Proposal for Next Season: Rating and Score

Proposal for Next Season: Rating and Score

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Posted by: Ocosh.5843

Ocosh.5843

Short version: Make end-of-match rating adjustments affected by final score.

Explanation: I held it as one of the few things S1 got right that one’s pip gain/loss was a product not simply of a comparison of mmr between the teams, but also of the closeness of the game (unless I was misinformed). That way, even in a badly-imbalanced match-up, one could actually be credited for hanging in there.

I might be biased because, looking over my results, I have a lot more blowout wins and close losses, and maybe I’m an exception, but it does become frustrating when you lose 500-490 and it’s the same as if you hadn’t tried at all.

I am not suggesting a major adjustment — just a few points this way or that. For example, if one would be expected to drop 15 rating, but the game was within 50 points, maybe s/he only loses 10 rating.

The problem with a perpetually-modular mmr system is that its constant adjustment suggests that you are never at your correct rating. But if you’ve got two teams that come into the match with close ratings, and the final score is close, why should one side end up +15 and the other -15? Isn’t it possible that the gameplay was indicative of balanced teams?

Concerns: 1) We must recognize that final score is not always reflective of performance. Sometimes a game snowballs; sometimes one side becomes overconfident and relaxes. Still, we should expect that a lot of close games are not accidents.

2) I am not a top-level player. My understanding is that a lot of people in the upper echelons were annoyed that a victory would net them some 4-5 rating and a loss would cost them 18-20, this frustration compounded by the fact that the matchmaking system sometimes gave them rather outclassed teammates and put them against top-tier talent. Making it so that they don’t suffer as much for these losses might be nice. On the other hand, I am not sure if this wouldn’t mess up the ratings changes at the higher levels.

3) There would have to be a corollary, in that winning a close game wouldn’t net as large a reward as winning a blowout, else it might throw the ratings system out of whack. People might not like this.

Bonus: The idea that keeping it close would dampen the sting of loss might decrease the incidence of tantrum-sitting at spawn that has become rather epidemic in the middle ranks.

Proposal for Next Season: Rating and Score

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Posted by: Stand The Wall.6987

Stand The Wall.6987

the loss does seem a bit high, but if its too low then people that belong in gold will be able to grind into platinum.

if you reward blowouts you encourage match throwing / bribery. I’m guessing this isn’t a normal thing encountered, but it would encourage such behavior nonetheless. also if you are going to reward big wins, big losses should be accrued as well yes? this might be fair, but people wont feel that way. reason doesn’t always win, just ask a lawyer.

good ideas but solutions bring more problems.

Team Deathmatch for PvP – Raise the AoE cap for WvW – More unique events for PvE

Proposal for Next Season: Rating and Score

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Posted by: Ocosh.5843

Ocosh.5843

if you reward blowouts you encourage match throwing / bribery. I’m guessing this isn’t a normal thing encountered, but it would encourage such behavior nonetheless.

It’s possible, but we already have bribery for throws now. I’m not sufficiently familiar with the practice to know if people who throw now do it with subtlety or if they outright tank. (Actually, I thought there was a fair bit of intentionally dc’ing, but again I’m no expert.)

“I’ll pay you to lose big” vs. “I’ll pay you to lose” are still the same problem. This does remind me that the system will have to be vigilant about 4v5s, so one can still gain rating from a win, but not too much.

also if you are going to reward big wins, big losses should be accrued as well yes? this might be fair, but people wont feel that way.

Yes, that was the idea: Tie the adjustment to the score disparity — not so much that losing is the same as winning, but so that you are rewarded for trying. For example, if adjustment averages around 15 points right now, maybe a close game changes rating by 8-10 and a blowout changes rating by 15-16. You still want to win, but since this is supposed to be rating how good you are, it reflects how well you’ve done against your opponent, and not just win/loss.