amount is a combination of factors related toward match expectations. This doesn't mean an individual will always receive a negative MMR adjustment from a loss; though, their odds become considerably increased.
  • Individual MMR adjustments (within a team) operate on a zero sum of the team's net MMR adjustment. These individual adjustments remain relative to KPM & DPM expected ranges; including how those performances (relative to expectations) stack up between one-another (ie team members) because it’s a zero sum adjustment.
  • KPM & DPM expectations possess various weighted ranges based on the mode & historic certainty. They're constantly self-adjusting.
  • As mentioned previously it’s possible for an individual’s MMR to independently increase or decrease in opposition to the team’s net adjustment, but the zero sum aspect means that their teammates (per their particular individual adjustments) are required to offset that individual’s MMR adjustment such that the team’s net adjustment is realized.
  • Severe outlier performances will get flagged by the system. Nefarious actions can lead to a ban.
Quitting has some direct influences too + the 1st quitter gets -30 CSR & "ban" credit.

*not for FFA & multi-team
Thanks for the answer, guys. Fast; thorough like quality Halo.
It's all base on mmr with if you win alot you be higher mmr if you loose then your mmr will shoot down