Improve Skill Rating Accuracy

Improve Skill Rating Accuracy

in PvP

Posted by: Archon.6480

Archon.6480

Gonna be honest: People alredy give you the answers.

´* First: Matches played =/= skills.

Thanks for the response. Very few people have refuted what I am actually saying. Most are just beating on the straw man exemplified by the following flawed premise. I would like to assert that:

* Matches Played != Ranked Matches Won

I assume you and everyone else who keeps misstating this fact is because it sounds silly to say:

  • Ranked Matches Won != Skill

What I am saying is even less strong that this, to be clear, I am saying:

  • Ranked Matches Won is a factor indicative of skill

If you disagree with that premise, we can talk about it. 500 Ranked matches won in bronze is not equivalent to 500 Ranked matches won in Legendary. The following formula, takes that into account:

Skill Rating = (1200/PAST_PERFORMANCE)/2 + 1/10 points per matches won

…takes past performance into account and weights it much higher than the offset due to matches won.

Jade Quarry – Esparie
Illustrious Exhausted Primordial Legendary Druid, and Mesmer for fun
PvE | PvP (1500)| WvW | Fractals | Dungeons

Improve Skill Rating Accuracy

in PvP

Posted by: Lucius.2140

Lucius.2140

  • Second (Lunch time messed up the continuity):

Wins cant be properly compared, its different to have the same win numeber in bronce than in silver. Plus in an actual MMR system, if you settle your wins will be about the same as the losses, so its like going back to point 1, but /2 as the variable ( then aplying the other multiplier).

  • Third: Your system will create worse matchs and allow more people to not be in their respective places, they will be pushed posibly , but your adding variables that biase the system.

Its simple me (scrub- im not but lets use me as the example lol ) get a 300 skill rating buff and get paired with people of the summed up MMR, or other MMR with more or lesu skill rating buffs, eventually the scrubby group will start to fall down, since they are inflated. At the same time some other guys in MMRs that are lower than my buffed MMR will farm the scrubby, so they will ascend and like that until the system put all in the same exact distribution, but:

Dnamically your variables will screw the MM and the start of each season will be hell!

Pd: Not my main language.

(edited by Lucius.2140)

Improve Skill Rating Accuracy

in PvP

Posted by: Archon.6480

Archon.6480

Unfair ladders has a fair and simple solution.

Keep skill rating as is, but introduce a cap to your effective rating.
So, you need say 30 games for your effective rating to break gold; 50 games to break platinum, and 100 games to completely remove the cap on effective rating.

This ensures that all players in higher divisions at least has a decent amount of games to determine their skill rating.

This is a very good idea and would fix the ladder and reduce the number of alternate accounts in platinum and legendary. I think it should be matches won though. 30 Ranked games won in the season, etc.

Jade Quarry – Esparie
Illustrious Exhausted Primordial Legendary Druid, and Mesmer for fun
PvE | PvP (1500)| WvW | Fractals | Dungeons

Improve Skill Rating Accuracy

in PvP

Posted by: Lucius.2140

Lucius.2140

500 Ranked matches won in bronze is not equivalent to 500 Ranked matches won in Legendary. The following formula, takes that into account:

Skill Rating = (1200/PAST_PERFORMANCE)/2 + 1/10 points per matches won

Agree that part its settled so in that part i was wrong, still i mantain the other ones xd.

Ok going back to the Skill rating problem:

I see six main problems that alter the system and 2 momentary ones that make people complain about:

  • Six main problems:

Class stacking:

So you have a 50/50 as a thief and the other guy has a 50/50 as a guard, now put class stacking in: guard can benefit with a second one, thieve most of the time no. So he has a positive boon, you a negative (lets say 49% of the time its bad), he has an extra of been in that class.

So in the large sheme of things he will setle in a slightly higher mmr than your thief because this boon.

Off hours:

The population its too small to mantain enough people of each MMR in off hours (oone of the main reasons pvp needs to be more rewarding).

You play in off hours, the MM will not gonna give you proper matches and will penalize you if your MMR is high or the contrary if its low ( skill rate win and lose will be totally diferents).

For example: Sephirot, who has been very active about not been having proper matches for his skill level, explained his an aussie and its playing in off hours, so his been getting screwed xd.

Balance

MMR its measuring your average performance, your performance has to do with your build, if my chrono ive me a performance advantage over your mesmer core and we get the same MMR, yeah, you are more skilled.

This isnt only limited to Hot/core, a good balanced game doesnt only balance over metas, it have several builds of similar levels, reducing the cost of not been meta.

Duos

The game give an extra by multiplier to duos, but it doesnt mean its exact, probably it works as a mean apropiated one, meaning terrible team working duos are overpenalized and really good one has a penallization on the MM that its too small.

So, like common knoledge said: Bring back solo and 5 man que!.

  • Meta*

The bruiser meta allow players to survive more mistakes, this means fights are longer and the impact of them smaller, ej:

Fight player 1 make some mistakes: gg, cap point its mine.

Now: Player 2 makes a lot of mistakes, but the build allow him to survive more, he defended for enough time to overcompensate that fight, or its a smaller win for ker.the atac

This means the influence of good play its smaller and also mean none bruiser builds (meta or not) or less bruiser than meta bruiser builds, have less impact in match than the meta brousier ones, even if they seem and are not that stronger, the way the game mode interact with the build will allow this to happens.

So for instances the none meta bruiser will defend for less time has against someone that performas better (build+skill) and die, meaning the atacker got more benefits than if he atacked a meta bruiser, this is specially true if theres much difference in blocks, etc, between this builds.

So some times even if you can win against people i cant with your core guardian build, my never used dh could probably endure much more against a more skilled guy, even if both of us are bunkers. IF we both were destined to die, i did a better impact for the team.

This can happen in every more than 1 class game, but the bruiser meta has put it to an extreme.

Leaderboards and match played

Its not about the skill rating but produce problems, you need to be there with a MMR settled or near to it, 10 matches arent good for it, give it 50 perhaps?.

  • 2 momentary problems that make pvp unconfortable for other people:

Soft reset (was necesary) created none balanced matches, because its a form of reset in the skill rate system that tries to make matches balanced in base of the information it has.

MM of the old seasons: It didnt work well because MMR wasnt the only factor and in some season the formula got changed., problem its that the MMR of the opposite team has a lot to do in your MMR win and lose. So distortions come!

So yes we got a soft reset based on a value with distortions, the system its fixing it since it nows works properly, but it takes time.

Pd: Not my main language.

Improve Skill Rating Accuracy

in PvP

Posted by: hackks.3687

hackks.3687

Tell me, how do you practice 5v5 Conquest in WvW?

Game Knowledge means you understand the nuances of the game mode, not just the basics.

That means:
• common build’s, their strengths/weaknesses, and how to prioritize them as a threat
• common team compositions, their strengths/weaknesses, and how to counter them
• map mechanics, strategies, and how to prioritize movements
• the ability to read the map and make a tactical choice even when you’re in the middle of a fight

It’s basically all the stuff your teammates are yelling at you about when you start making huge mistakes and throwing the match.

It’s very simple. Mechanics are very hard to learn. Learning how conquest is played can be picked up very quickly compared to mechanics.

You can’t win the game without these things. You don’t learn them anywhere else.

Bullkitten. Not only is it very easy to pick up, but I’ve spent hours outside of the game watching streams of top rated players to see what they do both mechanically, but most importantly, what they do within the conquest game mode.

So in your mind practice and knowledge are not required for success…. ROFL

Must be some of that millennial logic

Hackkz/Riggamaroll
I’ve stayed at this party entirely too long

Improve Skill Rating Accuracy

in PvP

Posted by: The Game Slayer.7632

The Game Slayer.7632

So in your mind practice and knowledge are not required for success…. ROFL

Must be some of that millennial logic

That’s a straw-man fallacy, for sure.

I welcome you to re-read my response and to respond accordingly when you have fully understood my point.

I am a teef
:)

Improve Skill Rating Accuracy

in PvP

Posted by: vove.2768

vove.2768

1. No. How many games you played has no correlation to skill.
2. See #1.

You are right, everyone knows my teammates’ skill are most important and should be a determining factor.

Such a mistake by op- he thought system can be further improved.

Edit. I am reading this thread and I laugh. Every counterargument applies as to op’s solution ad to the system that is actually introduced to the game.

(edited by vove.2768)

Improve Skill Rating Accuracy

in PvP

Posted by: phokus.8934

phokus.8934

What’s sad is that only the OP can’t understand that what he proposed just doesn’t make sense. A kitten with a disguise is still a kitten .

I post from a phone so please excuse any references to ducks or any other auto corrections.