Confused by matchmaker? Join me to learn more about ELO and MMR systems.

Kai Guy··6 votes·2,414 views

I will run out of room fast so pardon a lack of introduction. I'm going to hit what I consider key points and will reply to questions as best I can.

How do you say Elo? Its from a name not an anagram for anything. So you pronounce as his name. When I checked what I was given is E-lew. Not E-L-O. Hungarian is hard. If some one Sneezes the response is Egészségedre! (to your health is the translation) Which I know because when I get curious I study and research things.

What is Elo/MMR? A principle and then the math to make it work. The principle is that Skill in a skill game has a direct impact on a players ability to win. Thus in a game of skill we can track wins, loss, and draws to rate the player for a rough but workable estimate of their level of skill, because we do this for every player and adjust when something does not match the systems expectations. How It works is of large numbers, a lot of data collected with the goal to be self correcting and increasingly accurate over time. The benefit of this means that we can create a more fair game then randomly selecting players from the entire pool. By looking for skill rather then # of games played we lower the number of mismatched games. The cons? this takes more time then a lot of folks realize, and the systems starting point for any 1 account is highly likely to be inaccurate. This means the system will see a match as fair and can be completely wrong, but it takes each instance of being wrong to adjust to become more accurate. In Elo and MMR you will have grossly mismatched games because the end goal is to place accounts where they belong, it is not the starting point.

Wasn't Arpad Elo's system made for chess, can it even work for other games? Yes, because the system does not look at the game itself but wins, losses, and in chess draws. Its not rating you off your plays or how well you moved queen or knights. Its rating you off if you beat a player above you or lost to a player below you from the rating it gives you and adjust over time. The system its self has nothing to do with chess. Instead of watching the game start to finish then trying to rate performances what you ask is how good where the players? who did we expect to win? who won? How certain was the system that both players are accurately represented by the number the system has assigned to them? It then will Adjust accordingly.

What's the difference between Team Elo and MMR? Nothing really, Devs use the terms interchangeably for the systems. Team elo was confusing because a lot of folks looked directly at the 1v1 chess and tried to apply It to team games as is. That does not work, it needs to be adapted for team play to account for individuals on a team. So MMR became a popular term. End of the day the systems need to function off Skill matters and self correction, the names Team ELO, MMR, Or even Microsoft Trueskill set expectations on how the system functions. 1. It starts with high uncertainty on an account. 2. accounts have the same start point and move faster with high uncertainty then slow down over experience and at various points on the ladder, if your system sees data that makes it have more uncertainty again they move faster. 3. The average player will be near the starting point, by virtue of the worse players falling down and the best players climbing up. 4. We do not start players at the bottom of the ladder, or to be more clear we do not start accounts at different percentiles randomly. (Mind you its entirely possible to have "bronze" be your start point in a game. Just means that 50% of your games players are going to be in bronze on the ladder. the percentiles don't change just the arbitrary Medals devs get to pick does. A "bronze" player in game A could be at the same Percentile of ladder as a "gold" Player in game B, Trophy's and Tiers are a distraction because its all decided by devs. Some devs want folks to feel challenged so their going to put their start point in a "lower" Ladder. Some devs will want players to feel like they are pretty good and skilled so theirs is "Higher" Ladder. )

So what's my MMR score mean? It depends on the game your playing for its exact meaning because the devs can pick their numbers. On the whole the first thing you need to know its how match maker builds games. In most Mobas it takes a range for acceptable MMR to build a match, fills the game with players in that range, factors information for each individual player into its variables then adjusts individually for the players on the result of a match, despite sharing the same name not all Elo/MMR systems do this the same. The second thing you need to know is that on the ranked ladder different MMRs represent an expectation of a level of skill and will account for a certain % of the player base. On the whole 50% of the games player base on average is above and 50% is below the starting value all accounts are assigned, Some variance applies, also Most of the games, players will end up being in fairly close to that starting value. It largely represent the average level of skill of its players at any given time. Humans cheating the system, as well as outliers do exist but are highly improbable to represent a majority if your player base is high enough.

So my MMR is my true skill exactly how good I am? No, its a range as ya don't expect players to be consistent. You can think of it as a mean average for your skill, rather then the median or mode. If you check the Microsoft TrueSkill link they have a nice graph of this.

Kai, i'd like to know the math so I can check this, pretty please? Fair enough, but I cant provide that because basically every dev does not share this information. The systems are built around variables that change on a match to match biases. The system creates an expectation with the information it has, uses that to set the variables, then adjusts after the end of a match. So knowing any Factor with out knowing the entire system means nothing because the values are basically arbitrary, so long as they don't screw the system completely. Your going to need to look a lot of things up on your own time if you don't think you can trust me. Hit me up and I can share some sources, mostly checked FAQs for mobas. Checked ranked ladder and look at Percentiles for them. Checked a lot of pages on how Elo works. Theres the True skill link and a video down the road for some one testing a team Elo. Everything is publicly available and I invite you to take your own time if your skeptical of me as source.

This sounds kind of unfair, if I am an average player my games are going to be largely decided by players on my team? No, its not unfair but Yes, That exactly what this type of system strives to do, get to a point that your skill is so accurately represented by the assigned number you carry its expected amount of weight on your team. It wants your skill and assigned skill to be close. Its not unfair how ever because the systems not trying to give you wins or losses, it doesn't give a dam about you honestly. It just wants to divide players up by their consistent level of skill. Eventually your going to hit a wall. Weaker players will go down until the majority of players there are at their level. Average players will usually hover near starting points, good players are the only ones who climb, and they only climb how far their skill can bring them. There Is a luck factor but its set so that mismatched players cant rely on just luck, you get enough matches in and it balances out the unwinnable and free win games.

"HA I GOT YOU KAI YOU JUST SAID IT. TEAMMATES DECIDE GAMES! RIGGED 50% WTF RITO" … uh...no. See rigged would be the system has to care about you and try to affect your matches outcomes in advanced. MMR and ELO gives 0 dams about any 1 player. A loss from a trash teammates just 1 loss. If any 1 player is so bad they lose the game for their team at a MMR range that dudes going to lose 100%, They will drop out of that range faster then you will. If 1 dudes so awesome he can carry anybody, he is going to go up until the MMR range is harder and he cant carry like that. So Its only if your near your average skill in A mmr, that's when your expected to be floating near that magical 50% win rate folks like to talk about. Lets say your on a new account or its a new season. This adds uncertainty, that called the K factor and I will chat about that in a moment. If your K factor was really high and you dropped HELLA far down the ladder... Then the system actually favors you because your no longer the average level of skill player there. You actually much better then your being accounted for by the system. The Mean Skill of how you play is above the Mean skill the system assumes for you. In Elo and MMR The system wont try to load teammates to make you win or fail, its self correcting so it expects if your skill is good enough being mismatched with weaker players just gives you more opportunity's to shine. Lets look at people who cheat the system. Smurfs show a pretty clear example of higher skill wrecking low skill. Purchased accounts tend to show a example of Low skill being a handicap in 100% of their games.

"Well... That's... Logical but I'm pretty Freaking positive I am better then the scrubs I am playing with and vs. why cant I climb? Few reasons. 1. Inadequate # of games played. 2. In league MMR is hidden to keep folks from getting discouraged 3. You might be slightly wrong about your own skill. Its not that your not a bit better then the average level of skill in your games but that it has to be high enough to climb, just being better on some mechanics alone is not enough. KDA is not enough. You need to convert your skill into consistent wins vs the people in your range. If your only slightly above average you can expect to need to play 100+ matches with a bad start, K factor (I promise ill explain that in more detail and why it matters.) Has set you back. High K factor makes folks rubber band over MMR ranges. Zooom, up they go. Few lucky games your now out of your skill range. You handicap your team slightly ever match. So Zoom down you go, Few unlucky games they are now consistently the strongest player in a game. (your always favored in games your strongest player btw. 20% odds the worse player is on the other team of the best player. This is literally true for every match, that's probability's for ya.) Zoom Back up you go. The K factor lowers with # games played, so over enough matches this rubber banding becomes less dramatic.

I don't know man... sounds like a lot of impact from luck. Oh lucks a factor but all it does is affect how much of a grind ranked ladder will be, rather then prevent you from ever being able to get accurately close to your Skill level. There's a pretty easy and objective way to check for skill impacting a games outcome. Compare yourself, to yourself. Ask, when I started champion X how good was I? When I started playing this game vs how I play it now? If you had a team of You currently vs you in the past when you started, who would win? If you Mirror lane your Main champion now vs Old you who would win? I cant answer that for you. I can say that for me season 1 Kai was a Bronze Player. I am using the icon to prove it. Back then I was awful and toxic AF as well. AGI dota allstars Carry mentality of farm farm farm KILLS KILLS KILLS! I wanted to be a 1 man show once I hit items... Looking back i can say objectively i had Awful teamplay and expected everybody to work around me. Works well if your a Phantom lancer or Faceless Void main back in allstars. Awful if your AP trist or Ashe. I would often lose games with 12+ kills because all I did was go for kills all day long. Take tower? Nahhhh roam for more kills! Help OBJ? naahhh ima cheese some one with a 1 shot combo in this bush! So luck is a factor in how much time you need to commit, But skill is what determines the max range you can fall or climb on the ladder. One of the reasons know about Elo/MMR systems is I tried then failed to find proof Elo Hell was real and not my fault but teammates.

Finally, K factor? Yep. As I said early K factor is the variable in adjusting MMR after games used to represent uncertainty. the Less data the game has the higher the K factor. K factor = uncertainty, can also think of it as K factor = how much the Max MMR you can gain or lose after a match will be. A basic 1v1 adjustment would look like New MMR = Old MMR +Kfactor(match results - Expected results). The stuff in () is variables, I am using terms that should help folks understand what those variables represent rather then leavening them as vague variables. K is higher for new accounts. Always, this is CORE to MMR and ELO systems, the exact value gets debated and needs to be game by game. Other modifications can get applied, one of the most common ones is that it slows down in higher and lower Tiers. That way a new account does not get excessively high or low in the ladder when its still new with a higher K factor. You don't want good players falling to the bottom and bad ones mucking it up at the top. Makes mismatched games, hurts the system over all. Lets give an example. All numbers are arbitrary decided by me and have no actual meaning besides to be an example. 1200 is your current MMR. You play a game and win. Formula looks like this. 1200 + 32(4-1) = new MMR of 1296. A different player has a lot of games played so their K is lower. They are also at 1200 and play the exact same match. 1200 + 10(4-1) = New MMR score of 1230. Same Expectations same starting MMR diffident gains from the win. Over time this lowers rubber banding you see with high K factors and narrows in on an accounts MMR. Theres a lot of ways to build your Adjustment formula and in a team game my example does not work for team games and needs a lot of modifications to account for individual impact. Also in my example K is an invariant and some people use it as a variable built off both players K factor. I assume you can also make it a Variable off gap in skill size thou I don't have a good understand of what that would do to a system. As the Matchmaker should be pulling accounts only from a set range in a team game. Like I said lots of room to adjust arbitrary numbers in a variable system.

Humm… well... Is there any way we can test the systems or know for shure ELO and MMR works for team games. Im still thinking luck is going to be a big decider. Oh lucks going to Impact how good of a time you will have. Riots last official # I saw was they expected it to take about 150 to 300 games to hit your actual skill. Rather then another wall of text. Please look at this guys video as he built and tested his own team MMR System. I don't think i'd use exactly the same system as his but its pretty useful to see how you can make and test things. Its pretty easy to understand and digest.

"Hold on, this is just MMR and Elo systems. League of legends uses riots League System. So uh...That's different right?" Yes and no. Like, yea, It is different in several ways its BS to claim its not. It has some further modification on it then just MMR. Objectively, Its more inaccurate then a purist MMR/ELO system. Yet It has some perks, players feel better using it because they don't know what percentile they are in or how the system exactly judges their skill. For the Devs It also gives them the power to apply a penalty to Lobby dodgers with out it affecting the accounts MMR. But I have to say no for it being significantly different we should treat it as a completely independent system because Ultimately its just a Derivative of a team Elo/MMR in how it builds matches and adjust the players values. So we can set expectations for how it functions by knowing about MMR and ELO. In Riots League system I think its fair to say that Lucks gonna result in folks having a higher or lower tier then they deserve more frequently but its going to be in a workable range assuming they play enough games and Riot did not completely FK their system up. As you can test your system its not unreasonable for them to know if they completely killed it or not and we can always just look for signs MMR is working as intended. Weak goes down Strong goes up, can you check the players in the bottom of the ladder and top and see a gap in skill? That's a basic requirement. Again with Tiers, those are ultimately meaningless so seeing 1200 = bronze means nothing. Its arbitrary devs pick it. Some one else could just make their game and say 1200 = Silver. Hell with new tiers like Iron riot can completely adjust what the average player tier is going to be, just make them reflect different MMRs then the Old one did and presto majority of the player base is something new. Can be higher, can be lower, entirely up to what devs set.

So what take away do you want me to have from this? They work at building ranked ladders off skill where # of games played has no meaning with out the ability to back it up. They are fair because they don't care about individuals. Luck affects the speed to get to a workable level of skill to assigned mmr rather then being the decided on final MMR alone. Good players are favored, weaker players are not. Forced win Forced loss systems are more complicated to build, and any end result they achieve can be accomplished by just tweaking your variables.

I have more questions! Go for it. I will do my best to answer.

Kai you derp you screwed up on X Entirely possible. I am a bartender by trade. Games are just a hobby and I like breaking systems, been a geek most my life and love Vid + board games. In MTG terms im a Jhonny style player. In Leauge i'd be a Off meta main. This is just the results of me learning and checking and double checking how systems work then trying to make that information available in less cluttered ways to other players. Feel free to call me out but try to avoid purely anecdotal evidence (feel free to use it when accurate to support a logical point or for illustration) I also would appreciate it If folks avoid discussing things they have not studied the theory for and are just making a stab in the dark.

Kai I swear to god its rigged 50% and I will fight you! By all means go ahead. Say why you think its rigged & what riot is gaining for doing this. Here is exactly what I will do in my response. 1. Ask what gains they get if you don't list them. 2. Show how you can get the same end result very easy by just playing with a MMR system. 3. Point out the very high level of complexity and massive number of RNG involved in forcefully throw matches. 4. Show that Forced systems are going to be weaker then MMR at consistently getting the results the devs want even if we assume they are doing it for greedy/selfish reasons. 5. Link you to other Message boards and forums for mainstream mobas/games where their player base is also bitching about forced 50% matchmakers and ask you, is this the industry standard then? If riot is the only company doing it why do so many people in Dota 2 have the same complaint? Why are you right about Riot and they are wrong about Value. 6. I am going to ask you about the clear gap in skill of bronze 5 players to Challenger and how that happens if its forcing Random accounts to win or lose. 7. Where is the logic for your view? Because if it was 100% forced 50% then no one would climb. So it has to be "RNG" Forced 50%... then how do the same players constantly climb on multiple accounts year after year? 8. If you throw Anecdotal evidence in my face I will throw it right back at you + point back to the LCS smurfs riot unleashed on us a few years back.

Look, you can save us both a lot of time by learning about MMR and ELO then think up ways to get any end result you want just by manipulating all the arbitrary numbers you get to play with when you control the entire system.

Well long ass post but I do hope its helpful to some one.

21 Comments

haaaaaaalp2 votes

One thing to add about elo which ties into the rank/lp is that it it is a tool to compare your own skill to the ranked population as a whole. The elo distribution of the ladder is not static, players are closer to 1200 at the start of the season and move farther away as the season progresses. Then, when a new season starts, riot does a soft reset and snaps everyone back closer to 1200. Being at 1800 elo at the beginning of the season, for example would place someone amoung the very top players of the ladder but being 1800 at the end of the season only means mid plat.

The same thing happens at the opposite end of the ladder. If you start the season at 1050, you are probably somewhere in the bottom 15% of the ladder. However, if you are 1000 at the end of the season, you are probably only bottom 25% of the ladder. This creates a dichotomy where you can be getting better and your elo from a percentage standpoint is improving but your actual elo number is going down. The rank/lp system was introduced to combat this specific quark.

Kai Guy1 votes

Truthfully I don't have enough information on this that I can make more then a reasonable guess. Got any sources for me to study? If not no problem, I will google it later out of curiosity.

Off the top of my head I cant predict what would happen if the soft reset only rounded down to a milestone or if it rounded to the nearest Milestone. I want to say rounding down is better but then I think of what that means for the bottom of the ladder, so a mix might be best, everything goes in the direction of the milestone that's the start point? Humm… Well I do know that a soft reset should be when you remove inactive accounts from the MMR pool completely. That will help deal with inflation or deflation.

Mostly when I read about Elo inflation it was conversation about player skill going up over time. That 1200 players later on are stronger then 1200 players used to be. That was when I was studying Chess Elo however.

I was under the impression that the upper and lower limits changed more off how many active accounts are in the system, but that most the time a majority is going to hover near the start point. That the Overall Percentile representing 50% of players is going to move around some but not dramatically. So my understanding was that if we see a lot of new accounts join, lose a bunch, get tilted and quit the average player MMR is going to go up and If a bunch of folks join, win a lot, then quit to say preserve their rank, the average would go down. Because weaker players give away MMR more often then not and good ones Eat it up.

I feel like observing how truly new players trend when starting league I think this would very much favor the situation your describing. The Average elo rises. Thanks for adding on, I would have likely overlooked how much impact soft resets can make outside of K factor. Would you like me to edit you into the main post? Or if some one else reads HAAAAAALP and learned something would you be so kind as to upvote the guy for visibility sake.

haaaaaaalp1 votes

[{quoted}](name=Kai Guy,realm=NA,application-id=3ErqAdtq,discussion-id=AspzzwlH,comment-id=00010000,timestamp=2018-12-14T13:19:20.017+0000)

Truthfully I don't have enough information on this that I can make more then a reasonable guess. Got any sources for me to study? If not no problem, I will google it later out of curiosity.

Off the top of my head I cant predict what would happen if the soft reset only rounded down to a milestone or if it rounded to the nearest Milestone. I want to say rounding down is better but then I think of what that means for the bottom of the ladder, so a mix might be best, everything goes in the direction of the milestone that's the start point? Humm… Well I do know that a soft reset should be when you remove inactive accounts from the MMR pool completely. That will help deal with inflation or deflation.

Mostly when I read about Elo inflation it was conversation about player skill going up over time. That 1200 players later on are stronger then 1200 players used to be. That was when I was studying Chess Elo however.

I was under the impression that the upper and lower limits changed more off how many active accounts are in the system, but that most the time a majority is going to hover near the start point. That the Overall Percentile representing 50% of players is going to move around some but not dramatically. So my understanding was that if we see a lot of new accounts join, lose a bunch, get tilted and quit the average player MMR is going to go up and If a bunch of folks join, win a lot, then quit to say preserve their rank, the average would go down. Because weaker players give away MMR more often then not and good ones Eat it up.

I feel like observing how truly new players trend when starting league I think this would very much favor the situation your describing. The Average elo rises. Thanks for adding on, I would have likely overlooked how much impact soft resets can make outside of K factor. Would you like me to edit you into the main post? Or if some one else reads HAAAAAALP and learned something would you be so kind as to upvote the guy for visibility sake.

I was refering to the past seasons so here is an faq back in season 2 about the reset: http://forums.na.leagueoflegends.com/board/showthread.php?t=2744128

It doesn't include the K factor and I can't find a direct source but I believe the K factor back when elo was visible was 4 and then 2 going off of memory. Technically, you can probably find a streamer from season 1 and just look at how much their elo changed but I honestly don't remember if they streamed on twitch back then or if stuff was still on justin.tv (hotshotgg was the most popular streamer back then so maybe look up his archives).

However, I want to clarify that I wasn't speaking to elo inflation as much as the change in how the ladder is distributed over time. The middle of the ladder remains at 1200 but players at both ends start to move outward over time. Then, at the start of each season, they are snapped back towards 1200 with a soft reset (exact numbers is in the link but it approximates halfway between old elo and 1200 with adjustments to account for decay and other factors). This means that at the end of season 2, having an elo of 1500 meant a player was in the top 13%. At the start of season 3, having an elo of 1500 meant the player was 1800 last season or top 3-4% of the league playerbase. Conversely, having an elo of 900 at the end of season 2 meant the player was in the bottom 13% of players but having an elo at the benining of season 3 of 900 meant the player was in the bottom 4% of players. This also means that if a player started at bottom 4 percentile of the ladder at the start of the season and improved to the bottom 13th percentile over the course of the season, their elo rating would remain the exact same because the elo represents different percentiles at different parts of the season.

The elo inflation and variance in league and chess are a bit different due to how each are set up. Chess is set up with the understanding that to be a grandmaster, people will require playing the game over many years. As a result, it allowed it's elo to stretch pretty far and you don't realistically have people climbing the entire ladder over in a short span. League, on the other hand, is set up with the understanding that someone could in theory over the course of 1 season climb to the very top. This means that it can't let the upper and lower ends of the ladder stretch as far as chess has and as a result, riot artificially pulls everyone back towards 1200 every season.

Crispy0Snake1 votes

League's ranking system is definitely complex. If it was simple there would be a way for websites to predict your lp gained or lost before your game ended. They have the same data about previous games that Riot does.

The average player knows what MMR is and why, if they play at a relatively non-improving consistent level, their winrate will tend towards 50%.

The thing is, Riot's system may be different. You have a premise throughout that the system is in place to assign a value to different players skill. The LoL ranking system might give you lp gains or losses in order to make players more likely to want to keep coming back as well as that. For instance, if you deserve an lp loss of 30 for losing a game, how do you know the ranked system doesn't reduce that to 20 so that you're not likely to ragequit ranked for a while? In that case the ranked system does care about individual players.

No one knows what their MMR is or how it is calculated. Everyone knows that to consistently climb, you need to be more useful than the person in your position on the opposite team, more often than not.

Kai Guy1 votes

The average player knows what MMR is and why, if they play at a relatively non-improving consistent level, their winrate will tend towards 50%.

We may need to agree to disagree. Your 100% correct. non improving consistent level and it trend close and closer to 50%. I am not sold that the average players understand it.

Honestly, I made this post because A lot of players don't seem to know much about MMR and Elo thou. There's a really common assumption that because the system makes "fair games" that all matches are fair. Far to many folks on the boards seem confused and upset by mismatches that we would expect to see in Elo and MMR anyhow. Way to many folks are freaking out about strings of games accounting for less then 5% of matches we would expect to be needed just to get them placed near their correct mmr. I don't know how many threads I have seen about people getting tilted by mismatches and they blame Matchmaker for them when the matchmaker is going to make them and its part of how MMR is expected to work.

So I made this post. I really want to clear up misconceptions so players don't get as discouraged or upset.

Now far as my premise about the system in place. I'm going off Riots official statement + a basic understanding of MMR. The statement Riot has is "Your Matchmaking Rating (MMR) is a number that Riot uses to determine your skill, and when matchmaking, the skill of your opponents. Everyone’s MMR starts at the same point when playing a queue for the first time. It goes up when you win, and goes down when you lose. When looking for games to put you in, it will look for other players whose numbers are close to yours. You have a separate MMR in each queue, so you can climb in one queue without it affecting others."

Ok, that's their claim. can we test it? can we check it? Is it actually built off MMR? Does it generate the results we would expect for a Elo system derivative? For the most part. Yes.

Riots "League system" has some flaws but it also has some advantages over standard MMR. As I said in the giant wall of text, it is more inaccurate then just MMR or Team Elo. We can expect more accounts end of season ranking are not going to be as close to their actual skill. What's displayed is not their MMR for the season but the Rank and Divisions when it ends.

Your completely correct that we cant really trust 3rd party sites for great accuracy on MMR values. If they don't get the system they don't know what variables Riot uses so at best they can only guess or make their own system and plug players into that. That being said when it comes to checking Percentiles of the playerbase we can use 3rd party sights to get a good estimate on where the starting value is and break down where accounts are on the ladder. The Player base on ranked is sorted into different groups. You can Get an API from Riot and its what is used by the sites. A quick Google would net you this site, https://developer.riotgames.com/policies.html#generalpolicies for any folks out there wanting to make a project.

Seriously thou @ Bigbrain, if you took the time to read this and the previous wall. Please do me a solid by correcting anything I give incorrect information on or let me know if I need to edit a section for clarity.

I really want to show folks that knowing how a system is supposed to work gives us the ability to judge if its functioning as intended or not.

Despìca Bìll1 votes

Wow....really long, but high quality post. Wish there was more of this on the Boards than the usual "riot sucks f-ags nerf lucain shit piss fre shavacado."

My big issue with whatever system Riot is using; it's not fun. It's the same grindy BS as WoW, or any other MOG. Rank measures how long you're willing to beat your head against the Great Teammate Lottery, rather than actual skill. While I'm admittedly in the minority here, I'd rather wait 10 minutes for a game with teammates and opponents of my skill level, than have to deal with the kind of stoned idiots who are watching anime while they try to first-time Yasuo in ranked. If that's their thing, awesome, match them with other retards and make memes. But I'm not here for pretty colors and explosions. I'd like to win occasionally.

Kai Guy1 votes

It's the same grindy BS as WoW, or any other MOG.Rank measures how long you're willing to beat your head against the Great Teammate Lottery, rather than actual skill I have to politely disagree about the actual skill bit. You are hella right that it is very much is a grind. One of my goals with this thread is im really trying to make that fact clear to folks. A lot of how fun the game is is built off how skilled your teammates and opponents are in relation to you. Sadly the system that reduces RNG of teammates is also the very system that requires you to grind away games with high RNG of teammates.

The funny thing is we can see Riots tried to deal with this over the years and its been a real struggle. Ranked teams? Was pretty meh. Flex que? Currently treated as a joke. Clash? Still can not get it right. Duo queing Fucks all kinds of things up but its left in because its fun enough riots willing to over look how healthy it is. (Not directed to you bill this is for any random readers. Ya don't believe me? Take a look at it. We know your able to duo off Divisions, not the hidden MMR. Huge gap in skill between players. Boosting becomes easy with smurfs. It adds more uncertainty to the system, makes it more of a grind for others to compensate.)

In MMR I would say that its a mix of Luck and Skill. Luck affects how long of a grind it is. Skill affects how far you can go from that grind. Playing 100 games or playing 1000 games and goin win-loss-win-loss the entire time gets you no significant ladder gains.

Ultimately, its a shame. Because even with 0 action from riot if the majority of the player base exhibited good sportsmanship then the game would be consistently more enjoyable.

While I'm admittedly in the minority here, I'd rather wait 10 minutes for a game with teammates and opponents of my skill level.

Taking the grind out makes the system work worse sadly. You end up seeing folks grossly mismatched more frequently because they got lucky or unlucky. So More time waiting for it to build a closer match doesn't mean anything if the players in that closer range are all highly mismatched by the system. I suppose a Quick solve is to have the Matchmaker put a higher value on similar # of games played in the division to try and find folks with lower K factors but its not inherently going to lower toxic players.

Sadly I don't have a solution for you or riot. If I did i'd be rolling in the $ for selling it to company's (GTFO TRUESKILL MY TIME TO SHINE!) Just hope learning more about them helps players decided if they want to stick to norms for funzies and the folks serious about trying to climb will know its going to be a grind and not get discouraged or tilted by those awful matches where your teammates give up or your Stoned insta lock Yas who windwalls backwards by mistake.

In my experience, don't play angry. I have gone on some massive loss streaks for that.

Good luck mate. I really hope ya have more fun the not.

Neosphoros1 votes

How do you know that if RIOT - N E V E R - and - N O W H E R E - have not describe how the MMR functioning?

ELO system was "invented" for 1vs1 chess games and is has nothing to do with RIOT system (it can not have).

i think it is possible to say that you are guessing...

It is like when you would like to write 2nd part of somebody's biography - only by based on created by himself his own biography.

haaaaaaalp1 votes

{quoted}

How do you know that if RIOT - N E V E R - and - N O W H E R E - have not describe how the MMR functioning?

ELO system was "invented" for 1vs1 chess games and is has nothing to do with RIOT system (it can not have).

i think it is possible to say that you are guessing...

It is like when you would like to write 2nd part of somebody's biography - only by based on created by himself his own biography.

They have described many times how mmr and elo functions. It has just been scattered across 8 seasons. Also, season 1 and season 2 had visible numbers so people could easily just reverse engineer the numbers.

Neosphoros1 votes

{quoted}

They have described many times how mmr and elo functions. It has just been scattered across 8 seasons. Also, season 1 and season 2 had visible numbers so people could easily just reverse engineer the numbers.

Give me the link please - becouse google can not find it... seriously? Google can not? If google can not... it means that is not exist.

haaaaaaalp1 votes

{quoted}

Give me the link please - becouse google can not find it... seriously? Google can not? If google can not... it means that is not exist.

Oh wow, riot does not do a good job of keeping this stuff near the top of google. It is there, just buried deep down. Anywhere, on top of the links OP gave you, here are a few more

https://nexus.leagueoflegends.com/en-us/2018/02/dev-matchmaking-real-talk/ http://forums.na.leagueoflegends.com/board/showthread.php?t=3712300&page=114#post40484597 http://forums.na.leagueoflegends.com/board/showthread.php?t=2744128 http://forums.na.leagueoflegends.com/board/showthread.php?t=12029

You will probably have more luck trying to search through the archives of the old forums or season 1 streams if you want more information. Also, like I said, elo use to be freely visible so it wasn't hard for people with a basic knowledge of how elo works in other settings to piece together what riot was doing.

Kai Guy1 votes

Thank you! I was looking for that Zill post for 2 days man. Zillian as a Champion adds so much clutter to google searches.

Neosphoros1 votes

{quoted}

They have described many times how mmr and elo functions. It has just been scattered across 8 seasons. Also, season 1 and season 2 had visible numbers so people could easily just reverse engineer the numbers.

Even LOL wikia forgot to describe it... weird and incredible

Kai Guy1 votes

I gave the link, why are you ignoring it? Don't go after Haaaaaalp like that. Right here. one more time. https://support.riotgames.com/hc/en-us/articles/201752954-Matchmaking-Guide ^ read this. Actualy open the link and read this in its entirety. Please, make my job easyer. I don't want to have to copy and paste every single thing form there to my responces. You can save me time. Read this. If something is confusing, reach out let me know, I will help as best I can.

Want more? I got you bro. https://nexus.leagueoflegends.com/en-us/2018/02/dev-matchmaking-real-talk/ Have an entire Blog post about it for you.

You want stuff from years ago? I got you bro x3! Here's a post from 2013 That the blog post I just gave you references. http://forums.na.leagueoflegends.com/board/showthread.php?t=3712300&page=114#post40484597

Even LOL wikia forgot to describe it... weird and incredible

I'm just going to assume you missed this because English is not your native language. So let me help more.

Here is the link to the Lol Wiki for when League used what they called Elo rateing system. This is the early seasons. http://leagueoflegends.wikia.com/wiki/Elo_rating_system

Heres the Link to Lol Wiki for League current Ranked Systems. http://leagueoflegends.wikia.com/wiki/League_system

Here is the relevant passage for League system from the Lol Wiki that supports Haaaaalp, as you seem to desire to use that site as a sources. Now Just to cover my bases incase your not actually opening any of the many links I am providing to you, let me copy and paste some relevant information. I will Bold the bit that implys they use MMR in their system.

"Players earn League Points (LP) when they win ranked games and lose them when they lose ranked games. The amount earned or lost depends on the** player's hidden Match Making Rating (MMR). The higher the MMR,** the more LP earned per win and the less LP lost per loss."

Ok. So. What is it that you don't understand about MMR systems. how they are made? What they do? Why they are related to Elo? Why Elo cant work for more then chess? Give me what ever it is that is confusing you and I will do my best to clear it up. You might save some time by going over the original post and rereading it, Let me know your native language. You told me your still learning English. I will do my best to translate any word you don't understand for you.

I am doing my dam best to be helpful here. If you want to learn, if you care, if your curious, Dude! Just Let me help and work with me on this.

Kai Guy1 votes

How do you know that if RIOT - N E V E R - and - N O W H E R E - have not describe how the MMR functioning?

Riot did?Source Matchmaking Rating Your Matchmaking Rating (MMR) is a number that Riot uses to determine your skill, and when matchmaking, the skill of your opponents. Everyone’s MMR starts at the same point when playing a queue for the first time. It goes up when you win, and goes down when you lose. When looking for games to put you in, it will look for other players whose numbers are close to yours. You have a separate MMR in each queue, so you can climb in one queue without it affecting others.

But wait there's more. Dota 2. Source "Your Matchmaking Rating (MMR) Dota 2 uses standard techniques to quantify and track player skill. We assign each player an MMR, which is a summary metric that quantifies your skill at Dota 2. After each match, we update your MMR based on what happened in that match. In general, when you win, your MMR will go up, and when you lose, your MMR will go down. Win/loss is the primary criteria used to update MMR, but individual performance also plays a role, especially when our uncertainty about your MMR is high. It is possible for an individual MMR to increase after a loss or decrease after a win, but in general the winning team’s average MMR will increase and the losing team’s MMR will decrease. We also track our uncertainty about your MMR. New accounts and those playing in Ranked Matchmaking for the first time have high uncertainty. Higher uncertainty allows larger adjustments after each match, and lower uncertainty leads to smaller adjustments. Together, the MMR and uncertainty can be interpreted as a probability distribution of performance in your next game; the MMR itself serves as the mean of this distribution and the uncertainty is its standard deviation. If the match outcomes (both the win/loss and individual performance) repeatedly match our expectations, the uncertainty tends to decrease until it reaches a floor. A surprising match outcome will tend to cause an increase in uncertainty."

Hero's of the storm. Source "After each ranked match, you will either gain or lose rank points. The amount depends on whether your team won, whether your team was favored to win (based on your team’s overall rating going into the match), your personal rank, and possible stored excess points. Winning when you were not expected to will net you more points, while losing will cost you fewer. The “personal rank adjustment” compares your MMR (matchmaking rating) to your current rank and adjusts ranks points accordingly to help keep your rank close to your MMR. Finally, stored excess points come into play when you are fighting a promotion match; check out the promotion match info to learn more. This process of gaining and losing rank points is how you move through the divisions and tiers. If your rank points drop to zero, your next match will be a demotion match; if, on the other hand, your point total reaches 1,000, you will now fight in a promotion match."

Smite. Link "Matchmaking and Ranking Algorithms for Smite How does the system work? The system we use is a modified version of the TrueSkill System. The system tracks how players perform and assigns a Matchmaking Rating and a Variance score to the player. *he Matchmaking Rating (Hereby called MMR) is how skilled the system thinks a player is. The Variance value is how confident the system is that the assigned MMR is accurate. When paired together, Variance is used to determine how fast a player’s MMR should change from any given match, and MMR is used as the main tool for pairing players together. As we collect more data on a particular player, the Variance value will go down showing the system’s increased confidence that it has an accurate MMR.

Perhaps we should study some systems? Microsoft True skill. https://www.microsoft.com/en-us/research/project/trueskill-ranking-system/ "So, what is so special about the TrueSkill ranking system? In short, the biggest difference to other ranking systems is that in the TrueSkill ranking system skill is characterized by two numbers: The average skill of the gamer (μ in the picture). The degree of uncertainty in the gamer’s skill (σ in the picture). The ranking system maintains a belief in every gamer’s skill using these two numbers. If the uncertainty is still high, the ranking system does not yet know exactly the skill of the gamer. In contrast, if the uncertainty is small, the ranking system has a strong belief that the skill of the gamer is close to the average skill. On the right hand side, a belief curve of the TrueSkill ranking system is drawn. For example, the green area is the belief of the TrueSkill ranking system that the gamer has a skill between level 15 and 20. Maintaining an uncertainty allows the system to make big changes to the skill estimates early on but small changes after a series of consistent games has been played. As a result, the TrueSkill ranking system can identify the skills of individual gamers from a very small number of games. The following table gives an idea of the average number of games per gamer that the system ideally needs to identify the skill level."

GlickoRateing? Link In 1995, I created the Glicko rating system in response to a particular deficiency in the Elo system which I describe below. My system was derived by considering a statistical model for chess game outcomes, and then making mathematical approximations that would enable simple computation.

Neosphoros1 votes

[{quoted}](name=Kai Guy,realm=NA,application-id=3ErqAdtq,discussion-id=AspzzwlH,comment-id=00030001,timestamp=2018-12-14T19:30:55.710+0000)

Riot did?Source Matchmaking Rating Your Matchmaking Rating (MMR) is a number that Riot uses to determine your skill, and when matchmaking, the skill of your opponents. Everyone’s MMR starts at the same point when playing a queue for the first time. It goes up when you win, and goes down when you lose. When looking for games to put you in, it will look for other players whose numbers are close to yours. You have a separate MMR in each queue, so you can climb in one queue without it affecting others.

So it is only because there is one single RIOT paragraph about MMR - you was able to write ton of text about how the MMR it is working? The world have not seen smarter person than you in whole time of his whole existance. Maybe you are aslo able to "invent" how MMR algorithm look like? RIOT should promote you from simple moderator to PR manager.

Kai Guy1 votes

Now your just being rude man.

The world have not seen smarter person than you in whole time of his whole existance.

Uncalled for bro. Can I assume you did not read my post? That's frustrating. I made this for folks to learn. You should go back and check it, if something is wrong or you don't understand Copy and Paste it I will respond. Im stubborn and also very patient. I'm struggling with what it is you need my man. Like, what is difficult for you to understand here? How Elo can work for other systems besides chess? I explained that pretty clearly. I am willing to do my best to help you with any language barrier.

What MMR systems do? I gave you links to 4 different games as well as relevant paragraphs for "MMR" systems. Explained this pretty clearly in my post. Grab what ever section of my main post is confusing. I will try to help you with it.

Maybe you are also able to "invent" how MMR algorithm look like? RIOT should promote you from simple moderator to PR manager.

Dude I am clearly not a Moderator. You can see that by the color of my name. If I was a mod I could Sticky this post. If I was a red every thing I say would have more credibility. Set realistic expectations. Also irrelevant becuase Truth is true, does not matter if im a player, mod, dev, does not change the validity of what I am saying. This is not a conversation about PR its about matchmaker systems and common misunderstandings because people don't take the dam time to learn about things on their own. Stay on topic. What do you not understand here. let me know.

NowFor inventing mmr algorithm...I gave this to everybody. I showed some one else do it and test it right here in my post. If You need to see how a MMR algorithm looks and how it works, I had that in my opening post. Now Incase you missed it, right here. https://www.youtube.com/watch?v=kB2UADNoRUA

My post is not about OMG HERE IS HOW RIOTS MMR WORKS. ITs about how mmr and elo systems work. what systems of rating are built off Elo's. Why the work, how they work, expectations we can have to judge if they work. Call me out by any part of my post. I will take the time to address it. . Use CTRL C and CTRL V. Tell me what is confusing you, its that simple.

What is confusing you. How can I help. Let me know. Just do your part and Look at a link if I give it to you. If you need assistance with translations just let me know. What do you need from me to help you learn?

Neosphoros1 votes

[{quoted}](name=Kai Guy,realm=NA,application-id=3ErqAdtq,discussion-id=AspzzwlH,comment-id=0003000100000000,timestamp=2018-12-15T09:44:45.524+0000)

Now your just being rude man.

Uncalled for bro. Can I assume you did not read my post? That's frustrating. I made this for folks to learn. You should go back and check it, if something is wrong or you don't understand Copy and Paste it I will respond. Im stubborn and also very patient. I'm struggling with what it is you need my man. Like, what is difficult for you to understand here? How Elo can work for other systems besides chess? I explained that pretty clearly. I am willing to do my best to help you with any language barrier.

What MMR systems do? I gave you links to 4 different games as well as relevant paragraphs for "MMR" systems. Explained this pretty clearly in my post. Grab what ever section of my main post is confusing. I will try to help you with it.

Dude I am clearly not a Moderator. You can see that by the color of my name. If I was a mod I could Sticky this post. If I was a red every thing I say would have more credibility. Set realistic expectations. Also irrelevant becuase Truth is true, does not matter if im a player, mod, dev, does not change the validity of what I am saying. This is not a conversation about PR its about matchmaker systems and common misunderstandings because people don't take the dam time to learn about things on their own. Stay on topic. What do you not understand here. let me know.

NowFor inventing mmr algorithm...I gave this to everybody. I showed some one else do it and test it right here in my post. If You need to see how a MMR algorithm looks and how it works, I had that in my opening post. Now Incase you missed it, right here. https://www.youtube.com/watch?v=kB2UADNoRUA

My post is not about OMG HERE IS HOW RIOTS MMR WORKS. ITs about how mmr and elo systems work. what systems of rating are built off Elo's. Why the work, how they work, expectations we can have to judge if they work. Call me out by any part of my post. I will take the time to address it. . Use CTRL C and CTRL V. Tell me what is confusing you, its that simple.

What is confusing you. How can I help. Let me know. Just do your part and Look at a link if I give it to you. If you need assistance with translations just let me know. What do you need from me to help you learn?

For a few weeks you answered on my comments without directly referring to my questions - instead of that you was creating new thoughts to cover your or lack of knowledge about specific issue or simply becuse you have tried to escape from specific answer. To understand what you mean, I had to jump from one topic to another topic to find information to which threads your answer may refer to. You gave your answers in a thread that was not intended ... and when I have asked you to put your answers - in order - you ran away from the answer.

I'm not rude - you are.

My words are the answer to your comments and the lack of substantive information on them. You use generalizations, without specifying your statements. Moreover, by creating thread like this you suggesting - you are some kind of expert in MMR theory... are you? You are acting a role of authority in this matter.

It is becouse all of this it suggest that probobly you are one of the RIOT moderators/employees or troll you can choose one of them - both fit to you. By the way... color of your name on forum can be simply changed in board system.

You do not refer to my questions and create new threads to hide the lack of knowledge about the issue - or becouse you are simply do not want to answer on my questions.

So now what? For the n-time I will have to give you same questions as I did before? ...and then what? Again you will ignore them by pasing them, and answering on your own questions?

I'm not rude - you are.

Kai Guy1 votes

For a few weeks you answered on my comments without directly referring to my questions - instead of that you was creating new thoughts to cover your or lack of knowledge about specific issue or simply becuse you have tried to escape from specific answer.

Few weeks I did not know English is something your still learning so I assumed you would understand when I paraphrased your questions. As you did not, I am now taking the effort and time to avoid sarcasm with you and directly complying with your request to show what questions I am directly answering. Doing this for you as a courtesy, I'm trying to account for the language barrier. Sorry for the bad first impression but ya Cant blame me for not having that information prior to you alerting me. Have I failed you in this thread yet?

My words are the answer to your comments and the lack of substantive information on them. You use generalizations, without specifying your statements. Moreover, by creating thread like this you suggesting - you are some kind of expert in MMR theory... are you? You are acting a role of authority in this matter. It is because all of this it suggest that probably you are one of the RIOT moderators/employees or troll you can choose one of them - both fit to you.

I mean.. Moderators are not employees they are volunteers? So I could be potentially one of three 3 things then. I am comparatively an expert on MMR to a person who has spent 0 effort to learn about it. I feel like I'm pretty consistently on topic. I'm not accusing some one of being a troll/undercover developer. Im offering to answer your questions. If you don't ask me a question on topic I don't know how im expected to help. So same offer.

** What confuses you? What do you not understand about MMR and Elo? I will Ansewer that and give you links so you can fact check me.**

For example I Understand why Elo can work for a game that's not chess. You seem stuck on this. If you tell me why you don't understand how it can work for other games im right here happy to explain it.** I just need to know why you think it cant work for other games. ** I understand how MMR, Trueskill, Gliko all are related to Elo. Right here. Happy to explain it.

I created a new thread so that potentially other players can learn from it rather. Made it feel more productive and also would give me an opportunity to learn more if I get something wrong and some one can correct me. I would not have though about the effect of Inflation if not for Haaaaaalp for example. Entirely comfortable to tell you I made it into a new thread for selfish reasons. I also still took the time to invite you over so I could make good on my promise that I would return after studying Elo and MMR systems more and double check myself. I told ya I would and made good on that.

So now what? For the n-time I will have to give you same questions as I did before? ...and then what? Again you will ignore them by pasing them, and answering on your own questions?

Not Exactly, my plan is to try to zero in on what you don't understand then provide you the links to educational materials so you can fix that understanding.

So it is only because there is one single RIOT paragraph about MMR - you was able to write ton of text about how the MMR it is working? The world have not seen smarter person than you in whole time of his whole existance. Maybe you are aslo able to "invent" how MMR algorithm look like? RIOT should promote you from simple moderator to PR manager.

** So it is only because there is one single RIOT paragraph about MMR - you was able to write ton of text about how the MMR it is working? ** Yes, because that paragraph is where riot is saying they use a MMR system so outside knowledge of MMR systems becomes relevant. If a FPS game uses Hitscan, you can discuss hitscan systems on the whole and some pros and cons. You can apply outside knowledge with context. MMR is not a mysterious system exclusively used by riot games. Its pretty common and its not very difficult to learn about online. You don't seem to want to take that step on your own so hey I can do it for you. In addition to Riots paragraph, in that very same response of mine I gave you Dota 2.

"Dota 2 uses standard techniques to quantify and track player skill. We assign each player an MMR, which is a summary metric that quantifies your skill at Dota 2. After each match, we update your MMR based on what happened in that match. In general, when you win, your MMR will go up, and when you lose, your MMR will go down. Win/loss is the primary criteria used to update MMR, but individual performance also plays a role, especially when our uncertainty about your MMR is high."

I gave you HOTS "The “personal rank adjustment” compares your MMR (matchmaking rating) to your current rank and adjusts ranks points accordingly to help keep your rank close to your MMR."

I gave you smite " The system tracks how players perform and assigns a Matchmaking Rating and a Variance score to the player. *he Matchmaking Rating (Hereby called MMR) is how skilled the system thinks a player is. The Variance value is how confident the system is that the assigned MMR is accurate. When paired together, Variance is used to determine how fast a player’s MMR should change from any given match, and MMR is used as the main tool for pairing players together."

You see how every one of those paragraphs are where the developers use the phrase MMR? Do you think its a unreasonable assumption or would be unfair for me as a player to say that all 4 of those games work on a MMR System? (Bolded this because I really want a simple yes or no direct response.)

My reply is not just about Riot, its about multiple devs. If the MMR system is being used by multiple games well its a common system information about its functionality exists. So I went and looked it up. Please understand that this is a much wider topic then just Riots system. You need to understand the concept of MMR systems as a whole then we can focus on lookin at Riots. A metaphor for you, Its better to learn addition as a concept, because then you can solve any problem that uses addition, then to just memorize solutions individually.

So you don't have to like me, hell you don't even have to trust me I will give you relevant sources. I don't care if you think I am a bot,dev,troll,moderator, and/or player. I am still going to help you if you allow me to do so.

The logical start, is to show the relation between Elo and MMR.

Step 1 Why do believe that Elo systems can only work for chess? I need to clear this up first for you, so we can build from there.

ELO system was "invented" for 1vs1 chess games and is has nothing to do with RIOT system (it can not have). i think it is possible to say that you are guessing... Ok. Why do you think Elo system can only work for chess. This is a foundation of MMR and Elo systems, that they can apply to other games and work. Why do you believe that its only good for chess? Explain what part of Elo is chess exclusive. Good place to start learning. I recommend translating it to your native language however to make it easyer on yourself. https://en.wikipedia.org/wiki/Elo_rating_system

Honestly if my personality is so abrasive to you I can just avoid typing completely. I will give you the link and copy paste the information you need. A example of this would look like.

ELO system was "invented" for 1vs1 chess games and is has nothing to do with RIOT system (it can not have). i think it is possible to say that you are guessing... https://en.wikipedia.org/wiki/Elo_rating_system The Elo system was originally invented as an improved chess rating system over the previously used Harkness system, but is also used as a rating system for multiplayer competition in a number of video games,[1] association football, American football, basketball,[2] Major League Baseball, table tennis, Scrabble, board games such as Diplomacy (game) and other games.

-Still here to help. Your Friendly neighborhood Kai guy.

Kai Guy1 votes

ELO system was "invented" for 1vs1 chess games and is has nothing to do with RIOT system (it can not have). i think it is possible to say that you are guessing... It is like when you would like to write 2nd part of somebody's biography - only by based on created by himself his own biography.

Well I mean.. I directly addressed this my man? Why are you saying this?

Wasn't Arpad Elo's system made for chess, can it even work for other games? Yes, because the system does not look at the game itself but wins, losses, and in chess draws. Its not rating you off your plays or how well you moved queen or knights. Its rating you off if you beat a player above you or lost to a player below you from the rating it gives you and adjust over time. The system its self has nothing to do with chess. Instead of watching the game start to finish then trying to rate performances what you ask is how good where the players? who did we expect to win? who won? How certain was the system that both players are accurately represented by the number the system has assigned to them? It then will Adjust accordingly.

Please, understand that the rating system is completely separated from chess. Please understand that there's a massive number of derivative systems from Elo's work. Please understand that even in chess when you see some one say they use a Ranked Elo Rating system they don't mean that they are using Elo's Original work, often times its a variation, a deviation.

Wins and losses are not exclusive to chess. Arpad Elo's rating system is built around looking at Wins, Losses, and Draws. Not one aspect of it looks at a match of chess, its not checking how well some one moved a queen or if you lost both knights. Its very simple. You played a game? Did you win or not? This is what the system works off, this is why it can apply to another game besides chess. You played a round of Go? A match of A FPS? A game of Battleship? Did you win or did you lose? Track, update scores.

I know English is a work in progress with you from a different thread so please if I used any words you struggle with, let me know I will try to find a synonym. Also if you let me know your native language I can try to machine translate things for you or find the phrase I need and ill try to translate things for you.

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