Show probability after match ends
Agree. I have also pushed for this.
I almost wouldn’t mind losing if I knew how skilled of a team I had faced.
And don’t discount the importance of voice-communications among grouped opponents. That alone should mean that 1+1+1+1+1 teams should have their odds of winning lowered significantly in the Expected Win calculation. I think Justin does use an adjustment factor that might capture the voice communication potential by noting the number of solo players on any team.
(edited by Laserbolt.6731)
This is kind of an odd analogy, but it makes sense to me:
Imagine the ranked queue as college football (USA!). In college football, sometimes you have the top ranked school in the country playing unranked teams, or teams in lower divisions. All parties involved are well aware of this situation going into it, and leaving it. There are certainly moral victories if Grand Valley State plays well against Alabama.
However, in GW2’s current system, you potentially have Grand Valley State going against Alabama; but, before, during, and after the match, neither team knows it. This leaves the underdog walking away dejected and not understanding why the were just annihilated.
If they have to go with this system where sometimes really good teams play far inferior teams, they have to make it readily apparent to all parties involved once this occurs.
P.S. – Now that teams queue together straight from the party system, can’t the game put an icon of some sort next to the player’s names that joined a party together (ala Call of Duty). This would provide a little insight into what you can expect during the match.
(edited by felivear.1536)
Excellent point about the college team analogy.
Silentshoes (Thief), Wind of the Woods (condi ranger)
This is kind of an odd analogy, but it makes sense to me:
Imagine the ranked queue as college football (USA!). In college football, sometimes you have the top ranked school in the country playing unranked teams, or teams in lower divisions. All parties involved are well aware of this situation going into it, and leaving it. There are certainly moral victories if Grand Valley State plays well against Alabama.
However, in GW2’s current system, you potentially have Grand Valley State going against Alabama; but, before, during, and after the match, neither team knows it. This leaves the underdog walking away dejected and not understanding why the were just annihilated.
If they have to go with this system where sometimes really good teams play far inferior teams, they have to make it readily apparent to all parties involved once this occurs.
P.S. – Now that teams queue together straight from the party system, can’t the game put an icon of some sort next to the player’s names that joined a party together (ala Call of Duty). This would provide a little insight into what you can expect during the match.
Nice analogy. I’m not from USA, but I still understood it (so Alabama is good, huh?).
I’d prefer though that such icon showed only after the match finished. Just to not to let these kind of things demotivate players.
please show the
- probability of winning.
- the plus minus of ladder points.
- the team setup of both teams (dota 2 shows this at end of match)
for example,
red (2 + 2 + 1) vs (1 + 3 + 1) blue
let us know if everyone solo queued, or if who is party queuing together with who.
please show the
- probability of winning.
- the plus minus of ladder points.
- the team setup of both teams (dota 2 shows this at end of match)
for example,
red (2 + 2 + 1) vs (1 + 3 + 1) bluelet us know if everyone solo queued, or if who is party queuing together with who.
I completely agree.
I agree. Justin wrote in the pre-patch blog that winning probabilities are introduced to make it more rewarding when you keep fighting. But the motivation is gone as long as you are not going to know the outcome.
I agree. Justin wrote in the pre-patch blog that winning probabilities are introduced to make it more rewarding when you keep fighting. But the motivation is gone as long as you are not going to know the outcome.
I totally agree. If you want to motivate the weaker team, show them the incentive and the goal needed to get a Ladder Point or 2.
Silentshoes (Thief), Wind of the Woods (condi ranger)
I totally agree with you guys. This is necessary to show winning odds to motivate team with lower winning odds to gain as much points as possible.
Great points all and I totally agree.