So here I am, playing Rainbow Six: Vegas online on XBL ranked matches and I see an elite at #3 on kills while a First Sergeant's beating him by almost 10 kills with 2 less deaths. I understand all players have bad days but I see this trend consistently. Why do people still put time sink components into multiplayer games without allowing skill to compensate? If there was a better matchmaking system that prevents players from joining each other's ranked matches (if you want to play with your friends, create a player match) then the TrueSkill ranking system should be one of the factors for assigning experience/rank to your online avatar.
I'm not saying that the game's creators shouldn't reward time sinks. I've played MMO's for a long time, and I truely believe that players should be rewarded for their time committments to the game. However, players should also be capable of attaining those rewards with far less time spent if they have greater skill. For example. if someone with a TrueSkill rating of 3 kills players with a TrueSkill rating of 25+ consistently, his TrueSkill rating would reach 25+ fairly quickly. Now Ubisoft could assign ranks to TrueSkill ratings. A 25 may be a 2nd Lieutenant, and after 10-15 matches, the player would reach the 2nd Lieutenant rank. Alternatively, if the player gains 120,000 match experience, he could also reach 2nd Lieutenant. Now if you've played Rainbow Six Vegas, you'd know that it takes a lot longer than 10-15 matches to reach 2nd Lieutenant, but skill of the first player allows him to reach that rank where as the match experience of the second player allows him to reach that rank.
Ubisoft could combine the two systems, so that time earned points(and ranks) will never diminish, but TrueSkill earned ranks will. This way, a very lucky player may jump some ranks, but sooner or later, he'll get pegged down to his actual rank, eliminating the factor of chance and giving the game far greater sense of competition, as all the players will be vying for the top spot.
In my opinion, combining the two systems is the best choice. Developers should seriously take a hard look at their online gaming component and see if they should allow skill to be the dominant factor in rank/level based games.
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