[{quoted}](name=Kai Guy,realm=NA,application-id=3ErqAdtq,discussion-id=8l9xVKoY,comment-id=000100000001000200000000000000000000,timestamp=2018-12-07T03:49:51.069+0000)
Heres what you need to understand.
- Devs pick the starting point, the K factor, the Gains. Folks using Bronze to diamond style ladders pick what percentile of players they want each division to represent. Each system uses its own variables, all picked by the dev. Modifications and adjustments can be made at the devs whims. Its not a universal system, its not like the metric. The way it works is all around variables that are completely arbitrary, so long as they follow some basic principles. Example, You play 2 different video games. you have the same skill in them and the same win rates. In Game A your MMR is 1200 and your a silver player. A new win will get you 300 MMR. In game B your mmr is 1800 and your a bronze player. A new win will get you 80 MMR.. In both games you in 35% of the top because they also magically have the exact same # of players. (Ranked better then 65% of the games playerbase.) The numbers alone are not important because they don't mean anything w out the rest of the system.
So... it simply means that system not working fair for each of us because a system factors may be not connected with players skills at all, but with some elements that are not included to gameplay.
- I mentioned it in my last response. In team games you have to mod it at the very least to account for weight. the players the system things will carry more weight have a bigger stake in the outcome of a match. This also needs to be in relation to the K factor, Each player needs their individual K factor sperate from the team. The more uncertain accounts need to get up or down faster then the folks with high # of games. Those are the players who bring the most negative impact to a matches balance.
So question is what is the "K" factor?
Does not matter what - it is difficult to say that system working fine... at least, fine for me (fine - in the meaning of "fair" - fair in the meaning that playing with created in specific way (by system) team I will have the same chances to win as enemy team do... last game I lost 5:36 and becouse of that have the chance to be promoted in the table with the proper speed or be promoted at all).
- This information is old and may be outdated, previously in a FAQ riot listed their expectations for their Matchmaker to be 150 to 300 games for you to hit your "true Matchmaking Rating". Now in A 5 man basic Elo/MMR that's just modified for K factor and weight like I talked about, its going to be in the range of 400 to 600. A bad player that really hurts their team? that player is bad in every single game they are in. You see them once, you always occupied 20% of your team slots. Odds favor you as a player that the enemy team will have Baddies that lose more then your team because your team has you. (typically folks argue HA THEN THE ENEMY TEAM HAS BETTER ODDS FOR THE BEST PLAYER IN THE GAME! At which point...they are admitting skill matters and they don't consider themselves good enough to consistently be the best player in a match. This is where I kindly thank them for making my point for me. End of the day, skill matters in a skill game and law of # favors good players in MMR systems) If you don't have the ability to commit the time to play a high # of games then you don't have the time to counter RNG. If a player said matchmakers unfair because he only played 5 games all season, Face palm.
It suggest that team can be build to just "fill" difference between my high skills (or experience if you like), rest of my team and whole enemy team like... if for example (hidden) overall team MMR (as experience) is 2000 it means that enemy team should have exactly the same to compensate end score - 2000:2000. Fallowing... easiest way for system will be to build a team with members with 400MMR point each (in every team)... but what if one of those players have for example MMR=1600 (teretycly) ? Rest of the team members will have like 4x100? But...
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What if in specific moment of time there will be no "equivalent" enemy player to compensate a difference between most experienced red team player and blue team player?
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What if even both teams will have overall MMR (ex) = 2000, but one will be build like:
a=1600
b,c,d,e=100
and the enemy team will be:
f,g,h,i,j=400
sometimes one player is not enough
- What if in this case - most experienced player will be playing not "carry the game" role - like support
- Team MMR systems have been tested and found to be workable. They have pros and cons. Some of their cons for players (need large # of games) are pros for a company. The pros for players are it enables matchmaker to be more competitive. Bad players sink over time good ones rises up. They over time tend to get pretty accurate in their measurements of a player. They are superior to systems that 100% RNG build teammates because that does not make for fair teams. They are superior to systems that only Track wins because skill is a 0 factor when all that's required to top the leaderboard is having the most time to play the game. A con is that luck tends to be a factor when your near your skill range cuz More impact from teamamtes, the pro to that is if you increase your skill you start to see yourself climb faster. Keeping games in a range of acceptable MMR helps keep players from experiences gross mismatches in skill. Some folks cheat this by using smurfs/buying accounts. But the system will place those guys where they belong over time as well.
"Workable" in business process can mean absolute something different than player may think and have nothing to do with player skills but only with company profits.
Look, There is no easy way to really judge some ones skill 100% accurately in advanced of them playing games. So we cant have a 100% accurate system. I like MMR because I find that systems built to be self correcting and rewards skill are good for a competitive ladder. I was around when Mobas did not have good matchmakeing. I used to play a lot of Dota allstars back in wc3 days. There was 0 matchmaking outside of 3rd party programs that used elo as their base. It was a feature often included in a decent banlist.
...but if the team loosing after 10 min 1:20 it is obvius that that something is not right
...and if "I can" increase my win-ratio from 51% to 75% in just only one day, but after that loose severall games in a row that will decrease win-ratio to just only 27%
...and if will you connect that with AKFs, troll
,,,it simply suggest you that there is nothing like "equal" chances for every player, but the system trying to keep you in the same place as you were last time
Try to imagine that about 2 months ago (when I was less bussy) I was moving from from 1st position in s4 to last position in s5... please do not try to say it is normal.
I am not claiming I know how riots MMR system works. I am saying that there's enough information about MMR systems that you can check Riots statements vs Basic expectations from MMR. You can look at the result at the end if it matches expectation. Its like Solve For X, 7+ x = 10
RIOT statement is like:
"There is MMR system" :D
I'm saying that some of the things your asking for have no value and require a complete reveal of the entire system, and that's a unrealistic expectation for a company.
Maybe, but it means that we can not believe that system working fine (fair) and only thx to our hard work (efford, skills, experience) we may achieve our target