it's true, but then there's this: this ranking system ranks Player A higher than Player B. When you look at their stats, Player B has a considerably better Kills per Death, a considerably higher kills per minute, higher weapon accuracy, higher headshots per kill, more kills, more dominations, more streak achievements (God like, etc) and the difference between the two players? About 300 flag captures. HLX has ranked Player A better than Player B, and you think that makes Player A better at DoDS?
I'm sorry, but this is a First Person Shooter, not a First Person Flag-Capper. Someone has to kill the enemy to enable a teammate or himself to reach that flag in order to capture it. The problem is there is NO quantitative way to measure how teammates facilitate flag capturing or other kill. Neither DoDS nor HLX are equipped to measure how much one player enables the success of another and
so ranking is dumbed down to award people who simply whore flag captures. I went there.
Imagine the best cal-i DoDs player joins your team in a 5v5 pub server. He'll own every enemy player but let's assume he's too slow to reach flags. His teammate captures every flag and he's higher on the scoreboard as a result. If the cal-i player only got 2 HLX points for killing 3 enemies to enable the captures he's only managed to MATCH the points received for ONE of his teammates flag capture. In this case, according to the in-game scoreboard and HLX ranking, this cal-i player is inferior to a teammate who happens to have more sprint at the crucial times. Nevermind the person capturing the flags would have had no chance capturing them without the cal-i player.
This is broken, and this is why rank is meaningless as far as the system is designed. Without a way to measure these things it simply doesn't matter who is ranked higher than someone else because the critical mechanics necessary to rank players accurately are missing. And yes, I'm calling out DoDS and HLX.
Oh, and you want solutions?
HLX:
- Award 6 points only for game-winning or game-saving captures
- Award 3 points for co-captures
- Award ZERO points for unnecessary or irrelevant captures
- Award 4 retro-active points if you capture a point and your team captures the game-winning point within 5 seconds.
- Don't count anything unless there are at least 10 players on the server
In summary: Don't reward any captures that aren't going to prevent a team win or stop a team loss OR don't require direct cooperation with another teammate. Solved. Then people would stop spamming really useless flag captures (e.g. from the people who whore them for points) wouldn't count for a thing. This is just a start