You study the real thing to identify counterfeits. Most posters don't take the time to do this. I get a lot of shit because I did and can point out the errors people make in their posts. End of the day, MMR distribution can be graded by looking to the tail ends of its curve and You can observe the exact results from Riots system that you would expect for a functional MMR.
So the issue really just becomes how optimized is their program and what features do they introduce that are negatives for players.
you look on your mmr somewhere it may be right number or not.
The actual values? Like if your 1400 or what ever? Don't matter. They are arbitrary and only have value in the context of the system. 8 is low value right? but 8 out of 10 is the same as 80 out of 100 or 800 out of 1000.
Any one can be used to represent the same 80% ratio. The way a MMR/Elo system is made is that you only achieve your raiting if the results of your performances warrant it. Its the same math for everybody despite the fact that the variables are different. If some one overlaps with the same WL and WE they will have identical results. 4+4=8 and 7+1= 8. There's multiple ways to add numbers to achieve 8 but they have to be the right values.
The issue I see is players leap into any excuse to avoid responsibility. Elo hell was a thing for ages. MMR is "forced" "Rigged" is the current popular excuse. Now i will say it again, the examples given consistently in these threads are all subjective assessments that have no fucking relation to how an elo system functions so you can dismiss them as inaccurate and odds are the devs for this game do exactly that. Why I spend the time and energy trying to get people to understand the functionality of MMR. Because proving something needs improvement and showing the data that supports it might actually cause riot to make improvements.Once, when the community was smaller this happened form time to time because there was not as much division. A red posts now in gameplay and some ones going to rage and flame them instantly. Doesn't matter what they work on they get flack. Which is a hassle because communicating issues to devs has become way more difficult.
As it stands most posters are doing the equivalent of telling people that 4+4=44 and any one with a basic understanding knows they are wrong.Why do I say they are doing math so badly? Because Forced and Rigged systems don't work with MMR. The value is built from results of games. If you rigg the results prior to the game then your not getting an accurate value. If you don't have an accurate value how in the fuck do you use that inaccurate value to then accurately rig a game?
infinite pool of resentment, frustration and toxicity.
I am pretty vocal that we need an overhaul on behavior systems so that gameplay improves. PVP = Players drive the gameplay. I can show mathmaticaly the impact on players in the context of a game of league.
Lets use 10% as an example. Lets say only 10% of players in silver have negitve behavior that sucks the fun out of a match. How often do you think you would see those players in a set of 10 games? Hell, if you think the % is different go ahead and give me a value you thinks more accurate. Once I get a response from you, I will show you how to test this with RNG distribution so we can look at a visual for it.
When silver players see dia and plat players in their games its hard for them to accept and understand how MM system deems this game
Yet fairly Consistently, You don't see massive class interval gaps in this game very often in the same que type. Que rankings don't carry over to other ques. Skill, often times does. I wish riot took a harder stance about smurfing but players enjoy it. I wish riot changed Duoing, but players enjoy it. I wish the competitive ques encouraged 5 man premade, but players don't understand that removing the RNG of teammates is a positive for competitive environments.
Also lol is here for decade and millions and millions games were played so it hard for me accept notion that MM system have not enough data to somewhat asses players.
The best way is already known and has been in use from before riot even made their system. Its off using W/L if your system is supposed to be objective. Its just a matter of optimization, some games can have additional features that use in game stats to impact Raiting gains/losses. Like Elo has been around from the 60's and was done as an improvement on the Harkness rating system which was in the 50s. So we are talking about well over 50 years of peer review by mathematicians and statistician but some kiddo on the boards thinks cuz their mid tilted and AFKED that's all the proof they need to say that its broken, utterly oblivious to the system not careing remotely about in game data or singular matches.Hell most folks use 3 games as a streak and dont even understand its a balance so order of wins is not important.
What's relevant data? what's proven to work? This shit is already known.
Remove W/L and aim for just Subjective is much harder because it has to treat each game as a stand alone event and use the context of all stats in that individual match.
Far as Statistical You need the context of the game if you want to rate plays from the game for skill. That's requires a human who knows the game very well to grade each player, or a really advanced AI. If your using something that does not look at each match but the results and the numbers generated, the most relevant statistic is win and loss. Everything else Is a poor representation and the amount of effort to build a system around stats with out considering W and L as relevant is insanity. Also highly inaccurate and would constantly change on a hour to hour depending on popularity.
The data used to sort out the noise from stats is consistently the things that players cant fake. This is why Arpad Elo used W/D/L and context of assumed skill by players. The amount of data to shift thru to build a good subjective system approaches values so high that current tech lacks the computational powers to handle it.
Binominal distribution is already pretty complex.