Also, I am what you would call a pro-gamer. I take a lot of time to play games, much less time to comment them. If I'm making this effort to share my opinion, it is solely because I like Natural selection (a lot) and would like its sequel to be as perfect as possible.
I've read as many posts as I can and a lot of them have interesting suggestions. Nonetheless, there is one particular point that troubles me: the ranking. I've seen the many discussions this has aroused and by scanning the rather lengthy topics I came to 2 conclusions:
1. There's a lot of arguments, suggestions and ideas...and as many counter-arguments, critics and questions.
2. In spite of this first observation, no real viable solution has yet been offered.
I'm not going to discuss further the points already brought up (cf. 1.). Suffise to say that I am for implementing a global ranking system because of the numerous reasons which have also already been given (better gaming experience, better matchmaking, better regulation of troublemakers, etc.)
My suggestion (to cf. 2.) is simple: find out what ranking systems have worked in the past, copy them and eventually try to improve them. It's as simple as that.
I've seen some people arguing between a frag-based and a TF2-based scoring system, but in my humble opinion they aren't seeing the big picture. A global ranking system means you don't need to link any points to a particular session, but can instate an overall rating. Consecutively, the ranking doesn't need to take into account any vain and minor accomplishments such as frags, structures built/destroyed or any individual accomplishments. It simply needs to record the number of games in which you have been in the winning or losing team. This would solve the problem of individualist players since the scoring would only be concentrated on how well your team fares.
In other words, you need to forget about the FPS-styled ranking systems (such as CS or TF2), but try to prospect RTS-stylish ranking systems. Some of them work great and could work very well with Natural selection as well.
My favourite ranking systems are those of Myth I, Myth II and Supreme Commander.
The Myth series (created by Bungie, who is the developer of Halo and other very successful games) in particular had an unique way of delivering the "whole" package in multiplayer. You logged on a global server and could discuss in lobbies with other players while always having your rank portrayed as a nice symbol next to your name (comet for number 1, sun for number 2...axe and shields for number 500-1000, axe for 1000-2000, etc.). The scoring system was quite complex (involving points attributed to several categories, which could also be done in Natural selection by having a commander category, a marine category and an alien category), but you could sum its essence to this: each team's strength is evaluated by calculating the average number of points its players have and in case of victory/defeat the winning/losing team would win/lose a number of points accordingly to their initial strength. In other words, a team with less good players (with less points/rank) would lose less points in case of a loss and win more points in case of a win...and vice versa.
Supreme Commander, in the other hand, has a very functional matchmaking system...I just don't like the fact that your rank is displayed with multiple images (related to different accomplishments) instead of just one ladder picture.
Ultimately, a ranking system could and should be implemented in the game; that is what I feel the most strongly about. I just hope it will be set in a proper way, as it affects deeply the entire gaming experience.
This thread having grown to tl;dr proportions, I have decided to edit the original post (above) and add a condensed and up-to-date version of this ranking system with all the pertinent remarks and issues brought up by the repliers (underneath).
The detailed description of this ranking system:
Harimau sums the system up quite well:
Your team wins, you gain points.
Your team loses, you lose points.
The minimum number of points you can have is 0.
The number of points you gain is based on the average number of points of the opposite team compared againstyour number of points (or perhaps the average number of points of your team); and the same will be true of the number of points you lose.
Because of the nature of the system, when you have many points, you risk more points and stand to gain less points; while when you have less points, you risk less points but stand to gain more points.
There are only three categories in which you can gain/lose points (representing three entirely different playstyles): Commander, Alien, Marine.
What this suggestion encourages: playing to win by winning as a team through playing as a team.
Your team loses, you lose points.
The minimum number of points you can have is 0.
The number of points you gain is based on the average number of points of the opposite team compared against
Because of the nature of the system, when you have many points, you risk more points and stand to gain less points; while when you have less points, you risk less points but stand to gain more points.
There are only three categories in which you can gain/lose points (representing three entirely different playstyles): Commander, Alien, Marine.
What this suggestion encourages: playing to win by winning as a team through playing as a team.
The three main categories (Commander, Marines and Aliens) could also be divided into several subcategories. Different alien-species and marine-weapons could represent different subcategories. The subdivision could also be made between "support/assist" and "offensive" play. Although subcategories could be related to elements such as kills or assists, these statistics would never be apparent to players.
Also, the important thing to keep in mind is that you still would get points only if your team wins. The main goal remains to contribute to a teamwin, but your points could be awarded/substracted to/from you according to the role you played in the win/loss (that is to say as an offensive player, as a support, as a Fade, etc.).
Here is an additional step-by-step description of the system works:
1. You have 210 points in your overall ranking. You have 100 points in Comm category and 100 points in Alien category, but only 10 points in your Marine category.
2. You play with players having an average rank of 210 points. The average number of points they have in the specific categories they play is 100.
3. The scoring weight can either be based entirely or partially on players' overall ranking (210 points) or on the category players are playing (100 points). This should be decided by the developers (possibly after a beta-testing?).
4. The scoring is based entirely on the overall ranking (210 points).
4.a. You play the commander.
4.a.i. You win the game. You get 15 points, which are added to your commander category (making it 115 points) and your overall score (making it 225 points).
4.a.ii. You lose the game. You lose 15 points, which are substracted from your commander category (making it 85 points) and your overall score (making it 195 points).
4.b. You play a marine.
4.b.i. You win the game. You get You get 15 points, which are added to your marine category (making it 25 points) and your overall score (making it 225 points).
4.b.ii. You lose the game. You lose 10 points (and not 15 points since you only have 10 points in your marine category), which are substracted from your marine category (making it 0 points) and your overall score (making it 200 points).
5. The scoring is based entirely on the category each player is playing (100 points).
5.a. You play the commander. Note that the weight of your rank in this specific category remains the same as in the overall rank.
5.a.i. You win the game. You get 15 points, which are added to your commander category (making it 115 points) and your overall score (making it 225 points).
5.a.ii. You lose the game. You lose 15 points, which are substracted from your commander category (making it 85 points) and your overall score (making it 195 points).
5.b. You play a marine. Note that the weight of your rank in this specific category is no the same as in the overall rank. Hence, your team's average rank will be slightly lower than the one of the other team. This basically means you will win more points in case of a win and lose less points in case of a loss.
5.b.i. You win the game. You get You get 21 points, which are added to your marine category (making it 31 points) and your overall score (making it 231 points).
5.b.ii. You lose the game. You lose 9 points, which are substracted from your marine category (making it 1 point) and your overall score (making it 201 points).
The algorithms involved might be a little bit more complex than what I've portrayed here, but I guess the developers could simply contact Bungie in order to get a closer look at their scoring system. The key element with this ranking is that once you start getting points in one category (or subcategory), it will get increasingly harder to get more points in that specific category.
If you have for example over 500 points in the Aliens category, you may only get 1-5 points for a win and risk losing 20-25 points for a loss. And if you have 0-100 points in the other categories, you would win 20-25 points for a win and only risk losing 1-5 points for a loss. So to get the best overall rank the easiest way is to have roughly the same amount of points in each category.
The points awarded for all players in a teamwin or the points substracted in case of a loss are not exactly the same to all the players in a team. The weight of a rank is indeed diluted in the average rank of a team and each player of a team gets or loses points accordingly to the average rank of the team versus the average rank of the opposing team. However, there is some differencies in the distribution of points within the team depending on the rank each player has.
So say that team 1 wins and all players should get about 15 points. A much lower-ranked player of that team may even get 20 while a much higher-ranked player of that team may only get 10 points. The same goes for the losing team. Players from team 2 would lose about 15 points, but a low-ranked might only lose 10 points, while a high-ranked might lose 20.
A category or a subcategory could periodically be reset to 0 points (for all players simultaneously). This would prevent players from getting infinite amounts of points in any number of categories, reset the rank of accounts which have been inactive for a long period of time, and allow newcomers to have access to higher ranks as well.
You don't distinguish individual contributions (such as K:D), otherwise you end up with statwhoring. Despite some players may contibute more than others, the sole objective of the game remains to make a teamwin. In any case, in the long run, players contributing the most will have more wins than the ones that aren't. It doesn't take too many sessions for the statistics to even out. This might be a bit troublesome at beginner levels, but a noob will never get miraculous wins one after the other and just ride the ranks by winging winning teams.
The working elements:
- This system worked on the Myth series which has some very similar elements to Natural selection: it's team-based, it's got a multiplayer support for 16 players, it's an RTS and yet heavily oriented on fast-paced action, and the duration of sessions are roughly the same.
- Each session would have a fixed starting and ending point. Thus, all players would play an entire session together from the beginning till the end. This would add a lot of teamplay, teamspirit and knowledge of other players' behaviour/tactic/skill, etc. It would also make the gaming environment seem much more organized and clean, even with a lot of players around. This is absolutely not the feeling I get in FPS's in which there are extremely many players, especially when players just can go in and out of the server as pleases them. Often I get a pretty chaotic impression of any kind of active teamwork when new players arrive in middle of a battle and others quit or simply stay afk. I'd be overjoyful if I'd see a proper 32-player game in which each participant would play his part from the beginning till the end and would stick to the tactics laid out at the start.
In other words, random pubs offer too random of a gameplay and chaotic gaming environments while competitive play requires too much involvement, time and skill. A global ranking system would combine the benefits of both, without their drawbacks; it would permit easy access to somewhat competitive play and controlled environment, without demanding as much involvement, time and skill.
- Players quitting a server in middle of a session would be punished by substracting their points as if it were a loss (like in RTS games). A suggestion has been made that the penalty for dropping from a game should increase the closer to the end of the game you are. So leaving a game with 30 minutes left gives you, say 1% of the penalty, while leaving the game with 1 minute left gives you 100% of the penalty. Although this variant would give a bit of flexibility to the fixed starting and ending point issue, it induced a number of new problems (which are displayed in detail on page 8).
- Unranked servers would allow for players to play with friends which haven't got the same rank or to be able to leave a game whenever they want without sacrificing their rank.
- Servers do not need any admins to regulate troublemakers. Since players who would be prone to act mischievously (i.e. TK'ing) would more often lose than win, they would stay low in ranks. So this kind of disruptive behaviour would only afflict beginner levels. Also, cheaters always get detected eventually, especially in higher levels. This would naturally mean that their accounts would get deleted and as such would have to restart at the beginner levels.
- Match-making would have to rely entirely or partially on each team having roughly the same average "overall rank" (this is to say the sum of all points in all categories) or roughly the same average "category rank" (this is to say the points in the Commander, Marines or Aliens category which each player has chosen to play).
- Match-making could either be automatic (giving each team as many bad and good players as the other team) or manual. I'd be in favour of the latter. Let people choose with whom to partner with, knowing that if they have only good players in their team against a bunch of bad players they risk much more points than they could possibly win (i.e. in the Myth series, if you had too unbalanced teams, the good team would win only 1 point and risk losing 32 points). I'd say players would partner up either as aliens or marines in some sort of in-game chat/lobby (their overall and category points being visible to everyone). Then, the marine players should have to vote for their commander (which would need to accept the post). If subcategories would exist, those points could also be visible and as such they could be an indication for players of what weapons they're good at as marines or what creatures they're good at as aliens. So, eventually, players could already even decide what specific roles they would play.
Also, either the server should allow only a certain range of ranks to enter, either the players should be able to kick other players out.
The issues to be tackled with:
- Deadlock situations would be particularly troublesome for any ranked game, since quitters are punished. This isn't really a problem related exclusively to the ranking and should be coped with in any case.
- Competitive players who are focusing on pure clan versus clan play are going to ranked oddly due to the low number of games actually played. However, these kind of players are a minority and don't play a lot on public servers. In other words, their skills wouldn't interfere often with the match-making system and, in any case, only at beginner levels.
- A bad commander could screw up the whole marine team. This isn't, however, a problem per se, because the commander does represent a pivotal point in teamplay and teamwin; if he does do a mistake, the team will and should suffer from it and possibly lose the game.
- As the number of players in a game increases, the impact a single player makes on the game decreases. It does decrease, but every player still has an impact. Sure you may need to play a few more games in order for it to show on your ranking, but the statistics eventually even out. Also, since the match-making should create pretty even teams, the outcome would depend on how every player finally surpassed themselves individually. The scoring system proved to be functional in the Myth series, which supported up to 16 players. It would probably still be working for sessions gathering up to 32 players, but the major issue would concern servers with a more important number of players than that. One way to solve the problem -but rather crudely- is to simply limit any ranked games to 32 players.
- Match-making that is manual would need to either let servers put a (low and high) limit on ranks that are allowed to enter or let players somehow select with whom they play with. This latter option would, in other words, necessitate for servers to let players kick other players for any number of reasons (such as inadequate rank). The problem is that there is no host or any other particular player who could be endowed with special powers such a kicking other players. One solution, although I don't know if it's technically possible, would be to let a single player actually host the chat/lobby environment in which teams and preliminary strategies are decided. The host would control player entries and exits as he would see fit. Once all players check "ready" the host loses these provisional privileges and the game takes place on the real server.
- Match-making that relies entirely or partially on each team having roughly the same average "overall rank" would force players to play all sides (as a Commander, Marine and Alien) in order to get the highest rank possible.
- Match-making that relies entirely or partially on each team having roughly the same average "category rank" would confer the overall rank a simple symbolic status and could possibly push players to stack the alien-side since marines can get penalized by a lousy commander. This problem could be solved or at least palliated by giving the marines and commander an easier scoring (i.e. 10% more points in case of a win and 10% less points lost in case of a loss).
- The "average" casual FPS player does not want a long time-commitment so much as a time-sink (unlike the "average" casual RTS or RPG player). Nonetheless, I'd like to believe that a Natural Selection player is not that "average" casual FPS player. This hybrid game focuses so much on RTS elements that it requires, in my opinion, much more depth in gameplay (and therefore, in time-commitment) than most of the other FPS games.
I, for one, would like to have an FPS game with something more than "shooting virtual monsters ASAP" without the need to join a clan and having to plan beforehand when I can have a challenging and enjoyable session, such as a clan-match.
