we could always make a new system, instead of having raw numbers dictate our skill. I mean, as much as a bash League for being horrible at balancing and ridiculously bad hero pickrates, among many other faults, their league system is pretty impressive.
the random variance will be too high. current system is more accurate in evaluating your skill
the current system is fine, halfing everyone's mmr now would make matches more imbalanced for a while, and after some time it will come back to the current state, when everyone finishes climbing.
mhm
just from a longrun experience on the forums.
every time someone complains about the mm system for other reasons rather than being 7k in 5k average games, I
automatically assume this person is retarded. im not joking/overexaggerating.
How will halving everyone's RMM solve the difference in skill level? A rose by any other name would smell as sweet. This will just serve to piss off players who've legitimately grinded RMM, to play for years only to have their hard-earned +25s get reduced to the shadow of its former self. They also get the short end of the stick, since they will have the highest difference between their current RMM and their new, halved one.
Also YouTube vids with Miracle- 8k MMR pro plays as title will have to be edited, I don't even know if that's possible.
Man it's enjoyable to see all these normal skill plebs complaining about mm how fucking bad it is and everyone should start from 0 again xDD just a fucking ROFL
how to break the entire mmr system for a couple of month or even half a year. Half the mmrs lmao
it has nothing to do with valve, its just a very small portion of knowledge in maths and critical thinking
people employed by valve are not dumb either, and they posess gretaer knowldge in this field than any of us. if u dont understand why they made the system in this exact way, the first wuestion that should come to your mind is "what do i miss?", rather than "why is mm so bad?".
Sometimes I heard people saying that MMR system from dota should be like CSGO ranking system, IN CSGO you can climb even if you loss because the importance in there is KDA and Mvp per round, but in the end it's imbalanced as fuck, Because in the higher rank (Global Elite) you have retard people playing, people with little skill and knowledge and a few ones with a lot of skill and knowledge.
If you use a system like that in Dota we'll get a normal skill player with 40%winrate having 6000MMR. lol
Well, it's nearly impossible to develop a perfect system for matchmaking for doto. I would say that ELO works fine but of course there are issues because ELO was meant for chess which is "single player"...
i mean come on
dota is a team game why in the fuck u want to judge a player by his team performence. it's so incorrect.
Yep, it's impossible, the only problem I find is the only thing that MMR consider is winrate, You can play really badly but get carried by your teammates and get 25 points, or you can play extremly well and still losing 25 points.
I remember one match that I played a year ago and one of my teammates started feeding because someone "stole" his mid position, but we finally won. He got his +25 points, but he obviously didn't deserve it.
@Rigamortus Yes is based on winrate, but the skill base it is the same on your teammates and your opponents. so if you play clearly better than your teammates you will climb sooner or later.
in long run ur team's performance doesnt affect your mmr.
this perspective is wrog in general. if you randomly win 5 matches in a row, it doesnt actually place you 125 mmr points higher; you'll just drop back eventually, sooner or later. single matches and your performance there is not a measure a reflection of your skill.
you'll start gain mmr when you will start playing better.
in short run rating is meaningless.
you cant implement a system similar to cs go here because there are too many factors you cant evaluate. kda/gpm etc. have a very weak correlation with skill and depend on too many other factors, including one's playstyle. neither you can mechanically evaluate whether one's ward placement is correct or not, for example, unless you check the longrun performance of this given player.
Why don't they just subtract 1 from everyone's MMR and watch everyone going crazy because they want their 1 MMR back :P
Actually if I was in charge of balance patches I'd include that in the next patch just to troll everyone:
6.89: All Player's solo MMR reduced by 1. (?) {Party MMR unaffected}
Man it's enjoyable to see all these VHS plebs thinking whatever valve makes is 100% accurate and they are right all the time, only & only Bcuz they are VHS.
If "VHS" is what really makes u happy & smart,then be it.No more argue.
u can extract ur percentile from ur rating, pretty much
@clegane
idk about the other guys, but i played this game for 9 years and spent quite a long time in lower brackets, even when such a thing as "skill bracket" didnt exist. it just... takes time to get out.
the maths and common sense that lay behind this system got nothing to do with one's mmr, and you are not even required to play dota to understand why the MM is designed in this exact way.
and actually people with higher mmr certainly have a more valid opinion on this topic due to having more experience, idk how could u even use at as some counter argument.
thats kinda impossible for the same reason elo based system is not broadly implemented in dota2. it only applies to calibration games, and u see people abusing it left and right even though it keeps being updated and improved constantly. one's skill is just too complex and cant be evaluated basing on 5, 10 or 50 factors like gpm/kda/etc. the more calibration periods exist, the less accurate mmr becomes.
If people don't like elo, just throw them in a league. then people will know that they belong in a tier including a group of people, instead of basing their skill on a number.
My Personal Problem is like i have around 55% winrate in Solo games and still it took me 3 years to improve from 1.8k to 4k and my winrate is still over 50%
I think the doto mmr system works fine. However I think something has to be done about decreasing value of single match making point something like inflation of currency. It's logical it's happenning because there are lots of new accounts bringing more match making points from their calibration into the gamble... maybe ppls should pay to unlock ranked... or start at 1 mmr... Or maybe decay of match making points every single month by some percentage... or make it that you gain more/lose less in lower brackets while gaining less/losing more in higher brackets (gosh this sounds like communism) because nowadays it's just ridiculous how the top tier is getting more and more MMr (10k mmr, 11k mmr any1? I think in less than year)...
just some thoughts, actual change would have to be tested a lot to prevent unwanted side effects...
Restart MMR by seasons it's crap, in the end, the same people will be placed in the bracket they're belong. And Normal skill players will complain about teammates and shit. as always do. It happens in lol, so will be happen here.
sooner or later NS people will realize their teammates is not the only thing dragging their MMR down
good thing I realised it fast
Does anyone played nba2k mycareer?
Players get scores by doing good things like assist, block, fastbreak and decrease their score by doing mitakes like turnover or personal foul.
They should remove solo mmr and make it like nba2k mycareer. Its not that hard to pull it of.
The problem here is that most of people under 4 k are playing ranked by default, I mean they don't want to improve, just complain about teammates, and their mmr, instead of watching replay, watch pubstomper by player perspective, competitive scene. I mean if you do not want to improve do not play rankeds, you will not improve if you don't really want to. You won't be a better player by osmosis.
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If had the idea, valve should just half everyones mmr. So everyone had a Chance to git gud and queue would be shorten