Show probability after match ends

Show probability after match ends

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Posted by: felivear.1536

felivear.1536

Could we please show either your probability of winning, or the points you dropped/gained after the match? The latter will at least give an idea of the probability, although the former would be preferred.

Also, is there an ETA on pre-made vs solo queue fix? I queued up ranked tonight as solo (which I’ve done almost exclusively since this game launched) and the queue popped in about 3 minutes and we (all solo queue) faced a pre-made, guilded group, that all chose courtyard. We didn’t get skunked, but the coordination difference was easily discernible.

Thanks

feLIVEar: Your resident forum king.

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Posted by: Laserbolt.6731

Laserbolt.6731

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.

Scrapper: “Frank from Research”

(edited by Laserbolt.6731)

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Posted by: felivear.1536

felivear.1536

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.

feLIVEar: Your resident forum king.

(edited by felivear.1536)

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Posted by: Silentshoes.1805

Silentshoes.1805

Excellent point about the college team analogy.

The Alien (condi necro),That Wreckin Crew (Mesmer)
Silentshoes (Thief), Wind of the Woods (condi ranger)

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Posted by: Frenk.5917

Frenk.5917

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.

Frenk – EU
All is vain

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Posted by: Deimos Tel Arin.7391

Deimos Tel Arin.7391

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.

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Posted by: felivear.1536

felivear.1536

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.

I completely agree.

feLIVEar: Your resident forum king.

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Posted by: ybz.6547

ybz.6547

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.

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Posted by: Silentshoes.1805

Silentshoes.1805

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.

The Alien (condi necro),That Wreckin Crew (Mesmer)
Silentshoes (Thief), Wind of the Woods (condi ranger)

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Posted by: Style.1092

Style.1092

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.

Cpt Nemo Kolkozy

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Posted by: Iason Evan.3806

Iason Evan.3806

Great points all and I totally agree.

Leader of The Guernsey Milking Coalition [MiLk] Sanctum of Rall