Feel free to correct me cause this is just based on what I have noticed and read from wiki.
I’ve been wondering why glicko over elo. This is the answer according to wiki:
- Glicko was chosen over its main alternative, Elo. Like Elo, Glicko tracks MMR for each player and updates that rating over time as you play the game. Glicko’s main improvement over its predecessor is the inclusion of a ratings deviation (RD), which measures the reliability of the rating. By using RD, the matchmaking algorithm can compensate for players it has little or incomplete information about.
So basically this system is fair for new players. This is how matches are currently calculated in anets system:
- Ladder weight=“5“ – If present, each team’s average ladder is used for the calculation.
- Rank weight=“1“ – If present, each team’s average rank is used for the calculation.
- Rating weight=“0“ – If present, each team’s average effective rating (i.e. rating – deviation) is used for the calculation.
- Roster weight=“2“ - If present, each team’s maximum roster size is used for the calculation.
As you can see the rating weight is 0 so elo rating is disabled.
In elo you start at certain point for example rating 1500 and based on win you gain rating and based on lose you lose rating and it eventually balances itself to the correct mmr of a player when players play more games.
Now what anets glicko code does is trying to predict every match and trying to make it always balanced. This results the system being broken due the possibility to exploit the system with division ranks. At the moment anets glicko code doesn’t take the players individual skill level and match them against each other. The thing it tries to do is to balance the games between players in a way that teams would always be balanced not players. For example 1 amber, 1 emerald, 1 legend and 2 ruby players would face a team between ruby and sapphire.
Then glicko has it’s own mmr system that predicts the odds of winning. In this kind of team it would be 50/50 cause the teams are balanced according the system. When mmr comes in it wants to balance players ranks as close as possible or to players that are available at time. Some that have low mmr in legend queue with diamonds sometimes. When the system tries to balance players according to their mmr also it makes division system to match teams that have 5 diamond players against 2 legends + 3 diamond players. The odds of winning are calculated from divisions so in this case if 5 diamond player team would win it would mean that they can get more than 1 pips from winning the match. This feature was just forgotten and it’s a good indication of how anet thinks for their players. Basically anet saying kitten you to players. I guess they lost their creativity somewhere between the game and gemstore
So the main problem here seems to be that the game is not balanced around players individual skills. The solution could be to have the players individual rating calculated and match players with similar ratings against each other instead of team balancing.
(yeah it can be confusing to see players from different divisions at first when you queue your first matches and people are already in different divisions when your rating hasn’t been set but trust me, a blog post about this system would explain and the system would be improved much. The rating will balance games and divisions by itself after a while)
The thing that should also be remembered is to reset that rating when the next season begins so that in the next season the players can climb to their own ratings and divisions and not get stuck in low division because they already have high rating and they get legend matches in amber.
(edited by The Ace.9105)