By the numbers

By the numbers

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Posted by: Jeker.6780

Jeker.6780

At the start of this season I decided to record all post-game statistics and select teammates/opponents as “test-cases” to try and see the effects of the matchmaking system.

After a series of lopsided matches over the last two weeks and a lot of salt, I decided to look at the results in-depth. Here’s the thing, the matchmaking algorithm is succeeding in averaging out the teams numerically but failing to create competitive matches.

I’m defining a game as a “blow-out” when there’s a difference of 250+ points . I also compared the results of the matches with a stricter 320+ point difference. I’ve gone through the results thus far using team-score as the main metric because it’s fast and straight forward.

As an example, last week 7 out of 10 matches on Wednesday resulted in games (win/ loss) where the difference was greater than 300 points. That one day represents a set where 70% of games were not competitive.

With a sample of 449 games played and 276 wins, I had a 61.46% win rate. I’ve gone through the stats of 180 games so far and to put it bluntly, I’m done with Gw2 pvp in its current state.

Out of 180 games, 73 were separated by 250 or more points (i.e. 500-250 or less). This represents 40.56% of games being blow outs. Out of those same 180 games, 50 were separated by 320 or more points (i.e. 500-180 or less). This represents 27.77% of games being blow outs. Even with the stricter cut-off, over a quarter of games are blow-outs. I just wanted to mention, I did account for disconnects.

The issues of massive point discrepancies between wins and losses are compounded even more when we look at the points awarded/lost. Losing a game as a platinum-ranked player with teammates who were ranked 1198, 1024, 1213 and 1417 means losing 18 points. The game before, losing with teammates who have 300+ lower rankings means losing 21 points. Winning a game with nearly identical teammates means gaining 4 points. How is anyone supposed to reconcile those differences? Only playing duo Q, queue dodging and match manipulation seem to be the course others have chosen.

Which flows into the next critique, the algorithm’s goal of achieving a 50% win ratio per player. Handicapping players with gradually lower-ranked teammates cripples the chance for competitive games over the long term.

I graphed out the points won/lost per match expecting a trend of “rolling hills.” Instead I’m looking at incredibly sharp slopes and erratic behavior. Winning three to four games in a row for 4 to 8 points followed up by 20 point losses is unfair.

The current algorithm is sacrificing quality competitive matches in favor of faster queue times. Shiny skins, glowing crowns and mini’s are all great but they’re just icing on the cake. Icing doesn’t mean much when the cake has gone bad.

By the numbers

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Posted by: Reaper Alim.4176

Reaper Alim.4176

[img]http://i.imgur.com/nC84Bd2.gif[/img]
Many others in different words and shorter posts. Agree with your findings. Simply ANet and the population that is mostly still playing don’t really care. Those that do care, have degraded to the non competitive behaviors you describe.

Either accept it or move at this point.

[img]http://i.imgur.com/nC84Bd2.gif[/img]

I maybe a troll with class.
But at least I admit it!
PoF guys get ready for PvE joys

By the numbers

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Posted by: Spoichiche.1290

Spoichiche.1290

Hey, i’m very curious about your experiment.

Was it in NA or EU, at what skill rating was is performed, what where the average skill rating of your opponent/teammates, what where the average sr difference, ect.

Also, i’d like to point out that score point difference at the end of a match doesn’t really show how competitive a match was. You can have 200 point difference and have a very competitive match with evenly matched team and a lot of mini-comeback, the same way you can have another match that end with a 200 point difference just because the winning team did not push the 3rd point despite slaughtering the enemy team.

Let’s just look back at the world championship, denial vs r55 : both teams had a fair shot.
First game ended 501-154 to denial,
Second game : 504-191 to denial,
Third game : 192-501 to r55, a complete reverse
Fourth game : 495-487 to denial.
I mean, what the hell, why was denial so dominant in the first 2 games, and then got demolished in the third one, and finaly had an insanely close game on the last one? How the hell can we expect a matchmaking algorithm to predict this kind of things.
If we consider a competitive match one with less than 250 point difference, i don’t think a matchmaking algorithm will ever be able to consistently create competitive matches.

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Posted by: Jeker.6780

Jeker.6780

Spoichiche,

I agree that overall score difference is not the litmus test for whether or not games are competitive. “Fast and straight forward” also manages to toss out any nuance. Identifying trends of games with large point differences back to back and then comparing to wins/losses would be more useful.

I can get you the mmr ratings for each game and for the players I listed as friends for the test cases.

All games played this season were on NA and off the cuff the skill rating range is going to float between 1820-1604. I only got to 180 games because I don’t have any kind of scraper to pull the info from the screenshots and manually punching info into Excel is no bueno.