Season 4 Ranked Matchmaking Change

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Posted by: Zelulose.8695

Zelulose.8695

This change is absolute garbage.
It’s not fun to lose 6 games in a row then just to win 1 game and lose 2 more. It’s frustrating. I knew something was wrong and after reading this post it made sense. We’re back to the mentally challenged mode that was season 1. Great. Just great.
I can forget to ever reach all the achievements needed.
In season 2 and 3 it actually felt like i made progress now i’m stuck dragging plebs with me and all they do is frustrate me.
It’s not fun. I want to be teamed up with people that know what they’re doing. Guess it’s pre-made season. No alternatives.

Find players who think your around their level of skill. Play ranked with them instead of soloquing. You will win based on your abilities this way.

Lucky Leaf, Ángël, Clergyman, Side Kick -Lets make Gw2 a better game

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Posted by: chungiee.8764

chungiee.8764

50% W/L is great …if the people who carried the team to victory was rewarded accordingly.

I suggest pip-gains are not standardised across a team. Instead, players with higher MMR should gain more pips than those with less. After all, why should someone who won all his 1v2s only gain the same amount as someone who spent all game dying.

Example:

Edit: The numbers in the example is relative MMR for a particular game out of the 10 players selected… MMR is not really 1-10.

Team 1 MMR (total 28): 10 / 7 / 5 / 4 / 2
Team 2 MMR (total 29): 8 / 7 / 6 / 5 / 3

If team 1 wins, the post-game pip distribution should be something like….

Team 1: 10 / 7 / 5 / 4 / 2
Pips: +5 / 4 / 3 / 2 / 1
MMR increases for each player on the team

Team 2: 8 / 7 / 6 / 5 / 3
Pips: -2 / -2 / -2 / -2 / -2
Pips if score 400+: -1 / -1 / -1 / -1 / -1
MMR decreases for each player on the team

Why this works?
For the god with 10 MMR, he might have had to spend the whole game 1v3 while noscoping the Foefire Lord and generally dying inside… but at the end of it, he is rewarded with 5 pips. His MMR also goes up making it likely he continues getting +5 pips if he is ultragodly enough to win matches while carrying increasing scrubly scrubs.

For the poor soul in MMR hell on 2 MMR, he only get +1 pips while risking a possible loss of -2. However, his MMR increases as a result of the win. Eventually, his MMR would be high enough for him to no longer be the whipping boy and gain +2 pips on a win. Assuming this player is good enough, our MMR hell resident will eventually rise out of purgatory and start generating +3 pip wins.

For the losing team, the pip loss is standardised to -2. While this may be unfair for the 8 MMR pro who tried his best, a loss of -2 pips is no big deal (especially as win-streaks would no longer be a thing under this proposal) if he then carries the next game and scores +3 or higher.

For the lower MMR players on the losing team, their MMR will drop further (which hurts them on short term pip gains) but will make future matches easier as their chances of being carried in the next game increases. In short, this system will reward skill if you are genuinely decent (but have bad MMR) while reducing the positive impacts of being carried.

This system also encourages teams to try in matches as getting 400+ score minimises the pip loss to -1. By minimising the impact of close losses while maximising impact of wins, this hopefully reduces flaming and encourage players to try throughout the game.

How do Premades fit into this?
For premades, all players who are queueing together will be treated as having the same MMR as the best player for matchmaking purposes.

For post-game pip distribution, the pips they would have gained is averaged, rounded down and then distributed evenly to each player in the team.

Example:
Team 1 MMR: 10 / (9 / 8 / 6 )/ 4
Matchmaking rating (Total: 41): 10 / (9 / 9 / 9 )/ 4
Pips on Win: +5 / 3 / 3 / 3 / 1

When queuing with friends, you reduce the chance of losing due to bad randoms and winning more consistently. In the long term, being in a premade team will be beneficial as more wins = higher MMR = more pips if you decide to play solo. In the short term, pip gain will be slightly less than winning solo (as it should be given that winning in soloq is harder).

FAQs:
Won’t people reach Legendary in a few hours?
Yes – but if something like this was implemented, the current tier system needs to be reworked. I would suggest something similar to the Prestige level for legendary which gets displayed as a number next to your name. Rewards would be given at certain Prestige levels.

Using MMR for pip distribution is unfair as the highest MMR doesn’t mean they carried that game
Yes – but if you carry the game, your MMR increases which increases your future pip gain for wins. If a player gets carried by you and gets +5 pips intead of you, they may be unable to win future games #pipskarma.

As such, this is no more unfair than seedings at sporting tournaments.

What if multiple people have the same MMR?
This shouldn’t happen as MMR is not 1-10 as illustrated here. In the event this happens, I suggest giving the same pip higher level pip gain (i.e: 2 10’s gets +5 then next person gets +3).

This sucks for casuals as they would keep losing pips faster than they gain?
No because given 50% w/l matchmaking, you would get to a point where you could afk and your team would still win. It is then up to the player to improve and raise their MMR and/or join a team to get higher pip-gains.

Does this provide incentives for lower MMR players to team up to “abuse” higher pip rates for wins? (e.g: getting +3 for wins as a premade rather than soloing +1)
Yes – this is a good thing since they only get +3 if they win

Won’t I be stuck on +1 for ages even if I win once?
No – the +5 to +1 is relative compared to how strong your team is. You could have an MMR of 2 but if everyone is has 1, you get +5 for winning.

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

(edited by chungiee.8764)

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Posted by: Somehow.4769

Somehow.4769

I’m not sure that you fully or even partially understand how the MMR works.

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Posted by: Permafrost.2695

Permafrost.2695

The fact you had to put that together explains why it, as it currently stands, is absolutely horrendous. I’ve already made it clearin my posts I’m not sticking around once WoW’s expansion hits, but I have little reason to even login for the next three weeks now. The playing experience is putrid. I can’t even begin to say how I long for season 3. Kitten, how I long for everything prior to the last balance patch.

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Posted by: chungiee.8764

chungiee.8764

I’m not sure that you fully or even partially understand how the MMR works.

Good players around a certain pip range gets put with bad players around a certain pip range.
vs
Better players around a certain pip range put with worse players around a certain pip range.

Like i said in my post, the numbers I used are just illustrations and real MMR is not 1-10

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: SneakyTouchy.6043

SneakyTouchy.6043

This is how it should have been to start, though I’d probably go further and suggest that the losing team also get a varying spread that works in the same direction.

The whole point is to let pips catch up to MMR. If everyone on a losing team loses 2 pips, the effect would be slowed down unnecessarily. The best of the losing team shouldn’t lose more than one.

It’s also vitally important that pip safety nets be removed.

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Posted by: chungiee.8764

chungiee.8764

This is how it should have been to start, though I’d probably go further and suggest that the losing team also get a varying spread that works in the same direction.

The whole point is to let pips catch up to MMR. If everyone on a losing team loses 2 pips, the effect would be slowed down unnecessarily. The best of the losing team shouldn’t lose more than one.

It’s also vitally important that pip safety nets be removed.

The problem with having a varying spread for losing is that it makes it ever harder for the people with low MMR to get pips. Imagine if they lost 5 pips for losing and only gained 1 for winning. I would personally quit very quickly as there is no progression.

Also, losing is a shared responsibility. For example, the top MMR guy shouting and flaming in chat is definitely not helping the team and should be punished accordingly.

I think it is fine for pips to be inflationary as long as better players go up quicker than worse players. This way, you could grind your way up (rewarding playing) yet get there in 20% of the time if you were good.

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: SneakyTouchy.6043

SneakyTouchy.6043

The problem with having a varying spread for losing is that it makes it ever harder for the people with low MMR to get pips. Imagine if they lost 5 pips for losing and only gained 1 for winning. I would personally quit very quickly as there is no progression.

Also, losing is a shared responsibility. For example, the top MMR guy shouting and flaming in chat is definitely not helping the team and should be punished accordingly.

I think it is fine for pips to be inflationary as long as better players go up quicker than worse players. This way, you could grind your way up (rewarding playing) yet get there in 20% of the time if you were good.

Players with lower MMR shouldn’t be getting pips. They should be losing them.

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Posted by: Chase.8415

Chase.8415

This is how it should have been to start, though I’d probably go further and suggest that the losing team also get a varying spread that works in the same direction.

The whole point is to let pips catch up to MMR. If everyone on a losing team loses 2 pips, the effect would be slowed down unnecessarily. The best of the losing team shouldn’t lose more than one.

It’s also vitally important that pip safety nets be removed.

The problem with having a varying spread for losing is that it makes it ever harder for the people with low MMR to get pips. Imagine if they lost 5 pips for losing and only gained 1 for winning. I would personally quit very quickly as there is no progression.

Also, losing is a shared responsibility. For example, the top MMR guy shouting and flaming in chat is definitely not helping the team and should be punished accordingly.

I think it is fine for pips to be inflationary as long as better players go up quicker than worse players. This way, you could grind your way up (rewarding playing) yet get there in 20% of the time if you were good.

Bad players shouldn’t be gaining pips, so this is by design. Also the person who rages in team chat is typically not the highest mmr on the team.

Trash players talk trash.

It is so easy to carry in this game, you can literally 3v1 in the low mmr bracket so there is zero excuse for not being able to get out of it except get better.

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Posted by: Jourdelune.7456

Jourdelune.7456

Trash players talk trash.

I thought the same, until I realize many top 300 still trash talk.

It’s a “sub-culture” thing coming from Guild wars 1 pvp, where kids in their teen played versus adults.

Now those grown-up into gw2, but they still trash talk to feel better.

I could named easily 10 guyz that trash talk on TS and being able to win AG tourney.

It’s the same on PRO league level. Some tops, still trash talk. That game is “frustrating” not because it’s pvp, but because the “match-making” can’t put 2 team of even strength each matches. (nor 1 match on 10)

Mainly because Gw2 is a pve casual games, so what PVP main players are? Old pve casual converted.

After being team leader of 5 teams, I stop doing that. Trying to train promising casual players that flip game each 2 months, is too much for me to sustain.

:)

Dal Aï Lhama (Tempest), Dal Lahu Akbar (DH), Lord Dhal of Dharma (Scrapper) 12k+ spvp games.
Former Team Captain of ggwp (ESL weekly), GLHF (AG), MIST[CORE] spvp alliance guild.
https://www.reddit.com/r/GuildWars2PvPTeams/

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Posted by: chungiee.8764

chungiee.8764

Bad players shouldn’t be gaining pips, so this is by design. Also the person who rages in team chat is typically not the highest mmr on the team.

Trash players talk trash.

It is so easy to carry in this game, you can literally 3v1 in the low mmr bracket so there is zero excuse for not being able to get out of it except get better.

The game needs “bad” players as much as good players in order to survive. If “bad” players don’t gain anything from playing, why would they waste their time? This would drive increasingly long q times. Good and bad are relative anyway.

Participation has to be rewarded but skill should be rewarded more…which has not happened in the past 4 seasons

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: TheFamster.7806

TheFamster.7806

Alright so I’ve been losing like 5~7 games after winning like 1 or 2 inbetween and my season statistics say I’m well below 50% winloss ratio. However I still get such kittenty teammates that go afk at the end and loses the entire game because enemy back caps us while I do everything I can do defend one node.

What the hell is my MMR and what am I suppose to do to fix this dump? How low should my season winrate should be in order for me to get competent teammates who put poison on downed bodies or know not to camp home the entire time?

If anyone has answer please tell me because I am in hell right now developing cancer stage 3 and going straight for 4 and opting to pulling my lifeline

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Posted by: Cynz.9437

Cynz.9437

I do not support the proposed numbers but i agree with OP generally. Why should higher MMR player be forced to carry lower MMR players vs potentially better players and gain as much as people that he carried. Same goes for low MMR players, they get rewarded for literary being carried.
This results (like in every season so far) in those few bad players actually landing in divisions where they don’t belong and being stuck there due to artificial floors (can’t lose division). And better players having absolutely horrendous experience across all divisions. This is just wrong.

All is Vain~
[Teef] guild :>

(edited by Cynz.9437)

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Posted by: Light Of The Abyss.5927

Light Of The Abyss.5927

@OP…. You said the games are close. What more do you want? Last season the games were always favored to one side and people complained. Now there is a thread on games being close? People just like to complain

Delpfine Drake

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Posted by: Spartacus.3192

Spartacus.3192

@OP…. You said the games are close. What more do you want? Last season the games were always favored to one side and people complained. Now there is a thread on games being close? People just like to complain

ikr !!!

Your typical average gamer -
“Buff my main class, nerf everything else. "

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Posted by: chungiee.8764

chungiee.8764

Alright so I’ve been losing like 5~7 games after winning like 1 or 2 inbetween and my season statistics say I’m well below 50% winloss ratio. However I still get such kittenty teammates that go afk at the end and loses the entire game because enemy back caps us while I do everything I can do defend one node.

What the hell is my MMR and what am I suppose to do to fix this dump? How low should my season winrate should be in order for me to get competent teammates who put poison on downed bodies or know not to camp home the entire time?

If anyone has answer please tell me because I am in hell right now developing cancer stage 3 and going straight for 4 and opting to pulling my lifeline

I imagine last season, you were in MMR heaven where you were constantly on the stacked teams. A lot of people had this and ended up with 50+ win streaks without trying.

As your MMR was artificially inflated last season, you are now struggling to carry as you are not as good as your MMR suggests leading to early season loss streaks.

Honestly, I’m sure a lot of decent players are in your situation.

I’m hoping future changes to rewards will actually provide incentives for having high MMR as the current system benefits low MMR.

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: Light Of The Abyss.5927

Light Of The Abyss.5927

This always happens at the beginning of seasons. Everyone is making their way to the division that they belong in. You can’t expect not to get placed against people better than you at this point.

Delpfine Drake

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Posted by: TheFamster.7806

TheFamster.7806

Alright so I’ve been losing like 5~7 games after winning like 1 or 2 inbetween and my season statistics say I’m well below 50% winloss ratio. However I still get such kittenty teammates that go afk at the end and loses the entire game because enemy back caps us while I do everything I can do defend one node.

What the hell is my MMR and what am I suppose to do to fix this dump? How low should my season winrate should be in order for me to get competent teammates who put poison on downed bodies or know not to camp home the entire time?

If anyone has answer please tell me because I am in hell right now developing cancer stage 3 and going straight for 4 and opting to pulling my lifeline

I imagine last season, you were in MMR heaven where you were constantly on the stacked teams. A lot of people had this and ended up with 50+ win streaks without trying.

As your MMR was artificially inflated last season, you are now struggling to carry as you are not as good as your MMR suggests leading to early season loss streaks.

Honestly, I’m sure a lot of decent players are in your situation.

I’m hoping future changes to rewards will actually provide incentives for having high MMR as the current system benefits low MMR.

Actually no I didn’t even play last season. I litearlly played one game to get my sapphire or whatever that is and stopped playing. I played season two where I got to diamond and then quit because of real life issue and I never had 50+ win streak. What I had however was before HoT when there weren’t leagues I got oftened solo queued into matches with/against the current pro league players and had some amazing matches where I won and lost. Currently no matter what I do, whether I down 2 people at teamfight or win 1v1s against my unfavoriable match ups I lose because of the match making puts me with such terrible players who have no concept of bleeding players, rezzing others, rallying and all of other mechanics.

How is this my fault and how much can I do to actually get good match ups?

Out of 23 games I played so far i only won 10, and out of 10 I believe I only had 1 or 2 good match ups while rest were fed to me because anet probably didn’t want me to quit gw2 pvp to retain already small playerbase. I see no reason why I am punished into being queued against premades or queued with people who don’t know the basic rotation and skills to actually play pvp.

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Posted by: TheFamster.7806

TheFamster.7806

This always happens at the beginning of seasons. Everyone is making their way to the division that they belong in. You can’t expect not to get placed against people better than you at this point.

IF people were better than me and I was getting stomped I’d be okay with that. What I am not okay with is I’m facing bad players who i can easily win even numbered fights but my teammates are simply worse than my opponents so I am forced to lose. Basically because of my above average MMR I am being punished into carrying players that were going to lose the match anyway and getting my time and effort wasted

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Posted by: Jourdelune.7456

Jourdelune.7456

More like

red – blue
1 – 1
1 – 1
1 – 1
1 – 1
1 – 1


red-blue
10 – 10
10 – 10
10 – 10
10 – 10
10 – 10

Gotta make it hard for skilled players and easy for the casuals.

This should be the case.

But it’s not.

Not enough 1,2,3 or 8,9,10 playing means to reduce queue time they put 1,2,3,8,9,10 with the majority of the player bases 4,5,6,7.

So my solution would be:

Put 10 (2 teams):
1,2,3 together.
4,5,6,7 together.
8,9,10 together.

Then enjoy great matchup.

Dal Aï Lhama (Tempest), Dal Lahu Akbar (DH), Lord Dhal of Dharma (Scrapper) 12k+ spvp games.
Former Team Captain of ggwp (ESL weekly), GLHF (AG), MIST[CORE] spvp alliance guild.
https://www.reddit.com/r/GuildWars2PvPTeams/

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Posted by: fishball.7204

fishball.7204

Famster’s MMR isn’t that high, I’ve played vs his teams last season (or was it 2? when you were still in oT anyway) and they weren’t really that stacked. A few people like Gin/Mysticiness etc have super high MMR stack carry but Famster doesn’t imo.

I think the population is just that low outside of prime time in sapphire atm that you get at least 6-7 duds which is why you have such a poor experience and probably ended up being unlucky with your team.

Do they still give average MMR to new players? That might explain a bit if the system gives you a few new players that’s rip.

FOR THE GREEEEEEEEEEEEN

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Posted by: TheFamster.7806

TheFamster.7806

Famster’s MMR isn’t that high, I’ve played vs his teams last season (or was it 2? when you were still in oT anyway) and they weren’t really that stacked. A few people like Gin/Mysticiness etc have super high MMR stack carry but Famster doesn’t imo.

I think the population is just that low outside of prime time in sapphire atm that you get at least 6-7 duds which is why you have such a poor experience and probably ended up being unlucky with your team.

Do they still give average MMR to new players? That might explain a bit if the system gives you a few new players that’s rip.

Because oT isn’t a pvp guild and I was messing with friends? I solo queued into my friends and I never had a team for pvp season so you might have seen some oT tags or guild team but I was never part of them.

I haven’t even played pvp much in HoT until season 2 and that’s when I got my stride. You could say how good/bad I was when I started playing revenant for the first time and got to ruby without problem, and then got stuck at last tier of ruby because of all the pro league players moving up.

While I do know that I don’t have high MMR I can definetly say I am above average and currently the matchmaking doesn’t favor me regardless of prime hours

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Posted by: Jourdelune.7456

Jourdelune.7456

I’ve just started soloQ ranked games, and so far the match making seems a bit strange. The games are close, but the disparity between the levels of the player is enormous. This is important, because the individual level of players can completely influence the outcome of the game, way more than any other parameter.

The way this level is currently assessed is possibly flawed. I would suggest, at the very least, to include the total number of games played in PvP, to separate beginner players (say between 0-100 games), intermediate players (100-200) and the rest (standard matchmaking).

Win ratio means more than game played.

5k games with 40% win, shows something.
2k games with 60% win, shows something different.

But it’s not enough. If you have 60% but made it on noobs, it’s not like having 40% but played only versus top 100 players.

So, number of games + win ratio + weight of wins/lost versus ranking.

This was in the formula into 2014 leaderboard system to “rank” people up.

The 2013 editions didn’t consider number of games.

Dal Aï Lhama (Tempest), Dal Lahu Akbar (DH), Lord Dhal of Dharma (Scrapper) 12k+ spvp games.
Former Team Captain of ggwp (ESL weekly), GLHF (AG), MIST[CORE] spvp alliance guild.
https://www.reddit.com/r/GuildWars2PvPTeams/

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Posted by: Elegie.3620

Elegie.3620

@OP…. You said the games are close. What more do you want? Last season the games were always favored to one side and people complained. Now there is a thread on games being close? People just like to complain

Yes, people sure like to complain

Some games are close in terms of final score, but all of them exhibit too high a difference between players’ skills. This considerably influences tactics in place, and you find yourself not playing conquest, but playing … whatever mess it becomes? It feels like victories or defeats are artificial, nearly a matter of luck. Most games make no sense, and are not satisfying.

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Posted by: fishball.7204

fishball.7204

Nah i’m not sayin you’re bad I just meant I vs’d you as a solo q back ages ago when you were with oT (I mean you were in the guild, I never played vs you in a premade, you were always solo)

Just sayin from my experience you don’t end up on super duper stacked teams with high MMR, you’re definitely better player than most.

FOR THE GREEEEEEEEEEEEN

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Posted by: TheFamster.7806

TheFamster.7806

Nah i’m not sayin you’re bad I just meant I vs’d you as a solo q back ages ago when you were with oT.

Just sayin from my experience you don’t end up on super duper stacked teams with high MMR, you’re definitely better player than most.

I understand where you are coming from and I’m still in oT. But I can definitely say I improved a lot in season 4 instead of season 2 where I mindlessly farmed people to my way to ruby. However when people don’t know the basic mechanics of pvp there is literally nothing I can do. And I will never do full premade because I know how it feels to be a solo quer and last thing i wanna do is rolf stomp

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Posted by: Yasi.9065

Yasi.9065

Both has to be factored in… number of games played, and number of games won.

But most importantly… Anet HAS GOT TO STOP putting new accounts on average mmr with high volatility.

Seasons are too short, climbing is too fast, for this to ever be corrected.

And to be perfectly honest, mmr now is just so screwed up, the only thing left for anet to do… is reset mmr and make everybody play 20-50 placement matches (the more, the more accurate)

But thats something Anet wont ever do. They even went so far, as to go for the premade-friendliest matchmaking… clearly showing their disdain for soloqueuers.

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Posted by: Sirbeaumerdier.3740

Sirbeaumerdier.3740

I’ve just started soloQ ranked games, and so far the match making seems a bit strange. The games are close, but the disparity between the levels of the player is enormous. This is important, because the individual level of players can completely influence the outcome of the game, way more than any other parameter.

The way this level is currently assessed is possibly flawed. I would suggest, at the very least, to include the total number of games played in PvP, to separate beginner players (say between 0-100 games), intermediate players (100-200) and the rest (standard matchmaking).

Win ratio means more than game played.

5k games with 40% win, shows something.
2k games with 60% win, shows something different.

But it’s not enough. If you have 60% but made it on noobs, it’s not like having 40% but played only versus top 100 players.

So, number of games + win ratio + weight of wins/lost versus ranking.

This was in the formula into 2014 leaderboard system to “rank” people up.

The 2013 editions didn’t consider number of games.

I’ll agree with that as long as:

1) The player rating is associate with a stable team. The win ratio is, all things being equal, 20% yours not 100% while the number of hours played is 100% yours.

2)The MM isn’t manufacturing win ratio in some way leading to validation of what it expect rather than objectively registering a fact all things being equal.

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Posted by: Ranael.6423

Ranael.6423

Do they still give average MMR to new players? That might explain a bit if the system gives you a few new players that’s rip.

Not sure to understand the wiki correctly but from what I got, a new player is given an MMR of 1500 with a deviation of 350 (so his MMR range is 1150-1850) out of a total scale of 100-5000.
It may have been chosen as an average value based on player distribution, but since then the distribution is maybe different, centred around higher (or lower) value.

Also compared to OP scale of 1-10, I am not sure the algorithm authorizes a distance between highest and lowest MMR of 1200 (between the 6th and 8th minute) plus 700 from deviation, so a difference of 1900 in extrema of ratings. In a 1-10 scale it would translate to a max difference of 4, if the best is 10 nobody in that game should be lower than 6.

But again, I am not fully certain of this….

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Posted by: moobs.5862

moobs.5862

This always happens at the beginning of seasons. Everyone is making their way to the division that they belong in. You can’t expect not to get placed against people better than you at this point.

IF people were better than me and I was getting stomped I’d be okay with that. What I am not okay with is I’m facing bad players who i can easily win even numbered fights but my teammates are simply worse than my opponents so I am forced to lose. Basically because of my above average MMR I am being punished into carrying players that were going to lose the match anyway and getting my time and effort wasted

NL m0bz

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Posted by: Sirbeaumerdier.3740

Sirbeaumerdier.3740

This always happens at the beginning of seasons. Everyone is making their way to the division that they belong in. You can’t expect not to get placed against people better than you at this point.

IF people were better than me and I was getting stomped I’d be okay with that. What I am not okay with is I’m facing bad players who i can easily win even numbered fights but my teammates are simply worse than my opponents so I am forced to lose. Basically because of my above average MMR I am being punished into carrying players that were going to lose the match anyway and getting my time and effort wasted

This, so much this.

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Posted by: Varezenem.2813

Varezenem.2813

Do they still give average MMR to new players? That might explain a bit if the system gives you a few new players that’s rip.

Not sure to understand the wiki correctly but from what I got, a new player is given an MMR of 1500 with a deviation of 350 (so his MMR range is 1150-1850) out of a total scale of 100-5000.
It may have been chosen as an average value based on player distribution, but since then the distribution is maybe different, centred around higher (or lower) value.

Also compared to OP scale of 1-10, I am not sure the algorithm authorizes a distance between highest and lowest MMR of 1200 (between the 6th and 8th minute) plus 700 from deviation, so a difference of 1900 in extrema of ratings. In a 1-10 scale it would translate to a max difference of 4, if the best is 10 nobody in that game should be lower than 6.

But again, I am not fully certain of this….

MMR is on a log scale AFAIK.

Senbu Ren[Wind]
Herald of Ventari

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Posted by: moobs.5862

moobs.5862

This is how it should have been to start, though I’d probably go further and suggest that the losing team also get a varying spread that works in the same direction.

The whole point is to let pips catch up to MMR. If everyone on a losing team loses 2 pips, the effect would be slowed down unnecessarily. The best of the losing team shouldn’t lose more than one.

It’s also vitally important that pip safety nets be removed.

The problem with having a varying spread for losing is that it makes it ever harder for the people with low MMR to get pips. Imagine if they lost 5 pips for losing and only gained 1 for winning. I would personally quit very quickly as there is no progression.

Also, losing is a shared responsibility. For example, the top MMR guy shouting and flaming in chat is definitely not helping the team and should be punished accordingly.

I think it is fine for pips to be inflationary as long as better players go up quicker than worse players. This way, you could grind your way up (rewarding playing) yet get there in 20% of the time if you were good.

Bad players shouldn’t be gaining pips, so this is by design. Also the person who rages in team chat is typically not the highest mmr on the team.

Trash players talk trash.

It is so easy to carry in this game, you can literally 3v1 in the low mmr bracket so there is zero excuse for not being able to get out of it except get better.

I can think of 1 player who rages in team chat who’s going to world’s *cough

NL m0bz

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Posted by: Light Of The Abyss.5927

Light Of The Abyss.5927

This is how it should have been to start, though I’d probably go further and suggest that the losing team also get a varying spread that works in the same direction.

The whole point is to let pips catch up to MMR. If everyone on a losing team loses 2 pips, the effect would be slowed down unnecessarily. The best of the losing team shouldn’t lose more than one.

It’s also vitally important that pip safety nets be removed.

The problem with having a varying spread for losing is that it makes it ever harder for the people with low MMR to get pips. Imagine if they lost 5 pips for losing and only gained 1 for winning. I would personally quit very quickly as there is no progression.

Also, losing is a shared responsibility. For example, the top MMR guy shouting and flaming in chat is definitely not helping the team and should be punished accordingly.

I think it is fine for pips to be inflationary as long as better players go up quicker than worse players. This way, you could grind your way up (rewarding playing) yet get there in 20% of the time if you were good.

Bad players shouldn’t be gaining pips, so this is by design. Also the person who rages in team chat is typically not the highest mmr on the team.

Trash players talk trash.

It is so easy to carry in this game, you can literally 3v1 in the low mmr bracket so there is zero excuse for not being able to get out of it except get better.

I can think of 1 player who rages in team chat who’s going to world’s *cough

Lawl

Delpfine Drake

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Posted by: Jourdelune.7456

Jourdelune.7456

Do they still give average MMR to new players? That might explain a bit if the system gives you a few new players that’s rip.

Not sure to understand the wiki correctly but from what I got, a new player is given an MMR of 1500 with a deviation of 350 (so his MMR range is 1150-1850) out of a total scale of 100-5000.
It may have been chosen as an average value based on player distribution, but since then the distribution is maybe different, centred around higher (or lower) value.

Also compared to OP scale of 1-10, I am not sure the algorithm authorizes a distance between highest and lowest MMR of 1200 (between the 6th and 8th minute) plus 700 from deviation, so a difference of 1900 in extrema of ratings. In a 1-10 scale it would translate to a max difference of 4, if the best is 10 nobody in that game should be lower than 6.

But again, I am not fully certain of this….

Still guild leaderboard rating never goes higher than 2500 mark and it was PZ doing it.

It goes from 2k to 2.5k with the best players.

So the 5k mark is not “real”. Top are 2.5k at most.

You can create a team in your guild and play that team… You will get a team rating to show where that team stand.

After making many different team in your guild, you could know where you stand and where others of your guild stand on the MMR thing.

It would be better to know all time the team MMR and know your own MMR. Making a friend, public, private switch on individual MMR to counter drama QQ would be great.

Dal Aï Lhama (Tempest), Dal Lahu Akbar (DH), Lord Dhal of Dharma (Scrapper) 12k+ spvp games.
Former Team Captain of ggwp (ESL weekly), GLHF (AG), MIST[CORE] spvp alliance guild.
https://www.reddit.com/r/GuildWars2PvPTeams/

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Posted by: chungiee.8764

chungiee.8764

Do they still give average MMR to new players? That might explain a bit if the system gives you a few new players that’s rip.

Not sure to understand the wiki correctly but from what I got, a new player is given an MMR of 1500 with a deviation of 350 (so his MMR range is 1150-1850) out of a total scale of 100-5000.
It may have been chosen as an average value based on player distribution, but since then the distribution is maybe different, centred around higher (or lower) value.

Also compared to OP scale of 1-10, I am not sure the algorithm authorizes a distance between highest and lowest MMR of 1200 (between the 6th and 8th minute) plus 700 from deviation, so a difference of 1900 in extrema of ratings. In a 1-10 scale it would translate to a max difference of 4, if the best is 10 nobody in that game should be lower than 6.

But again, I am not fully certain of this….

I don’t think there is a cap in MMR so in that sense, my example of having MMR between 1-10 is simplified. In my example, the numbers only represent relative MMR of the players selected in a game. As such, the number 10 could be replaced by any Glicko rating as long as it is higher than all the others in the team.

MMR deviations were something I had not thought about but I don’t think it really affects the proposed pip reward distribution. The only impact it would have is that your MMR would go up/down very rapidly and you may go from +1 to +5 pips very quickly.

In the short term, you may gain pips at an incorrect rate but eventually your MMR will settle along with the speed at which you gain pips.

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: Ranael.6423

Ranael.6423

It would be better to know all time the team MMR and know your own MMR. Making a friend, public, private switch on individual MMR to counter drama QQ would be great.

While exact values are always hidden in most games (I think it is to avoid MMR manipulation), at least a “color code” for where you are could be a nice addition. In an ideal world, your MMR should correlate with the league you’re in, but with the actual system it is only true for Legendary. Before that, I know you like to say that, it is somehow grind-based (with an amount of required skill increasing starting ruby).

Upon reaching Legend, the player ranking should follow the legendary level but I am not sure if matchmaking takes legendary level into account meaning a low MMR/low level player may be paired with high MMR players, at least as long as they are in the allowed search range.

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Posted by: Chase.8415

Chase.8415

The goal of a proper MMR is to target 50/50 winrate, even the bad players will get 50/50. The only purpose of the league system is to provide a sense of PROGRESSION to the low MMR.

This is why you can get to ruby without even being decent at the game.

At least this is not like overwatch were it flaunts how bad you are in skill rating and doesn’t even try to match you 50/50.

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Posted by: Ohoni.6057

Ohoni.6057

50/50 martchmaking would be great. At this point I’m stuck with zero/infinity matchmaking.

“If you spent as much time working on [some task] as
you spend complaining about it on the forums, you’d be
done by now.”

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Posted by: Saiyan.1704

Saiyan.1704

The numbers in the example is relative MMR for a particular game out of the 10 players selected… MMR is not really 1-10.

Team 1 MMR (total 28): 10 / 7 / 5 / 4 / 2
Team 2 MMR (total 29): 8 / 7 / 6 / 5 / 3

If team 1 wins, the post-game pip distribution should be something like….

Team 1: 10 / 7 / 5 / 4 / 2
Pips: +5 / 4 / 3 / 2 / 1
MMR increases for each player on the team

You literally created a downward spiral for players with low mmr, while assuming that all high mmr players are automatically good, ensuring their pip gains.

There’s a reason why Anet left the PiP distribution system, based on mmr, was a terrible inaccurate system.

There’s no way to determine individual skill and because of how GW2 Conquest works (a lot of strategies involved), you can’t accurately predict player’s “success” in every single game which the PiP system tried doing.

aka FalseLights
Rank: Top 250 since Season 2
#5 best gerdien in wurld

(edited by Saiyan.1704)

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Posted by: Jourdelune.7456

Jourdelune.7456

This always happens at the beginning of seasons. Everyone is making their way to the division that they belong in. You can’t expect not to get placed against people better than you at this point.

IF people were better than me and I was getting stomped I’d be okay with that. What I am not okay with is I’m facing bad players who i can easily win even numbered fights but my teammates are simply worse than my opponents so I am forced to lose. Basically because of my above average MMR I am being punished into carrying players that were going to lose the match anyway and getting my time and effort wasted

Since many top players don’t complain about this. I suppose your MMR got rekt by MMR hell in season 2 or 3.

To verify this, create a team in a guild with 2 guyz you think have the same MMR than you. Then Q to see if it’s the case. The team will get a rating. This will be your avg MMR team.

Dal Aï Lhama (Tempest), Dal Lahu Akbar (DH), Lord Dhal of Dharma (Scrapper) 12k+ spvp games.
Former Team Captain of ggwp (ESL weekly), GLHF (AG), MIST[CORE] spvp alliance guild.
https://www.reddit.com/r/GuildWars2PvPTeams/

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Posted by: Spartacus.3192

Spartacus.3192

Solo queuers should really just avoid ranked for the first week or two to let the higher MMR players and try hard premades move up to next tier. Then you will have just people from the tier below who came up and the other casuals in your tier to contend with.

Its been proven that all things being equal as a solo queuer you will progress faster in the second half of the season than you will the first half of the season due to the skill level of the players left in your division as the league gets closer to the finish.

Your typical average gamer -
“Buff my main class, nerf everything else. "

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Posted by: Zintrothen.1056

Zintrothen.1056

Three of my games today have been pretty close, but my teammates still suck, and I’m rusty too lol.

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Posted by: veslarius.8425

veslarius.8425

I’m not sure what all has changed on matchmaking this season but my 1st match for today was against a full mist initiative premade against pug solo Q…. not a good sign

…and again same team, guess ill have to use the old method of adding to friends list and not qing up till they are offline or in match. its sad to because i kill them 1v1 but of course with my team dropping like flies because they are fairly new, i rarely get to do that. Makes for an overall boring waste of time match. Anet is it that hard to separate solo Qers from extremely experienced premade teams?

It feels like you guys hate us solo Qers =(

(edited by veslarius.8425)

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Posted by: moobs.5862

moobs.5862

This always happens at the beginning of seasons. Everyone is making their way to the division that they belong in. You can’t expect not to get placed against people better than you at this point.

IF people were better than me and I was getting stomped I’d be okay with that. What I am not okay with is I’m facing bad players who i can easily win even numbered fights but my teammates are simply worse than my opponents so I am forced to lose. Basically because of my above average MMR I am being punished into carrying players that were going to lose the match anyway and getting my time and effort wasted

Since many top players don’t complain about this. I suppose your MMR got rekt by MMR hell in season 2 or 3.

To verify this, create a team in a guild with 2 guyz you think have the same MMR than you. Then Q to see if it’s the case. The team will get a rating. This will be your avg MMR team.

I’m complaining about this

NL m0bz

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Posted by: ZeftheWicked.3076

ZeftheWicked.3076

theory: mmr will provide balanced team compositions.

practice:

If you play good you’ll be paired with teammates that spend 2/3 of match off point or fight ad infinitum over getting graveyard in foefire legacy while other two points are capped by enemy team..

If you play bad, dw you’ll get strong teammembers to carry you. Yay mmr!

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Posted by: Jourdelune.7456

Jourdelune.7456

This always happens at the beginning of seasons. Everyone is making their way to the division that they belong in. You can’t expect not to get placed against people better than you at this point.

IF people were better than me and I was getting stomped I’d be okay with that. What I am not okay with is I’m facing bad players who i can easily win even numbered fights but my teammates are simply worse than my opponents so I am forced to lose. Basically because of my above average MMR I am being punished into carrying players that were going to lose the match anyway and getting my time and effort wasted

Since many top players don’t complain about this. I suppose your MMR got rekt by MMR hell in season 2 or 3.

To verify this, create a team in a guild with 2 guyz you think have the same MMR than you. Then Q to see if it’s the case. The team will get a rating. This will be your avg MMR team.

I’m complaining about this

Yé… need more!

Dal Aï Lhama (Tempest), Dal Lahu Akbar (DH), Lord Dhal of Dharma (Scrapper) 12k+ spvp games.
Former Team Captain of ggwp (ESL weekly), GLHF (AG), MIST[CORE] spvp alliance guild.
https://www.reddit.com/r/GuildWars2PvPTeams/

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Posted by: Malediktus.9250

Malediktus.9250

24 matches, only 7 wins
all soloQ
saphire division

are you sure you patched in the season 1 matchmaking after you already forgot to add the new season title?

1st person worldwide to reach 35,000 achievement points.

(edited by Malediktus.9250)

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Posted by: Smooth Penguin.5294

Smooth Penguin.5294

I think what’s going on is that people are tanking their MMR in the beginning, and you just happened to be on the teams with pugs who intend to lose.

In GW2, Trading Post plays you!

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Posted by: Spartacus.3192

Spartacus.3192

I think what’s going on is that people are tanking their MMR in the beginning, and you just happened to be on the teams with pugs who intend to lose.

yup i already said this would happen. Solo Q players are screwed because there is very high chance you will have at least one person in your team that is purposely tanking his/her MMR in order to win streak to the next tier after.

Your typical average gamer -
“Buff my main class, nerf everything else. "