Multiple top stats should count for MMR

Multiple top stats should count for MMR

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Posted by: SolarDragon.7063

SolarDragon.7063

Yes, 1 or 2 top stats could be luck, but 4+ top stats a game should count for losing less MMR/gaining more since by the point you’re getting that many top stats, you are carrying the team.

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Posted by: Ross Biddle.2367

Ross Biddle.2367

I’ve had a game where our team had an issue with home getting decapped/capped. My team wasnt watching/holding it properly so I relegated myself to home to make sure we’d hold it. The rest of the team could function at mid without further assistance, and rotate around the rest of the map once I’d done this. But because of this I got no top stats. If I hadnt done this we’d of crashed and burned and lost. It was my decision and capability on home that carried that team. Yet under your system some other dooshbag who couldnt watch the map would get more points than me instead.

Nope, better to just give me my points for my win, and you can begrudgingly take my points if the team looses.

That said, I have no problem with additional points for personal score generally speaking. The whole “carry” thing is bogus though.

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Posted by: Khyan.7039

Khyan.7039

You can get every points but still playing bad with the map. This doesn’t mean you’re carrying the team. Players doing objectives and map rotation properly are better, and these kind of players don’t have necessarily top stats.

However, these top stats are good to know if you’re doing your job right. If your role is support, you should at least get the healing top stat (unless there is another support with you) and maybe the defense one too.

Some stats are too situational like the reanimate and stomp one, you can’t really rely on this to know if you’re carrying or not. However, if you do the objectives/map rotations properly and got some top stats, then these statistics are plus-values to your carrying potential.

(edited by Khyan.7039)

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Posted by: SolarDragon.7063

SolarDragon.7063

Hence my point about there being a tipping point.

I mean, one game I had literally all 6 top stats. Top healing, top revives, top offense (kills of offense I assume?) top defense, and unsurprisingly top damage and top kills. Doubly so given this was foefire (aka no objectives), I’m pretty sure I was carrying with that set of stats.

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Posted by: Cynz.9437

Cynz.9437

OP, current stats system heavily favors classes that can stay in team fights for long time. They usually get top damage because they have enough sustain to stay in fight for long fight -> more uptime on damage. They get defensives, rezzes, heals etc. once again due to their sustain. Roamers actually heavily punished as far as current stats system goes. Max you can get is maybe for assaulting nodes but that is.

I will show you thief perspective. 60-70% of the time i am actually running around the map for +1, decaps etc. During that time i am not dealing any dmg, however the damage i do deal usually downs someone. This is what called effective damage. Someone spamming AoE on necro minions will have top dmg stats but it is hardly effective damage.
Same goes for healing.

Then we have thing like defense. You come as roamer, you jump someone, down them, run off somewhere else. In many cases you don’t really get credit for it.

Then here is such thing that game can’t even record, e.g. my teammate is being chased by enemies and is dying, as a thief i can either peel for him or stealth him and save him – will it record in stats? No. But it is possibly game changing.

Does the game record me capping tranq, stillness etc.? NO.

Previous system was the opposite, it favors roamers more. I usually ended up being 100-200 points above my teammates because i was decapping so much and killing things. It is not that my teammates didn’t do their jobs, they did great at defending points but they wouldn’t get top stats for it.

Neither systems are really accurate, imo.

Bottom line, if rating depended on current top stats then we would see nothing but druids, eles, scrappers and necros on pvp.

All is Vain~
[Teef] guild :>

(edited by Cynz.9437)

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Posted by: Wolfric.9380

Wolfric.9380

It´s very difffent per class/role. I main ele and i get top defender quite regular with healing, damage, kills second. This is because i often stay on point using AOE …. A thief might get top offense and maybe kills but carry the match hard without anny top stat.
So while tops stats tell something about how good you played your role/classes they are not directly comparable. The problem is if you reward it to much people start to play/build for it and get more inefficient at match winning.

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Posted by: Mr Godlike.6098

Mr Godlike.6098

U can get top ress on thief sometimes by just one ress…so I don’t think this system shows well who carry or not.

Still dev should think about how to award people who carry games like less rateing drop on lose then whole team or more then his team mates on win.

Was depressed ele…now depressed druid
Kawaleria (KW)

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Posted by: Cynz.9437

Cynz.9437

I think what they should bring is rating gains/loss based on the match score. Atm there is no difference whether match was 499-500 or 100-500. I think players would try more to win if they knew they wouldn’t lose as many points if match was close one (450-500).

All is Vain~
[Teef] guild :>

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Posted by: Spoichiche.1290

Spoichiche.1290

For the 100th time, no, top stats are nowhere near being accurate measure of skill.

Top stats are just that, stats that you can interpret after the game and provide more information on how the game played out.

As an ele, i can get top healing, top damage, top kills and top offense or defense. And the only thing i can pull out of that is that i was in an endless teamfight. Did i do good/bad? No one knows looking at these stats alone.

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Posted by: Wolfric.9380

Wolfric.9380

I think what they should bring is rating gains/loss based on the match score. Atm there is no difference whether match was 499-500 or 100-500. I think players would try more to win if they knew they wouldn’t lose as many points if match was close one (450-500).

This

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Posted by: SlippyCheeze.5483

SlippyCheeze.5483

Fun MMR fact: the size of the gain or loss is based on how confident the algorithm is about your MMR matching your actual skill. As you move closer to the “correct” MMR you will experience two things:

  • your MMR changes will get smaller and smaller
    * more matches will end up 495:500

…which is desirable, because that’s closer and closer to balanced. For queue time reasons you are unlikely to ever sit exactly at the correct MMR, but you will stay close enough.

A close match doesn’t change how confident the MMR system should be able having accurately predicted your personal skill level, and you probably don’t want it to be since it would make it more dependent on the performance of other players rather than your own skill.

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Posted by: Wolfric.9380

Wolfric.9380

It just feels like you need to be 500 to 1000 rating better to carry so god that you progress fast otherwise it becomes a grind. You will progress but have fallbacks and in total might need hundreds of matches to get up that 300 rating to actually hit your true level while lucky placement matches and you are on spot or even over it.
What anoys is somethign like a gold player gets placed at 1000 due to a 5:5 in the first 10 matches. If he doesnt give up maybe hes gold after 200-300 matches being able to carry about 20% of them the others will be 50:50 in average which will give something close to 60% win rate.

(edited by Wolfric.9380)

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Posted by: shion.2084

shion.2084

The more top stats I get the worse my team likely did

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Posted by: hackks.3687

hackks.3687

I’d agree except that until we can see everyone else’s stats for comparison there is no way to tell by why margin you had top stats. It could’ve been by 1 pt or 1 million pts.

We need a real scoreboard in addition to finding the right way to gauge individual contributions

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

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Posted by: SlippyCheeze.5483

SlippyCheeze.5483

I’d agree except that until we can see everyone else’s stats for comparison there is no way to tell by why margin you had top stats. It could’ve been by 1 pt or 1 million pts.

We need a real scoreboard in addition to finding the right way to gauge individual contributions

Note that this has been tried in other games, and it ends up increasing the kitten factor of PvP chat, but not player skill. It’s a better idea to just have a decent MMR algorithm, which thankfully GW2 uses.