Is my rating also adjusted by my teammates?

Is my rating also adjusted by my teammates?

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Posted by: Noc.2459

Noc.2459

Q:

When I play in tournaments my rating is adjusted by the rating of my opponents. But is the rating of my teammates also important for my adjustment?

If I am rank 100, play with mates at rank 90% and have opponents also around 90%, will my rating fall like if my mates were on my rating too?

Hope you get my language…

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Posted by: NevirSayDie.6235

NevirSayDie.6235

I haven’t heard anything official about this but I believe that the combined MMR of the two teams determines your rating adjustment from a win or a loss.

Otherwise, a top player who carries a team of total noobs vs. average opponents would gain next to nothing. Or, a clueless player who got carried vs. average opponents would gain a ton of rating.

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Posted by: Edo Tensei.8254

Edo Tensei.8254

Otherwise, a top player who carries a team of total noobs vs. average opponents would gain next to nothing. Or, a clueless player who got carried vs. average opponents would gain a ton of rating.

exactly how it works right now. fail system.

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Posted by: Noc.2459

Noc.2459

So playing Soloqueue with this match making is even more worthless than I thought because even though I have low ranked mates, my ranking is adjusted by the opponent’s low ranks…

Thanks for motivating me to play PvP even more.

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Posted by: Justin ODell.9517

Justin ODell.9517

PvP Server Programmer

Next

This is a very complex subject. Please feel free to share your ideas on how to improve things.

Server Programmer (sPvP)
Isle of Janthir: Flux, Latch, Aegir

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Posted by: Mrbig.8019

Mrbig.8019

This is a very complex subject. Please feel free to share your ideas on how to improve things.

Elo range is the only possible thing.

basically matchmaking should never put teams aside their elo range.

For example:

matchamking should alway pick up from a pool a players ranged 0-200, then 200-400-than 400-600 and so on.

Of course this is just a numerical number, elo would be something like 1300-1450 then 1450-1600 and so on.

The issue gets complicated due to poor population: in a perfect world with tons of players, current system would be fine.

Point is that elo range is also possible only with high population.

Dunno how to solve, sincerely.

If you put elo range now, queues for top 200 players would basically never start if not at prime time.

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Posted by: Justin ODell.9517

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Justin ODell.9517

PvP Server Programmer

snip

We do the range filtering already, but we could turn off, or slow down, the growth of ratings deviation over time. That’s a very plausible solution, but like you said it could mean some players would never get a match because there simply aren’t enough players online in their range.

Server Programmer (sPvP)
Isle of Janthir: Flux, Latch, Aegir

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Posted by: Luthan.5236

Luthan.5236

WvW we have server. They had rating like they were single players fighting each other. sPvP we don’t rate teams as team, not the individual player(but I think team rating should have that but probably not enough teams then).

If players rated of course it should compare both teams rating. Winning team gets to win rating. More rating gained if winning against a stronger enemy, less rating gained if winning against weaker enemy. Other way round for losing.

Only question is how you distribute it among the different players. I’d say take the average ratings of each team and compare them. Then you can use this do adjust single player rating. He does not fight against 1 super high rated. Not against 1 super low… if there is a mixed team you need to use the average of the enemy team. Also his is not by himself… that low guy against a higher average. He has people helping him.

Let then gain or lose that team average some rating… like how youl would do it if there was 1 vs. 1 between 2 average players.

Then just distribute the rating gain or loss. But give them rating based on the percentage of their rating on the total team rating! (added – not average).

If you have team A: 800, 1000, 1200 = average: 1000
And the team fights against let’s say team with average 1400 and wins 200 rating
→ team average rating would be 1200.

But you don’t distribute 200/3 → higher rated members of your team probably contributed more and lower members “leeched” and learned a bit(they still increase cause they learn of this better matchup).

800 +1000 + 1200 = 3000.

800/3000(contribution of the 800 rated player to team) * 200 (teams rating gain) = 53,33

Others gain 66,67 and 80.

(Instead of all 66,67).

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Posted by: Mrbig.8019

Mrbig.8019

snip

We do the range filtering already, but we could turn off, or slow down, the growth of ratings deviation over time. That’s a very plausible solution, but like you said it could mean some players would never get a match because there simply aren’t enough players online in their range.

In my experience range filtering barely works.

I ( as a top 200 ) have been put with people HIGLY BELOW my “possible” range, sometimes with a full team with no no one in the ladder against full teams of top 100.

In other cases it was completely the opposite.

With the new matchmaking it has been slightly better, but still i get people A LOT lower than my rating.

Again, this is a population issue above all, there’s very little you can fix, aside people desire to play.

So i’m sure the best bet is to rehaul the reward sistem asap.

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Posted by: Luthan.5236

Luthan.5236

We don’t really know the rating and differences in the rating. Only the rank. I’m sure for high ranked people it will be harder to find people in their rating range… because there might be just less players in that range. For example a top world champion in some sports might have trouble finding persons that are strong enough to play in his league.