Division Representing MMR Directly

Division Representing MMR Directly

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Posted by: Trevor Boyer.6524

Trevor Boyer.6524

How about this:

Division should reflect actual MMR range. If you were to use the old leaderboard style of top 1000 players, it could look like this:

  • 1000 – 750 = ambers
  • 750 – 500 = emerald
  • 500 – 250 = sapphire
  • 250 – 150 = ruby
  • 150 – 50 = diamond
  • 50 – 1 = legendary

Though this should be based on MMR range alone and of course your standing adjusts when your MMR goes up or down.

At the end of the season, players could receive the same exact rewards as they do now through pip gain but only it would occur due to their final division placement after the season ends. This is a great idea! A good player who can only play 2-3 games a night could still hold legendary with this system without grinding to do it. It would also prevent less skilled players from reaching legendary simply due to an enormous amount of time on their hands to play match after match.

It would place every player where they really should be and division tags would be a strong representation of actual skill.

Sounds good to me.

I use the name Barbie on all of my characters.

(edited by Trevor Boyer.6524)

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Posted by: Wesa.3580

Wesa.3580

How about yes ?
This could be significantly more objective, I believe.

Big bad +1.

Erin Go Bragh, Erin go Braugh !
It’s Irish for, “you’re kittened”.

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Posted by: Flumek.9043

Flumek.9043

Yes but casualism dictates that (in terms of old ladderbordz)

top 3% aka top 5.000 = legendary

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Posted by: Ranael.6423

Ranael.6423

Well I do think the leaderboard should be for Legendary only, but not only the first 5 you can see in game.
But before any assumption on this system representing well or not the skill , it could be interesting to see some analytical data provided by the devs. I’d like to see at the end of the season a correlation factor between legendary ranking and MMR as well as a correlation factor between average MMR and division.

In your example, doing a few games per day may be a bad things in order to climb the legendary levels but is also a good protection against rank loss. In an ideal competitive environment every player’s skill should be challenged the same number of times. A lot of people complain about grinding the division but one could object that not participating is also a way to secure positions.
So before revamping the system I think it would be good to have data proving that this one does not work. But that is up to the devs (I think Evan Lesh is the one playing the most with metrics) to show us what works and what doesn’t.

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Posted by: Jourdelune.7456

Jourdelune.7456

I completely agree with this.

I did this post more than a month ago about it.

https://forum-en.gw2archive.eu/forum/game/pvp/Skill-based-or-Grind-based-rank-system/

The scale is different than mine. You forgot to add all those who are not ranked into the top 1000.

Mine is surely not “Optimized” either.

Dal Aï Lhama (Tempest), Dal Lahu Akbar (DH), Lord Dhal of Dharma (Scrapper) 12k+ spvp games.
Former Team Captain of ggwp (ESL weekly), GLHF (AG), MIST[CORE] spvp alliance guild.
https://www.reddit.com/r/GuildWars2PvPTeams/

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Posted by: Soothsayer.9206

Soothsayer.9206

The only question I have is how does a system account for individual MMR? In the solo que, most of your MMR is dependent upon your team mates, so if your team is good, your MMR will reflect that, possibly without your individual effort (being carried by your team). If your team is bad, it will reflect that too, and possibily in spite of your individual effort (without help from your team). Is there any way to have a system in the solo que whereby your individual effort is measured regardless of the strength of your team (either good or bad)?

Kyrie eleison…Dies irae, dies illa…Quando judex est venturus

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Posted by: Fivedawgs.4267

Fivedawgs.4267

The only question I have is how does a system account for individual MMR? In the solo que, most of your MMR is dependent upon your team mates, so if your team is good, your MMR will reflect that, possibly without your individual effort (being carried by your team). If your team is bad, it will reflect that too, and possibily in spite of your individual effort (without help from your team). Is there any way to have a system in the solo que whereby your individual effort is measured regardless of the strength of your team (either good or bad)?

Dude, all people want is a system where everyone has an equal chance of winning or losing. I could careless about bads on my team if each team has an equal share of bad.