Hi all. I’m curious and don’t have access to all the data Turn 10 has over Featured Multiplayer so I’m coming to you with a few questions regarding the Safety & Skill ratings + the FRR. Here goes. Feel free to elaborate below.
How often do you check your Skill & Safety Ratings?
Frequently
Rarely
Never
0voters
Do you think your Ratings reflect your skillset and awareness correctly (given the parameters of the system ie E1000/S5000)?
I think I’m better than what my ratings say
I think I’m worse than what my ratings say
Again, I never check my ratings
0voters
Do your S&S ratings impact the type of series/events you choose or avoid?
I avoid certain lobbies/races to protect my ratings
I focus on certain lobbies/races to increase my ratings
I race what I like/want regardless of the impact on my ratings
0voters
In your opinion, what’s the best way to improve the efficacy of the FRR:
Leniency, ease people in with less penalties
Toughness, make penalties so harsh people have to show respect
I like it just the way it currently is
0voters
Thanks for taking part! I don’t got a cookie but here’s a couple pictures
I didn’t answer this question because I have no idea how the skill & safety ratings are determined.
Without knowing how ratings are determined, I have no way to gauge how accurately (or inaccurately) they reflect my on-track performance.
I have not seen any definitive description from the game’s makers detailing how player ratings are determined in this game.
I’ve only seen assumptions & guesses about it from other players.
(The only “official” statement I recall reading about it from a company representative was that safety rating is averaged over a 20-race window, but that claim does not jive with my experience.)
The skill rating is clearly quite generous. I suspect, if it was openly displayed, we would see that a significant proportion would be at 4,999 and most experienced players well over 4,900. In comparison, FH4, which was the last Forza game where we had a proper ranked system displayed, made it near impossible to get past 4,900 in Free For All racing.
This is clearly intentional to avoid player frustration but it does mean that most players will have rankings which are overstated (if we assume that a proper ranking system would have a linear spread from 1-4999 depending on performance).
I have been S4999 early on and now completely stopped looking at my ratings.
I know where I stand skill and speed wise, when a TPR Bowkett, GPR Bryker or iHarmonic shows up, there is NO WAY I’m winning that race. I’m chuffed when I can follow them for a lap. So my “S4999” is nothing compared to them, if anything, I feel like I should be A4500 and that may be too generous.
So that’s the way I looked at it with this question. Your point is well taken though, transparency would help.
I just checked mine after reading this and I’d dropped to A4998. Not played MP for 6 or 7weeks now and dont really have an appetite to any longer.
In reality I don’t think my actual skill should be near this. In previous games I would be ranked as Pinnacle class and could occasionally get a win but I’d be mid pack mainly, and I was a lot better then (FM6) rivals time I was top 1% but then again every lap ever raced was recorded so the numbers were huge. 4999 should only be obtainable by elite / esports level players imo. Similar to 5000 on racing.
I’m like an A4500. I’ve been an S before but 4500 is probably the highest I’ve been. I won a race recently in D class hopper I believe, and have been placing fairly highly in NASCAR. Also a 2nd place in a GT3 race at Le Mans. My most common finish is middle of the pack.
Like its been said, I have no clue how the S&S rating is determined.
I get the impulse to tab over and check my rating more than I should care to.
Ironically, it’s at total odds with how I feel about them; I don’t think they influence matchmaking as much as they should, and that they’re not heavily indicative of skill.
If I race in spec series, my skill rating will be 4990+. If I race in open series, it drops to 4500+.
If I’m in safer lobbies, like multi or TCR, I’ll hold onto S for an indefinite period. If I do NASCAR, my safety rating could be a B within two races for a single false PEN.
It’s not reliable yet I care to see where it’s at for god knows what reason.
I do personally consider myself a top percenter given that simracing is the only thing I really spend time on gaming-wise, as it’s easy to be fast and consistent with a wheel setup, understanding meta tuning methodology, and simply being able to exploit track limits which 99% of lobbies don’t seem to do.
I wish the game rewarded consistency far more than it does. Sort of like ACC and iRacing.
The fact that I held my S rating for at least 50+ races and suffered two false PENs in NASCAR, just to be shoved down to B, tells me the changes they reportedly made to the SR’s race memory going back to the past 20 races something of a head scratcher. It’s not correlating with my experience.
What about leeway? The game is quick to punish you as you stated going from S to B in a matter of races, but you can stay clean for a whole 20 or 30 mins race through and past traffic … and the game seemingly treats this as if you had a lights to flag race by yourself.
I’ve said this before but I find it crazy that a penalty in a 18 min race results in the same impact on your safety rating as a 3 lapper. It should impact your safety rating on a pro-rota basis. A one second penalty in an endurance race is nothing. In a short race it’s a significant one. The result on your safety rating however remains the same. instead of using the last 20 races as the data point it’s just needs to be penalty/ time on track.
Yeah, I’ve been S-4999 too despite being nowhere near as fast as the most competitive players.
So, it appears skill rating is not a globally relative ranking.
A rivals leaderboard is a good example of a globally relative ranking:
our lap time shows exactly where we stack up relative to all other players listed on that leaderboard.
I’m guessing our skill rating is determined only by those we’ve personally raced against, which is luck-of-the-draw depending on a number of matchmaking factors (how many other readily-available players are in the matchmaking pool at that moment, the ratings of the other readily-available players in the matchmaking pool at that moment, etc.).
If skill rating is some kind of accumulation of positive scoring factors over time, then given certain matchmaking conditions, simply playing long enough without performing too poorly too often might be all it would take for anyone/everyone to reach a high rating.
We can make all kinds of guesses & assumptions based on our observations & other games/approaches (ELO, TrueSkill, etc.), but it’d be nice to have some official clarification.
Maybe (with benefit of the doubt) the official silence on how ratings work might be intended to prevent players from devising exploits for it.
If you look at rivals rankings, within the top 1% theres a huge gap in skill between the top 10-20 players and everyone else. I think a 4999 rating is similar to the 1% in rivals, youre basically in the top 1% of online drivers.
Unfortunately we dont know how many players there are to determine how big the 1% range is. The more players the larger that 1% will be, so it could be quite common.
I think for the most part the people that are still playing have pretty high skill ratings. Since most players have high ratings then its easier to improve your ratings when you beat people. Or conversely since you have a 4999, when people beat you their ratings go up.
Im personally not a fan of this 0-5000 rating because its an unnecessary range, i dont even know how theyd come up with such a number. Why not just do a 0-100 range, or forget the numbers altogether and just do letters. It avoids discussions such as these where no one but turn 10 actually has the answers and as usual they dont want to share what those answers are.
They technically do make a difference its just theres not enough players to have an impact at this point. When the game first came out, instead of prioritizing skill/safety, they prioritized lobby size. This was recently changed, so now skill/safety is more of the priority but since theres not many people playing this causes lobby sizes to be smaller.
Realistically they need to do what gran turismo does which is, you qualify for a race and then are put into a lobby with similarly skilled drivers. In forza you just join a lobby and whoevers in there is in there.