Hey guys,

I've been playing a lot of competitive games lately. Mainly CS:GO, but since they have implemented this dynamic ranking system, I can't enjoy it as much as I did before. My story is this: Master Guardian 2 at the time of the update. Lost one, got dropped to MG 1. Then after consecutive losses, got deranked to freaking Gold Nova 2. I'm now at GN 3, but I hate this whole ELO ranking system. How can a system, which only counts wins and loses, give you a somewhat real info about your skill, if it doesn't count your kills, assists and deaths?

Same with Rainbow Six Siege. Got placed in Silver 1 (equivalent to GN 1), then after one lost match, got deranked to Bronze IV. Then after one win, got promoted to Silver 1 again. So basically, my rank depends on my teammates, not my actual skill... Great, just great.

However, I got back into Titanfall, and I just love its ranking system. You have to earn 5 battlemarks to advance a level, but at least it's easy to understand. It counts your score, kills and death, and it gives you a more realistic status of your skill. If you play crappy, you'll know when a derank comes, and even if you lose, it doesn't affect your rank chip negatively.

So, after this wall of text, tell me, which game has the best ranking (not XP) system in your opinion, and why :)

8 years ago

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League of Legends

8 years ago
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+1
no idea if this troll or not :)

8 years ago
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not at all. completely honest. Their system is the best i've seen. Everyone understands how it works

8 years ago
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If you bring the kill/death counter to Elo system people will play solo and just think about themselves rather than team or wining. As i played a lot of hours LoL i could say a really good player can lead their team or could help at some lacking points. But i am not a good player i am just a flamer. :(

8 years ago
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You sound a little salty. While I do agree that it is better when it is evident where you stand on the progress line I do not agree that it should lower your chances on getting higher rank lowering your enjoyment of the game in the process. I believe that the whole "I lost because of my team mates, why does it not take my kills into account" is wrong since it is a team game to begin with and you both lose and win as a team. If you have lost you probably did not do well enough to deserve a win (excluding situations like having a leaver/playing against a blatant cheater). In the end you will get higher rank if you deserve it, eventually.

As for the system I consider best, well, there is no perfect system as they are all flawed in some sense and rankings for team game can never capture the whole essence. What I like the most are probably elo systems which are transparent - you can clearly see your elo as it was for example in League of Legends before they put in the division system.

8 years ago
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The Élő system was designed to rank players in 1v1 scenarios, so it is not really good for team-based scenarios unless modified. In this regard, even though it is still unbalanced by letting teams on the top be almost unshakeable, the FIFA rating system is more fair as it also calculates based on in-game statistics like number of goals scored by each team.

8 years ago
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Well, I can't play competitive games since it is bad for my mood and health. So I can't comment on which game has the best system. But I think your argumentation is a bit one-sided. Kill streaks, assists, deaths not only depend on your skilll and your teammates but also on the enemy team. Who says it is your skill and not just the opposing team playing really bad?
Also most of the data is useless. If your skill is really good it should also translate into victories. You can blame your team one or two times but not all the time. If one is much better than the rest he should also be able to carry the team. The problem is those systems need input data. This means you need to play a lot of games which means that in lower leagues or with fewer games the matchmaking/ranking can be off. It will be better the more you play. Additionally those systems (wether we like it or not) are designed for us to get 1:1 win/loss ratio since it should then be balanced. Just looking at the win/loss ratio and balancing after this is normally enough for a fair matchmaking. Although I don't know if other variables are really neglected.

8 years ago
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I stopped playing csgo after a match of 6 smurfs and 1 cheater: shameless "aimbotting" and spamming the url of a site (cheats selling)

(that was in LE)

8 years ago
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