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Posted by: Androlan.9487

Androlan.9487

Ok Im sure Im not thte only one but I do not understand the leaderboards. I will look at my friends list and see they have more losses than me but a higher percentage. Is your rating based on number of points you get in a match or wins or some sort of Ouija like formula because I dont understand it. Like my team rating dropped 2 percentage points in a day where I didnt play any team games with my team. A complete mystery as to understanding this leaderboard and how to figure out your rating

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Posted by: uberkingkong.8041

uberkingkong.8041

Because Anet has the leaderboards being too volatile right now. It use to be the case where the leaderboards wasn’t volatile enough. Anet should just use the ladder system in StarCraft, where it gave you a number instead of ranking for the ladder. Than if they want to go further, rank you based on your number.

Also, another thing anet leaderboard is like capitalism. The top 1% barely even move in spots in the leaderboards, hence those top 25 guys barely even drop a spot, and the rest is crazy volatile.

I prefer the starcraft way. You know why starcraft was a huge success? Because it did everything right. IT didn’t claim to be esports, IT became esports from doing stuff RIGHT!

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Posted by: Archaon.9524

Archaon.9524

don’t worry noone actually understands leaderboards…not even anet i guess

Ark 2nd Account

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Posted by: Julie Yann.5379

Julie Yann.5379

The leader boards are working as intended, The only problem is that is a simple win/lose without taking into account your personal contributions. It would work fine for dueling ranks but when your success also depends on what the 4 other team mates are doing it will never be accurate.

Also the match making is all kinds of messed up. You’ll get lucky and have a decent comp with similarly skills players for a few matches then all of a sudden you get paired with likes of 2 levelup bearbows and a nub D/D BS spamming thief for 5 games in a row.

Your ranking is also affected by 4v5s and AFKS so all in all, they don’t mean a kitten things. It’s almost as bad as the in game RNG. If you are lucky and get good teams your rank goes up.

Be careful what you wish for, Anet might just give it to you “HoT”
“…let us eat and drink, for tomorrow we shall die;.”

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Posted by: samo.1054

samo.1054

The leader boards are working as intended, The only problem is that is a simple win/lose without taking into account your personal contributions. It would work fine for dueling ranks but when your success also depends on what the 4 other team mates are doing it will never be accurate.

Also the match making is all kinds of messed up. You’ll get lucky and have a decent comp with similarly skills players for a few matches then all of a sudden you get paired with likes of 2 levelup bearbows and a nub D/D BS spamming thief for 5 games in a row.

Your ranking is also affected by 4v5s and AFKS so all in all, they don’t mean a kitten things. It’s almost as bad as the in game RNG. If you are lucky and get good teams your rank goes up.

Basically this. 2 weeks ago I had a run in a few days where I felt like it became impossible for me to get a decent team. My teammates were on the level that you can see in hotjoin, it was so ridiculous, I was left speechless… The win loss ratio must have been something like 5/25. Then a week later in a span of 3 days I did 9 consecutive wins and 1 loss… It’s all really random. Especially for people that are out of top 1000. It’s a hole that you can’t crawl out of, because most of the time you will get people on your team that are just completely clueless. But this is something that you have to take for granted when doing soloQ, and the sooner you stop raging about it the better…

Don’t take this ladder too seriously, altho nice numbers are sometimes nice to watch

(edited by samo.1054)

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Posted by: Urqex.1258

Urqex.1258

Your rating dropped because others past you on the ladder. Not sure how the mmr system works in this game but I somehow got into the top 1000 with only 5 months of playing and a week of that in pvp, guess I just got lucky.

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Posted by: Khenzo.2465

Khenzo.2465

How does the matchmaking work? Because when ques start to get long, I lose more games. And when I history search my team mates which I often do to see the sort of people I’ve got, they 9 out of 10 times turn out to be new to the game, or with horrible win/loss ratios with a low rank. Does my rating get used to bolster the teams overall mmr or something in soloq? To even it out with the enemy’s team who normally tend to be a higher quality than mine.

And no this is not me saying omg I’m so unlucky! : < I do mean when ques get long, like 7 mins plus.

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Posted by: Justin ODell.9517

Justin ODell.9517

PvP Server Programmer

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The leaderboards are currently ranked by your Glicko2 matchmaking rating (MMR) which is hidden.

How much your ranking changes depends on a few things.

  • Your current MMR deviation. Glicko2 tries to factor in how well it knows you. If it doesn’t know you, it will adjust your MMR more to try and find the best placement for you.
  • The MMR of the team you last fought against. A win against a higher MMR team will raise you faster, while a loss against a lower MMR team will lower you faster.
  • Decay. The leaderboard itself has a decay mechanism that will lower your ranking after periods of inactivity. However, since we don’t want to destroy your MMR because its valuable for matchmaking, this decay is only on the leaderboard itself, so when someone plays a match after a long-ish period of inactivity they will jump around faster.
  • How much the other players around you are moving. The people near you are probably very close to you in MMR, so any small changes can mean a relatively big jump.

How does matchmaking work?
Right now the algorithm is incredibly simple. (Read: not intelligent)

  • For solo arena we find 10 players near the same MMR and then shuffle those players into teams to make the teams as even as possible (MMR-wise).
  • For team arena we find 5 players near the same MMR, no shuffling. We then find another team near the same MMR and put them together.
  • The range of players you get paired with grows over time as you’re waiting to increase chances of finding a match. Which can lead to playing with people outside your skill range (usually lower).
  • It doesn’t factor in PvP rank, profession, leaderboard rank, or anything else. It’s all about the MMR.
Server Programmer (sPvP)
Isle of Janthir: Flux, Latch, Aegir

(edited by Justin ODell.9517)

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Posted by: uberkingkong.8041

uberkingkong.8041

Your rating dropped because others past you on the ladder. Not sure how the mmr system works in this game but I somehow got into the top 1000 with only 5 months of playing and a week of that in pvp, guess I just got lucky.

This answer is so stupid and not how it works.

Like I said its the volatility of leaderboard decay for the vast majority while a small minority don’t see any.

In theory, for a vast majority, you could win 5 games in a row, get to 800 on leaderboards, wait 5 days, win another 5 games in a row get back to 800 and wait 5 days and then next day win another 5 games in a row and get back to 800, and on and on. Than one day you decide not to play for 10 days, and say you go down to 95% if you don’t play for 5 days, now your down 85% for not playing 10 days. Just a reminder you never lost a game, those that are at top 1% of leaderboards don’t get decayed equally as those that are not.

Nobody ever passed you rank wise, because you’ve never been beaten. Also, if this was used like StarCraft leaderboard, you’d appear and stay at a very high rank, due to it giving you a numbered rating.

Next, if you look at the small minority, the 1% of the PvP’ers aka the top 100 or so. There rank hardly ever decays and that number 1 guy can sit there all day if he wanted too for weeks on end. Rank decay affects those guys differently than it does for everyone else.

It’s like rank decay affects vast majority daily, however the minority of people get affected, hmmmm… monthly, biweekly?

Is this fair? Nope. All in all, leaderboard decay is too volatile for vast majority and the minority are having benefits of slower decay.

They need to adopt a different leaderboard system, preferably the one StarCraft, a game that’s been out for 16 years, that became esports through its own success. Also, that nailed the leaderboard system on launch day. They didn’t take years to come up with some algorithm that you could hire a calculus 3 math student to do for you for a few hundred bucks, heck he’d probably do the coding for you too. Don’t take a whole year or two to come up with simple stuff like this. StarCraft did it right, on launch, successful from the get go. They never even intended on being esports either.

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Posted by: Dwaynas Avatar.1562

Dwaynas Avatar.1562

How does matchmaking work?
Right now the algorithm is incredibly simple. (Read: not intelligent)

  • For solo arena we find 10 players near the same MMR and then shuffle those players into teams to make the teams as even as possible (MMR-wise).
  • For team arena we find 5 players near the same MMR, no shuffling. We then find another team near the same MMR and put them together.
  • The range of players you get paired with grows over time as you’re waiting to increase chances of finding a match. Which can lead to playing with people outside your skill range (usually lower).
  • It doesn’t factor in PvP rank, profession, leaderboard rank, or anything else. It’s all about the MMR.

This explains a lot. Thanks.
First a question you can answer :
would it take long for you to implement a system that would fix this:

  • It doesn’t factor in PvP rank, profession, leaderboard rank, or anything else. It’s all about the MMR.

?
And then the second question:
Are you going to implement this or are you just not updating this system because there is a new one coming (ladders, seasons you guys told us long ago)?
(I understand if you can’t say something to the second question)

all is vain – #BelieveInKarl – #EvanForPresident

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Posted by: Aitadis.8269

Aitadis.8269

I haven’t done a solo tourny match in months so my current ranking is at 52%. But I use to be in the top 10, and if I que for 1 game, then I’ll jump all the way back into the top 10 with 1 win, if I lose I should still be in the top 20. So I will pass up thousands of players with just 1 game, win or lose doesn’t matter. That isn’t fair and doesn’t make sense. Infact I’ll que 1 game tonight to show it, my current win/lose is 80-50 in Solo Que, while sitting at the 52% rank percentile.

Illusionary Mesmer
[oof] Crystal Desert

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Posted by: Justin ODell.9517

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Justin ODell.9517

PvP Server Programmer

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Like I said its the volatility of leaderboard decay for the vast majority while a small minority don’t see any.

Leaderboard decay works, put simply, by multiplying the player’s MMR by a configured percent by the power of how many hours they have been inactive (after the first). Since it works by percentage, and not a fixed amount, players at the top actually see a larger decay in terms of fixed amount.

LeaderboardRating = ActualRating * pow(DecayRate, HoursInactive)

This decay exists only on the leaderboard, and is not used for matchmaking. The decay will also be completely erased from the leaderboard the next time it updates after you play a game.

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

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Posted by: Erwin.5603

Erwin.5603

Like I said its the volatility of leaderboard decay for the vast majority while a small minority don’t see any.

Leaderboard decay works, put simply, by multiplying the player’s MMR by a configured percent by the power of how many hours they have been inactive (after the first). Since it works by percentage, and not a fixed amount, players at the top actually see a larger decay in terms of fixed amount.

LeaderboardRating = ActualRating * pow(DecayRate, HoursInactive)

This decay exists only on the leaderboard, and is not used for matchmaking. The decay will also be completely erased from the leaderboard the next time it updates after you play a game.

Can we get Seasons/ladders(with tiers) etc if I ask reeeaaaaaallllly kittenin nicely? :P

Fixi

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Posted by: Aitadis.8269

Aitadis.8269

52% —--> R13

Played 1 game in which I LOST and went from 52% to r13 in solo que lol. Basically what Uberkingkong says is true, unless I try very hard to drop by losing on purpose, I should never drop down to below rank 50 if I kept que’ing.

Edit: Imgur link if its too big for ya http://imgur.com/a/Fqtio

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[oof] Crystal Desert

(edited by Aitadis.8269)

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Posted by: Justin ODell.9517

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Justin ODell.9517

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Played 1 game in which I LOST and went from 52% to r13 in solo que lol

This is most likely because your decay was erased, not because your actual MMR was adjusted by a huge amount.

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

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Posted by: Arachnid.4062

Arachnid.4062

Have you thought about making MMR visible Justin?

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Posted by: Shockwave.1230

Shockwave.1230

Have you thought about making MMR visible Justin?

Whether he’s thought about it or not, it’s most likely not his call. Server programmers tend not to be decision makers in regard to what’s user facing and what’s not.

Sylvari Elementalist – Mystree Duskbloom (Lv 80)
Norn Guardian – Aurora Lustyr (Lv 80)
Mia A Shadows Glow – Human Thief (Lv 80)

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Posted by: Arachnid.4062

Arachnid.4062

I supposed I should have phrased “Has there been any discussion of making MMR visible?”

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Posted by: Aitadis.8269

Aitadis.8269

I guess what I’m trying to say is I think it should take a bit more than 1 game to erase that much decay. In other games they have a cap on how far you can go up rating/ranking wise a game and I believe you guys should try to incorporate that into whatever formula you guys run to decide ranking.

Illusionary Mesmer
[oof] Crystal Desert

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Posted by: Seiishizo.7162

Seiishizo.7162

The leaderboards are currently ranked by your Glicko2 matchmaking rating (MMR) which is hidden.

How much your ranking changes depends on a few things.

  • Your current MMR deviation. Glicko2 tries to factor in how well it knows you. If it doesn’t know you, it will adjust your MMR more to try and find the best placement for you.
  • The MMR of the team you last fought against. A win against a higher MMR team will raise you faster, while a loss against a lower MMR team will lower you faster.
  • Decay. The leaderboard itself has a decay mechanism that will lower your ranking after periods of inactivity. However, since we don’t want to destroy your MMR because its valuable for matchmaking, this decay is only on the leaderboard itself, so when someone plays a match after a long-ish period of inactivity they will jump around faster.
  • How much the other players around you are moving. The people near you are probably very close to you in MMR, so any small changes can mean a relatively big jump.

How does matchmaking work?
Right now the algorithm is incredibly simple. (Read: not intelligent)

  • For solo arena we find 10 players near the same MMR and then shuffle those players into teams to make the teams as even as possible (MMR-wise).
  • For team arena we find 5 players near the same MMR, no shuffling. We then find another team near the same MMR and put them together.
  • The range of players you get paired with grows over time as you’re waiting to increase chances of finding a match. Which can lead to playing with people outside your skill range (usually lower).
  • It doesn’t factor in PvP rank, profession, leaderboard rank, or anything else. It’s all about the MMR.

Okay sounds like a nice story.

how would you explain this?
http://imgur.com/jjHRu8W

But if it’s based on MMR i would assume that the MMR of a #3 player would be way way higher than a 97% player. Or is “try and find best placement for you” an other way of saying http://random.org

This was during prime time in EU on EU the server, so don’t say under population…. And this queue took about 5 minutes…

Note: In case you cant explain and not gonna response because of that. don’t worry you are not the first, I’ve send it on forums here, support and reddit. And there was never anyone kind enough to give a simple response to it…. lets hope you make the difference

Note2: this isn’t a 1 time thing, it happens a lot that really high ranked players get matched up with some people not even in top 1000, Which gives the following conclusion: top players raging at less good players, top players unhappy about team, less good players unhappy about raging players → more rage→ bad community in SPvP

Owner and creator of http://www.gw2score.com
Btw: It’s Sey-Shi-zo ^.^

(edited by Seiishizo.7162)

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Posted by: Justin ODell.9517

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Justin ODell.9517

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how would you explain this?
http://imgur.com/jjHRu8W

Worst case scenerio, assuming this is all solo players queued for team arena, this likely because team arena does not shuffle teams to make them even and you were put into best fitting team available at the time the team was formed.

Best case, this spread is caused more by the self selection of players forming their own rosters to play together.

The truth is probably somewhere in between.

However, there is a known (to us) flaw with team arena matchmaking. It will never try to reform a team (to try to find a better fit) once its been created. So you are stuck with the best team it could do at the time, and have to wait until it finds another team within range comes along. This is also why team arena queues can sometimes take longer, or why even a bad match can pop quickly.

But if it’s based on MMR i would assume that the MMR of a #3 player would be way way higher than a 97% player.

That is an incorrect assumption. The MMR spread between a rank 3 and 97% can actually be very small. Your leaderboard rank (for the top players) is your position in a sorted list, and does not represent the distance between players other than to say one is lower than the other.

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

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Posted by: Bart Weird.9671

Bart Weird.9671

Tbh thrs not enough pl in soloq to give u teammates on equal lvl.
It s extremly rare to have 5 top100 players on each side, so in the majority of the cases
U got team A 1 r10 2 r200 3 r500 4 r900 5 r% vs r400 r500r600 r700 r800.
So people are all over the place with their skill lvl, while A1 assumes A5 has a similiar understanding due to mmr, A5 has no clue wht to do and doesn t cap the point.
As a result u might have equal fights but not players on equal skill lvl, since u end up with 1 good player 3 average 1 nub, this leads to a lot of frustration whr the team with.the higher average wins bc the pro has to carry 4 nubs which gives him a nearly guarented loss. So the best u can do is sync with a friend who has quite the same leaderboard rank, so u get paired against each other and have the groups filled up.

a) friend on other side A 1 100 2 300 3 500 4 600 5 800 vs B 1 100 2 300 3 600 4 600 5 700
b) no friend on other side A 1 100 2 800 3 900 4 % 5 % vs B 1 600 2 700 3 800 4 800 5 900

While the outcome of a) is not predictable, the outcome of b) is quite obvious

https://www.youtube.com/watch?v=sudhKI2v_sM
[Grawl Shaman Duo Scale 80]

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Posted by: Seiishizo.7162

Seiishizo.7162

how would you explain this?
http://imgur.com/jjHRu8W

Worst case scenerio, assuming this is all solo players queued for team arena, this likely because team arena does not shuffle teams to make them even and you were put into best fitting team available at the time the team was formed.

Best case, this spread is caused more by the self selection of players forming their own rosters to play together.

The truth is probably somewhere in between.

However, there is a known (to us) flaw with team arena matchmaking. It will never try to reform a team (to try to find a better fit) once its been created. So you are stuck with the best team it could do at the time, and have to wait until it finds another team within range comes along. This is also why team arena queues can sometimes take longer, or why even a bad match can pop quickly.

It was Solo Arena (also known as soloQ within the community)… So that doesn’t explain it

“Solo going into team arena” has no name within the community simply because hardly anyone does it. Which also means hardly anyone complains about it. Which makes the flaw in “solo going into team arena” not that big of a deal.

But if it’s based on MMR i would assume that the MMR of a #3 player would be way way higher than a 97% player.

That is an incorrect assumption. The MMR spread between a rank 3 and 97% can actually be very small. Your leaderboard rank (for the top players) is your position in a sorted list, and does not represent the distance between players other than to say one is lower than the other.

Makes sense. This would also explain why winning or losing 1 game can make you increase or decrease leaderboard rating so hard.

But this will give a misleading perception of a leaderboard. If you would have a leaderboard which showed the MMR then it would be much more accurate information about how far you are in the leaderboards.

Owner and creator of http://www.gw2score.com
Btw: It’s Sey-Shi-zo ^.^

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Posted by: chungiee.8764

chungiee.8764

“Solo going into team arena” has no name within the community simply because hardly anyone does it. Which also means hardly anyone complains about it. Which makes the flaw in “solo going into team arena” not that big of a deal.

I do this all the time instead of playing SoloQ and i imagine a lot of others do to avoid Skyhammer/Spirit Watch.

@Justin – Thanks for the multiple red posts. Would you be able to shed some light on how matchmaking works when you are DuoQ or TripleQ in Team Arena? For example, if a Top 100 player queues with someone around 50%, will the matchmaking system fit you with players around 75% (the average MMR of your team) or will it simply put you against other Top 100 players?

Chungie – Aurora Glade (EU)
Highest Rank: Team Q – 33 / Solo Q – 1 (27/07/14)
Team: Svanir Pushing Lord [solo] / Carried Ace to Rank 1 Esport Guild Leaderboard

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Posted by: Seyiwaji.4082

Seyiwaji.4082

Some player play with a class X and shortly before win; Change to class Y.
So that Y get leaderboard ranking, and they somehow can access later the title for the class Y.

Some time this is even a cause of defeat.

If you Arena Net could do something about this unfair way of manipulating their ranking.

why are player even allowed to change a class within a match?

there is 2 min time to do it before match begin. I guess it would be fair to somehow lock the character change in match.

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Posted by: Archaon.9524

Archaon.9524

how would you explain this?
http://imgur.com/jjHRu8W

Worst case scenerio

Too bad there are worst case scenarios going on EVERY DAY

Ark 2nd Account

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Posted by: Archaon.9524

Archaon.9524

The MMR spread between a rank 3 and 97% can actually be very small. Your leaderboard rank (for the top players) is your position in a sorted list, and does not represent the distance between players other than to say one is lower than the other.

Wait….what?

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Posted by: Justin ODell.9517

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Out of curiosity, what about those random matches that pop seconds after hitting the queue button

If it isn’t you that had to wait then it was someone else.

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

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Posted by: Brigg.6189

Brigg.6189

The MMR spread between a rank 3 and 97% can actually be very small. Your leaderboard rank (for the top players) is your position in a sorted list, and does not represent the distance between players other than to say one is lower than the other.

Wait….what?

He’s just saying leaderboard lists players, it doesn’t show how far apart MMR is.

Imagine if you had 100 people rated perfectly even at 2200 or something, and one guy at 2199. He gets ranked at #101, but his rating is barely different than the #1 guy.

I think the more major factor is just how much the time-decay messes with everything.

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Posted by: Echiel.8196

Echiel.8196

Hello Justin,
Would it be possible for for example for ranks 96%-0% to implement another rule to count a team lvl. What I mean I help a lot around sPvP at guild but they are Rabbid/Deer level and it gives us Sharks – Dragons in team match-up. So if it would be possible to add a rule that counts ranks and than matches up players also according to Leadboards of course. Result would be that players with higher levels would be counted as more experienced and it wouldn’t be such a pain for newer players to do sPvP because the match-up would be more reasonable, thus less rage quitting spvp because it isn’t balanced.
Also till 97% because it would allow the lower sPvP level players to get to better rankings… Since as you have wrote that top3-97% is not such a huge gap.. Its more likely than for experienced players to get high as it should be not like 13/0 games and on top 5.. Its a bit funny to me… Not only is it based on skill but on luck as well…
I think it would work a bit more properly like that…. And the lead-boards would be based on skill not luck…
Must not be exactly so but I think you get the Idea… could it be possible?

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Posted by: SYPHA.9283

SYPHA.9283

Ahahahahahahahahahaha. Biggest load of crap I’ve heard from a Dev yet. Anytime a comment was made or evidence was shown of the opposite the Dev stated, he had a generic recant ready.

So, let me indulge and if im wrong tell me.

By what the Dev said of the MMr and the same ppl of the same skill level are matched up….do u mean i will only ever play the same people over and over and over, because god knows the randomness of pvp, W and L, and Anet only seems to ALLOW a select few to be in top 25 consistently. Or make it above 50% ish.

MMR to be accurate needs to take into account the individuals contributions to the team as well. Not just as a whole of Win, Loss.

This system of Anets is flawed beyond reason.

For instance. Im consistently in the top 2 scorers of a match. I know someone will say its not individual scores that matter. But actually it is. If im capping and getting conqueror and most kills a majority of the time( which go towards the teams total) I will never move up if the teams im in dont win.

Dumbest system ever.

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Posted by: vincecontix.1264

vincecontix.1264

Ahahahahahahahahahaha. Biggest load of crap I’ve heard from a Dev yet. Anytime a comment was made or evidence was shown of the opposite the Dev stated, he had a generic recant ready.

So, let me indulge and if im wrong tell me.

By what the Dev said of the MMr and the same ppl of the same skill level are matched up….do u mean i will only ever play the same people over and over and over, because god knows the randomness of pvp, W and L, and Anet only seems to ALLOW a select few to be in top 25 consistently. Or make it above 50% ish.

MMR to be accurate needs to take into account the individuals contributions to the team as well. Not just as a whole of Win, Loss.

This system of Anets is flawed beyond reason.

For instance. Im consistently in the top 2 scorers of a match. I know someone will say its not individual scores that matter. But actually it is. If im capping and getting conqueror and most kills a majority of the time( which go towards the teams total) I will never move up if the teams im in dont win.

Dumbest system ever.

Actually individual score is not an accurate way to measure ones performance in a team. As an example 1 players could bunker a point whole match or keep 3 players occupied. He might not kill anyone he might not even cap a point but he keeps multiple players on him all game. Allowing his team mates to cap other node but he will have the lowest score. In this example one could assume he carried his team but personal score would not reflect his performance.

Everything the dev has said makes sense, still bit of shame we cant see mmr. Getting 4v5, dcs, and afk is something all players deal with so you can look it as a statistical wash. The leaderboards aren’t as kittenome people think. Most of the players at the top end of the lb are meant to be there(those with couple hundreds of games under the belt). Generally a lot of the same players are always at the top.

Shikamaru X Thief, Warrior, Mesmer, Engi(FT leader)
Highest ranked reached 28 soloq
Isle of Janthir

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Posted by: SYPHA.9283

SYPHA.9283

Ahahahahahahahahahaha. Biggest load of crap I’ve heard from a Dev yet. Anytime a comment was made or evidence was shown of the opposite the Dev stated, he had a generic recant ready.

So, let me indulge and if im wrong tell me.

By what the Dev said of the MMr and the same ppl of the same skill level are matched up….do u mean i will only ever play the same people over and over and over, because god knows the randomness of pvp, W and L, and Anet only seems to ALLOW a select few to be in top 25 consistently. Or make it above 50% ish.

MMR to be accurate needs to take into account the individuals contributions to the team as well. Not just as a whole of Win, Loss.

This system of Anets is flawed beyond reason.

For instance. Im consistently in the top 2 scorers of a match. I know someone will say its not individual scores that matter. But actually it is. If im capping and getting conqueror and most kills a majority of the time( which go towards the teams total) I will never move up if the teams im in dont win.

Dumbest system ever.

Actually individual score is not an accurate way to measure ones performance in a team. As an example 1 players could bunker a point whole match or keep 3 players occupied. He might not kill anyone he might not even cap a point but he keeps multiple players on him all game. Allowing his team mates to cap other node but he will have the lowest score. In this example one could assume he carried his team but personal score would not reflect his performance.

Everything the dev has said makes sense, still bit of shame we cant see mmr. Getting 4v5, dcs, and afk is something all players deal with so you can look it as a statistical wash. The leaderboards aren’t as kittenome people think. Most of the players at the top end of the lb are meant to be there(those with couple hundreds of games under the belt). Generally a lot of the same players are always at the top.

There are other games that take a bunkers contribution into account. If hes the to keep it, then the points the team makes from him bunking could very easily be added to his individual contribution.

Anet appears to be comfy with being lazy and only allowing the W, L columns determine who is a (good) player.

And as far as the Dev stating if you play someone with a higher MMr and you win you’ll move up, that’s total BS as well.

On 2 different occasions I’ve been on an opposing team of a top 50 player, and have won. No one in my 5 man jumped up considerably.

(edited by SYPHA.9283)

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Posted by: Felblade.8701

Felblade.8701

Lol, leaderboards.

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Posted by: uberkingkong.8041

uberkingkong.8041

Lol, leaderboards.

I agree,
Also agree with top 25 people staying up there consistently while everyone else gets hit by decay.

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Posted by: Zapion.2967

Zapion.2967

If the MMR can be very close from between a #3 and somebody with 98% the whole ranking system makes absolutely no sense.

Why the rankings doesnt show your MMR then? In first place you are rated by a factor which nobody can see. I think the whole system isnt working for a content which is mostly pure luck with your team. As far as I can see your MMR can sink if ppl roflstomp you but if you have a 4on4 group fight your own actions have a weight of 25% of the result. And if your mate is a brainless daily farmer who gives a kitten about teamplay this should effect you? Are you serious?

(edited by Zapion.2967)

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Posted by: Justin ODell.9517

Previous

Justin ODell.9517

PvP Server Programmer

Next

Would it be possible for for example for ranks 96%-0% to implement another rule to count a team lvl.

I’d like to see something added that, at the very least, increased the odds new players are grouped together. People have suggested a number of ways this could be done. Does anyone remember the big thread for that?

Anytime a comment was made or evidence was shown of the opposite the Dev stated, he had a generic recant ready.

I disagree with this. We’re dealing with anecdotal and disjointed evidence here, so I tried to explain what could be going on but it involves a bit of guesswork. As a general rule, we should take any comparisons involving screenshots and leaderboard data with a grain of salt because they simply don’t tell the whole story.

By what the Dev said of the MMr and the same ppl of the same skill level are matched up….do u mean i will only ever play the same people over and over and over, because god knows the randomness of pvp, W and L, and Anet only seems to ALLOW a select few to be in top 25 consistently. Or make it above 50% ish.

I’m confused, you seem to be contradicting yourself… are you experiencing random matches, or do you feel matchmaking is preventing you from playing with players outside your skill level? (Is this even something you’d want?)

You are more likely to play with people around your skill level, but it also depends on who is in the queue at the same time you are and how long you’ve been waiting.

MMR to be accurate needs to take into account the individuals contributions to the team as well. Not just as a whole of Win, Loss.

This would be awesome, but would be very hard to get right and would deserve a very large discussion of its own.

As far as I can see your MMR can sink if ppl roflstomp you but if you have a 4on4 group fight your own actions have a weight of 25% of the result. And if your mate is a brainless daily farmer who gives a kitten about teamplay this should effect you? Are you serious?

I think this goes along with what SYPHA.9283 was saying. Does anyone see any low hanging fruit here? It would probably need to be something that would be generic enough to be true for any map and/or gamemode.

Edit: We should totally start a new thread for this.

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

(edited by Justin ODell.9517)

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Posted by: Dead Muppet.9718

Dead Muppet.9718

How does matchmaking work?
Right now the algorithm is incredibly simple. (Read: not intelligent)

  • For solo arena we find 10 players near the same MMR and then shuffle those players into teams to make the teams as even as possible (MMR-wise).

I call shenanigans, this is setup for a 50/50 win loss ratio. Meaning some games the odds will be stacked against you mmr rating wise, and other games they will be stacked in your favor.

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Posted by: Justin ODell.9517

Previous

Justin ODell.9517

PvP Server Programmer

I call shenanigans, this is setup for a 50/50 win loss ratio. Meaning some games the odds will be stacked against you mmr rating wise, and other games they will be stacked in your favor.

I’m not sure what you mean, but yes… the algorithm is not perfect and even in the best-cast scenario there is almost always a slight advantage on one side. Glicko2 factors in the enemy rating though when making adjustments though.

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

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Posted by: Chapell.1346

Chapell.1346

the algorithm is not perfect.

Checkmate.

[Urge]
Between a master and apprentice, i would love to see the differences.

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Posted by: Julie Yann.5379

Julie Yann.5379

I call shenanigans, this is setup for a 50/50 win loss ratio. Meaning some games the odds will be stacked against you mmr rating wise, and other games they will be stacked in your favor.

I’m not sure what you mean, but yes… the algorithm is not perfect and even in the best-cast scenario there is almost always a slight advantage on one side. Glicko2 factors in the enemy rating though when making adjustments though.

If by “slight advantage” you mean that people who are PvP rank 50+ in the 96%+ on the leaderboard and struggling to get into the top 1000 get matched up with people who have never play a match facing a well known guild team who are in the top 100 in teamQ then I’d say your system is working as intended. (It’s happened several times)

I would rather spend an extra 15 mins waiting in hotjoins for a queue to pop than carry some nub through a losing match just to watch my leader board ranking drop again.

Be careful what you wish for, Anet might just give it to you “HoT”
“…let us eat and drink, for tomorrow we shall die;.”

(edited by Julie Yann.5379)

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Posted by: Decrypter.1785

Decrypter.1785

ill just leave this here " working as intended " lol

[WM]give us in game ladder

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Posted by: Fistandanthilus.6824

Fistandanthilus.6824

The point is that right now the longer you wait a queue the more different MMR players will have.

And it should be opposite: The longer you wait, the closer MMR of other players to yours should be.

Right now I keep cancelling my queue and re-launching it again every time it exceeds the 3 mins waiting time. Because I know that if I let it go longer (lets say 5 or 10 mins) the players to play in my game will have totally different skill lvl or lets say very dispersed leaderboard position or MMR compared to mine.

It should be totally opposite: I would not mind to wait 10, 15, 20, 30 mins until my queue pops up if that means I will be matched with players around my skill level. I can do plenty of other things in the game during the waiting time.

By the way, that statement someone made that very few People queue alone for Team Arena is a completely false statement. I do it all the time (in order to avoid Skyhammer and Spirit Watch trolling maps). And I can tell you that the 90% of my games are with and against pugs (I am middle leaderboard positioned in Team Arena).

And finally, I just wanted to say that if Leaderboards don’t reflect MMR and if a #3 rank player and a 97% rank player can have similar MMR (or lets say not great difference between them) then this Leaderboard system is COMPLETELY WRONG.

My 2 cent.

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Posted by: Archaon.9524

Archaon.9524

the algorithm is not perfect.

Checkmate.

Let’s say it’s actually far from being even decent…

Ark 2nd Account

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Posted by: Abazigal.3679

Abazigal.3679

I see your point but it seems rather complicated, and won’t be really good on those matchs where one team has a bad team composition..

As an example, 5 thieves against 2 eles 2 engineers 1 guardian. From my experience in solo queue and assuming both teams are on same level, thieves can be losing the matchs 500-100 quite easily , but in the rare cases they might win; they probably won’t win 500-100, it will more likely be 500-400.

Right now, the problem with leaderboard for me is that it’s way too volatile. Beginners can skyrocket at top10, and regular players are rotating in average between #200 and 90%. Much easier, it should be like in GW1 GvG : everyone starts at 1000 rating, and you do win +5 rating at best, and lose -5 at worse, depending on opponent’s average rating.

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Posted by: KingMango.9785

KingMango.9785

Would it be possible for for example for ranks 96%-0% to implement another rule to count a team lvl.

I’d like to see something added that, at the very least, increased the odds new players are grouped together. People have suggested a number of ways this could be done. Does anyone remember the big thread for that?

Anytime a comment was made or evidence was shown of the opposite the Dev stated, he had a generic recant ready.

I disagree with this. We’re dealing with anecdotal and disjointed evidence here, so I tried to explain what could be going on but it involves a bit of guesswork. As a general rule, we should take any comparisons involving screenshots and leaderboard data with a grain of salt because they simply don’t tell the whole story.

By what the Dev said of the MMr and the same ppl of the same skill level are matched up….do u mean i will only ever play the same people over and over and over, because god knows the randomness of pvp, W and L, and Anet only seems to ALLOW a select few to be in top 25 consistently. Or make it above 50% ish.

I’m confused, you seem to be contradicting yourself… are you experiencing random matches, or do you feel matchmaking is preventing you from playing with players outside your skill level? (Is this even something you’d want?)

You are more likely to play with people around your skill level, but it also depends on who is in the queue at the same time you are and how long you’ve been waiting.

MMR to be accurate needs to take into account the individuals contributions to the team as well. Not just as a whole of Win, Loss.

This would be awesome, but would be very hard to get right and would deserve a very large discussion of its own.

As far as I can see your MMR can sink if ppl roflstomp you but if you have a 4on4 group fight your own actions have a weight of 25% of the result. And if your mate is a brainless daily farmer who gives a kitten about teamplay this should effect you? Are you serious?

I think this goes along with what SYPHA.9283 was saying. Does anyone see any low hanging fruit here? It would probably need to be something that would be generic enough to be true for any map and/or gamemode.

Edit: We should totally start a new thread for this.

Think about that please:

Make the PVP UI clear for new players. New Players are always very confused where to klick to join the pvp area for the first games. I see the ones who ask in map chat every day. I talked to some, and it’s the reason they do not know where to go is the UI.

New Player experience? Somebody forgot something, eh? ;-)

Expand top 1000 list. Players, even the ones stuck in mmr > 97 like progression in numbers. How should a one really have fun on a percent number. Guys the game is about fun and your living.

Make Solo q matches that have players that are out of mmr for to much = unranked matches.

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Posted by: Mixistrike.7840

Mixistrike.7840

Justin ODell, I think you guys should start the progress with the points that you earn at the end of match, start adjusting those things and then you can use the same variables to create any better leaderboard. I didn’t know about the Glicko rating, but I’m pretty sure that the leaderboard of our GW2 is the worse leaderboard that I’d ever seen. I know you guys can do it!!!!

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Posted by: Julie Yann.5379

Julie Yann.5379

Justin ODell, I think you guys should start the progress with the points that you earn at the end of match, start adjusting those things and then you can use the same variables to create any better leaderboard. I didn’t know about the Glicko rating, but I’m pretty sure that the leaderboard of our GW2 is the worse leaderboard that I’d ever seen. I know you guys can do it!!!!

I always said that those points should be somehow factored into your ranking. How can a leaderboard give an accurate representation when your personal ranking is determined solo on the result of a team effort? A team which you cannot chose.

Be careful what you wish for, Anet might just give it to you “HoT”
“…let us eat and drink, for tomorrow we shall die;.”

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Posted by: supvil.3470

supvil.3470

The matchmaking actually works fine. The problem is a lot of you don’t check for your human inability to see the big picture and focus way too much on individual matches that go poorly.

The matchmaking would be fine if…

The population was big enough. If rated matches meant “games with and against ppl within a 100/200 MMR range of your own”.

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Posted by: KingMango.9785

KingMango.9785

The matchmaking actually works fine. The problem is a lot of you don’t check for your human inability to see the big picture and focus way too much on individual matches that go poorly.

The matchmaking would be fine if…

The population was big enough. If rated matches meant “games with and against ppl within a 100/200 MMR range of your own”.

This^

So, why is it like that?

New players often have a terrible time at the beginning. They join team q to play in a team. Get flamed. They go solo q, Get flamed even more. They open that strange UI to enter hot join. No more flames. They learn basic good and bad stuff. How to win a hot join basically. Mostly useless.
After realising hot join is not fair, they go back to solo q. With a build of a top player they start fighting hot join builds like PU, MM and Turret Engi. Get flamed. But if they made it there, they are immune to flames now. So they realize taking a solo q build is more effective. Even if they stick with the top players build, they have to learn the solo q builds, rotations and ganking options.
They start getting better without winning more then 50%. Maybe team q will be better. You can q up there solo. Like the first game the new player played. So back in team q there is a strange mix of good and bad matches. Solo q builds are often less effective. You face a lot of guild teams and solo – duo q ers there, especially at prime time and weekends. You can have a good time there. Until you face a premade team, or you get a new player.

I would really like to have a system that guides new players and saves them from making mistakes.