Suggestion: The S3 fix

Suggestion: The S3 fix

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Posted by: Daroon.1736

Daroon.1736

I would like to suggest the following very simple matchmaking fix for S3 (or sooner if possible) that addresses the following issues:

1) MMR Tanking (From season 1)
2) The stated aim of getting ‘good’ players out of lower divisions quickly
3) Fixing the terrible S2 matchmaking

Firstly abandon the awful s2 matchmaking and reintroduce an algorithm that creates matches of teams of similar MMR’s

Secondly remove the win/loss streak mechanic and replace it with a system that awards an amount of pips for a win based on the players MMR and their current division.

For example:

Amber league players with a high MMR might gain 5 pips per win and would very quickly move up – In emerald this would reduce to 4, 3 in sapphire, reducing to 1 in diamond.

‘Above average’ MMR players would start at 3 in Amber, reducing by one and everyone else would start at 2, reducing to one thereafter.

This system would allow everybody to benefit from once again playing ‘fair’ games against similarly matched opponents, whilst at the same time allowing good players to quickly make their way to the higher divisions.

Average players can make progress and are clearly incentivized to improve their gameplay and MMrR.

Suggestion: The S3 fix

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Posted by: Fivedawgs.4267

Fivedawgs.4267

Lol , 5 pip for wins .. lol that’s where I stopped reading.

Suggestion: The S3 fix

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Posted by: Daroon.1736

Daroon.1736

Lol , 5 pip for wins .. lol that’s where I stopped reading.

How and why is that less preferable than having an ESL team roll over 500-0, a bunch of new solo players 5 matches in a row?

Having a system designed to create a bad experience for the 25 Solo Q players who have to play the high ranked team so that they gain their 5 pips and move up, benefits nobody.

(edited by Daroon.1736)

Suggestion: The S3 fix

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Posted by: Sirbeaumerdier.3740

Sirbeaumerdier.3740

I would like to suggest the following very simple matchmaking fix for S3 (or sooner if possible) that addresses the following issues:

1) MMR Tanking (From season 1)
2) The stated aim of getting ‘good’ players out of lower divisions quickly
3) Fixing the terrible S2 matchmaking

Firstly abandon the awful s2 matchmaking and reintroduce an algorithm that creates matches of teams of similar MMR’s

Secondly remove the win/loss streak mechanic and replace it with a system that awards an amount of pips for a win based on the players MMR and their current division.

For example:

Amber league players with a high MMR might gain 5 pips per win and would very quickly move up – In emerald this would reduce to 4, 3 in sapphire, reducing to 1 in diamond.

‘Above average’ MMR players would start at 3 in Amber, reducing by one and everyone else would start at 2, reducing to one thereafter.

This system would allow everybody to benefit from once again playing ‘fair’ games against similarly matched opponents, whilst at the same time allowing good players to quickly make their way to the higher divisions.

Average players can make progress and are clearly incentivized to improve their gameplay and MMrR.

I’m sorry but anything that seeks to give an advantage or disadvantage to a player based on past measurement and not current performances is always going to be inherently flawed and unfair. If you are “good” and you matter that much by yourself in a team you will get out fast enough. No need to sugar coat it more.

Maybe you are NOW good because you went through a lot of adversity or maybe things were always easy for you. But what matter at any given moment is how you are NOW not the road you took to get there. So please stop with the let’s manufacture match-up so the past repeats itself. Real life is already sadly invested too much in that paradigm anyway. Let’s build something better in the gaming world at least.

Suggestion: The S3 fix

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Posted by: Daroon.1736

Daroon.1736

I would like to suggest the following very simple matchmaking fix for S3 (or sooner if possible) that addresses the following issues:

1) MMR Tanking (From season 1)
2) The stated aim of getting ‘good’ players out of lower divisions quickly
3) Fixing the terrible S2 matchmaking

Firstly abandon the awful s2 matchmaking and reintroduce an algorithm that creates matches of teams of similar MMR’s

Secondly remove the win/loss streak mechanic and replace it with a system that awards an amount of pips for a win based on the players MMR and their current division.

For example:

Amber league players with a high MMR might gain 5 pips per win and would very quickly move up – In emerald this would reduce to 4, 3 in sapphire, reducing to 1 in diamond.

‘Above average’ MMR players would start at 3 in Amber, reducing by one and everyone else would start at 2, reducing to one thereafter.

This system would allow everybody to benefit from once again playing ‘fair’ games against similarly matched opponents, whilst at the same time allowing good players to quickly make their way to the higher divisions.

Average players can make progress and are clearly incentivized to improve their gameplay and MMrR.

I’m sorry but anything that seeks to give an advantage or disadvantage to a player based on past measurement and not current performances is always going to be inherently flawed and unfair. If you are “good” and you matter that much by yourself in a team you will get out fast enough. No need to sugar coat it more.

Maybe you are NOW good because you went through a lot of adversity or maybe things were always easy for you. But what matter at any given moment is how you are NOW not the road you took to get there. So please stop with the let’s manufacture match-up so the past repeats itself. Real life is already sadly invested too much in that paradigm anyway. Let’s build something better in the gaming world at least.

Eloquently put put the fact is that the current matching a system of matching high mmr teams against a low mmr teams does ‘give an advantage or disadvantage to a player based on past measurement’ – I’m just looking for an alternative method that provides a better experience for all.

Suggestion: The S3 fix

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Posted by: Sirbeaumerdier.3740

Sirbeaumerdier.3740

I would like to suggest the following very simple matchmaking fix for S3 (or sooner if possible) that addresses the following issues:

1) MMR Tanking (From season 1)
2) The stated aim of getting ‘good’ players out of lower divisions quickly
3) Fixing the terrible S2 matchmaking

Firstly abandon the awful s2 matchmaking and reintroduce an algorithm that creates matches of teams of similar MMR’s

Secondly remove the win/loss streak mechanic and replace it with a system that awards an amount of pips for a win based on the players MMR and their current division.

For example:

Amber league players with a high MMR might gain 5 pips per win and would very quickly move up – In emerald this would reduce to 4, 3 in sapphire, reducing to 1 in diamond.

‘Above average’ MMR players would start at 3 in Amber, reducing by one and everyone else would start at 2, reducing to one thereafter.

This system would allow everybody to benefit from once again playing ‘fair’ games against similarly matched opponents, whilst at the same time allowing good players to quickly make their way to the higher divisions.

Average players can make progress and are clearly incentivized to improve their gameplay and MMrR.

I’m sorry but anything that seeks to give an advantage or disadvantage to a player based on past measurement and not current performances is always going to be inherently flawed and unfair. If you are “good” and you matter that much by yourself in a team you will get out fast enough. No need to sugar coat it more.

Maybe you are NOW good because you went through a lot of adversity or maybe things were always easy for you. But what matter at any given moment is how you are NOW not the road you took to get there. So please stop with the let’s manufacture match-up so the past repeats itself. Real life is already sadly invested too much in that paradigm anyway. Let’s build something better in the gaming world at least.

Eloquently put put the fact is that the current matching a system of matching high mmr teams against a low mmr teams does ‘give an advantage or disadvantage to a player based on past measurement’ – I’m just looking for an alternative method that provides a better experience for all.

Yeah, I was alluding to MMR when I said “past measurements”as you well know. I’m all for something better, I just don,t think it’s necessary or even good at all to give more pips to strong players.

Suggestion: The S3 fix

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Posted by: Daroon.1736

Daroon.1736

I would like to suggest the following very simple matchmaking fix for S3 (or sooner if possible) that addresses the following issues:

1) MMR Tanking (From season 1)
2) The stated aim of getting ‘good’ players out of lower divisions quickly
3) Fixing the terrible S2 matchmaking

Firstly abandon the awful s2 matchmaking and reintroduce an algorithm that creates matches of teams of similar MMR’s

Secondly remove the win/loss streak mechanic and replace it with a system that awards an amount of pips for a win based on the players MMR and their current division.

For example:

Amber league players with a high MMR might gain 5 pips per win and would very quickly move up – In emerald this would reduce to 4, 3 in sapphire, reducing to 1 in diamond.

‘Above average’ MMR players would start at 3 in Amber, reducing by one and everyone else would start at 2, reducing to one thereafter.

This system would allow everybody to benefit from once again playing ‘fair’ games against similarly matched opponents, whilst at the same time allowing good players to quickly make their way to the higher divisions.

Average players can make progress and are clearly incentivized to improve their gameplay and MMrR.

I’m sorry but anything that seeks to give an advantage or disadvantage to a player based on past measurement and not current performances is always going to be inherently flawed and unfair. If you are “good” and you matter that much by yourself in a team you will get out fast enough. No need to sugar coat it more.

Maybe you are NOW good because you went through a lot of adversity or maybe things were always easy for you. But what matter at any given moment is how you are NOW not the road you took to get there. So please stop with the let’s manufacture match-up so the past repeats itself. Real life is already sadly invested too much in that paradigm anyway. Let’s build something better in the gaming world at least.

Eloquently put put the fact is that the current matching a system of matching high mmr teams against a low mmr teams does ‘give an advantage or disadvantage to a player based on past measurement’ – I’m just looking for an alternative method that provides a better experience for all.

Yeah, I was alluding to MMR when I said “past measurements”as you well know. I’m all for something better, I just don,t think it’s necessary or even good at all to give more pips to strong players.

I would refer in part to my previous post:

Which is a better system – One where a high level team team rolls over 500-0, a bunch of new solo players 5 awful matches in a row to gain 5 pips

Or one where two high level teams play each other with one gaining 5 pips and the the SoloQ players get to play 5 fair matches to earn theirs?

Suggestion: The S3 fix

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Posted by: Fivedawgs.4267

Fivedawgs.4267

Lol , 5 pip for wins .. lol that’s where I stopped reading.

How and why is that less preferable than having an ESL team roll over 500-0, a bunch of new solo players 5 matches in a row?

Having a system designed to create a bad experience for the 25 Solo Q players who have to play the high ranked team so that they gain their 5 pips and move up, benefits nobody.

Because to implement this, Anet wouldn’t have to reset everyone MMR. Like you said someone with a high MMR, which means they won’t be a MMR reset.

I would like to suggest the following very simple matchmaking fix for S3 (or sooner if possible) that addresses the following issues:

1) MMR Tanking (From season 1)
2) The stated aim of getting ‘good’ players out of lower divisions quickly
3) Fixing the terrible S2 matchmaking

Firstly abandon the awful s2 matchmaking and reintroduce an algorithm that creates matches of teams of similar MMR’s

Secondly remove the win/loss streak mechanic and replace it with a system that awards an amount of pips for a win based on the players MMR and their current division.

For example:

Amber league players with a high MMR might gain 5 pips per win and would very quickly move up – In emerald this would reduce to 4, 3 in sapphire, reducing to 1 in diamond.

‘Above average’ MMR players would start at 3 in Amber, reducing by one and everyone else would start at 2, reducing to one thereafter.

This system would allow everybody to benefit from once again playing ‘fair’ games against similarly matched opponents, whilst at the same time allowing good players to quickly make their way to the higher divisions.

Average players can make progress and are clearly incentivized to improve their gameplay and MMrR.

I’m sorry but anything that seeks to give an advantage or disadvantage to a player based on past measurement and not current performances is always going to be inherently flawed and unfair. If you are “good” and you matter that much by yourself in a team you will get out fast enough. No need to sugar coat it more.

Maybe you are NOW good because you went through a lot of adversity or maybe things were always easy for you. But what matter at any given moment is how you are NOW not the road you took to get there. So please stop with the let’s manufacture match-up so the past repeats itself. Real life is already sadly invested too much in that paradigm anyway. Let’s build something better in the gaming world at least.

Eloquently put put the fact is that the current matching a system of matching high mmr teams against a low mmr teams does ‘give an advantage or disadvantage to a player based on past measurement’ – I’m just looking for an alternative method that provides a better experience for all.

Yeah, I was alluding to MMR when I said “past measurements”as you well know. I’m all for something better, I just don,t think it’s necessary or even good at all to give more pips to strong players.

I would refer in part to my previous post:

Which is a better system – One where a high level team team rolls over 500-0, a bunch of new solo players 5 awful matches in a row to gain 5 pips

Or one where two high level teams play each other with one gaining 5 pips and the the SoloQ players get to play 5 fair matches to earn theirs?

I see you ve corrected yourself here, forgo ing the current MMR system will fix lots of problems. Trust me we don’t have to give high skilled teams, an advantage; giving everyone a 50/50 chance of winning or losing will fix lots of problem.

(edited by Fivedawgs.4267)

Suggestion: The S3 fix

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Posted by: Abazigal.3679

Abazigal.3679

Or alternatively, easier ideas :
- make vote 2 maps instead of 3, so legacy of foefire happens much less : this map is the one where most blowouts and impossible come backs do happen, but people don’t really seem to notice it. Furthermore, when your team gets facerolled mid, you can’t make any strategy to come back against an opponent doing double point hold
- make seasons last longer, so there won’t be complaints about having to do all this again every 3 months

Suggestion: The S3 fix

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Posted by: Yasi.9065

Yasi.9065

Take season1 matchmaking, increase mmr range of teams chosen to compete each other, decrease mmr range of players chosen for one team.

Higher team wins → +1 pip
Lower team wins → +2 pip

Higher team looses → -2 pips
Lower team looses → -1 pip

MMR adjustments based on how close win/loss was.

Remove division locks.

Divisions 1+2 are training wheels for everybody that didnt reach ruby in season before or didnt participate. Everybody else starts in sapphire.

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Posted by: Fivedawgs.4267

Fivedawgs.4267

Take season1 matchmaking, increase mmr range of teams chosen to compete each other, decrease mmr range of players chosen for one team.

Higher team wins -> +1 pip
Lower team wins -> +2 pip

Higher team looses -> -2 pips
Lower team looses -> -1 pip

MMR adjustments based on how close win/loss was.

Remove division locks.

Divisions 1+2 are training wheels for everybody that didnt reach ruby in season before or didnt participate. Everybody else starts in sapphire.

I agree with much of your post, but the lower team extra pip upon a win isn’t needed in S3. It would have helped in this season but def not in the next one. What Anet has to do is ensure that every team has a 50/50 chance at winning and go from there.

Suggestion: The S3 fix

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Posted by: BrotherBelial.3094

BrotherBelial.3094

Take season1 matchmaking, increase mmr range of teams chosen to compete each other, decrease mmr range of players chosen for one team.

Higher team wins -> +1 pip
Lower team wins -> +2 pip

Higher team looses -> -2 pips
Lower team looses -> -1 pip

MMR adjustments based on how close win/loss was.

Remove division locks.

Divisions 1+2 are training wheels for everybody that didnt reach ruby in season before or didnt participate. Everybody else starts in sapphire.

Removing divisions locks is a bad idea. It would make match making even more of a nightmare for high level players. People are waiting upwards of 30 minutes now. Now if you add the ability to slip down divisions you will thin out population in divisions.

In reality what ANet need to do is have the league running in ranked and unranked. That way the people who care about being famous in GW2 can fight it out in ranked, then those of us just wanted to work on the back item can in unranked with out the worry of the “pro” players stalling there progress. Of course the titles will only be given out if you get to legend in ranked.

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Posted by: Yasi.9065

Yasi.9065

No piprange in matchmaking, pips are only the result and not the ladder. MMR is the ladder. So removing division locks is necessary.

Atm, its the other way around, which is just confusing everybody into thinking if you are ruby, you are good.

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Posted by: BrotherBelial.3094

BrotherBelial.3094

No piprange in matchmaking, pips are only the result and not the ladder. MMR is the ladder. So removing division locks is necessary.

Atm, its the other way around, which is just confusing everybody into thinking if you are ruby, you are good.

The current system uses MMR to find you a team, then finds a team that is better or worse than your team is with in a given pip range. MMR means squat. Restet MMR, and lets sort the “men from the boys” as it where. But the. You can’t really in a team PvP system where PS really doesn’t mean much.

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Posted by: Daroon.1736

Daroon.1736

Lol , 5 pip for wins .. lol that’s where I stopped reading.

Assuming a return to the s1 matchmaking where you could have a teams made up of a players with different MMR’s on both sides, Why shouldn’t the ‘better’ players in the team who carry, earn more pips?

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Posted by: Jourdelune.7456

Jourdelune.7456

… again a grinding wins system through PIPS will never show how SKILL you are.

To do this, scratch PIPS. We don’t need to GRIND.

You win versus a better MMR team, you raise your League RANK. (Lower MMR team, you raise a bit your league RANK)

You lose versus a better MMR team, you lose your League RANK. You lose versus a lesser MMR team, you lose more League Rank.

Give a decay hit each 2 dayz, where the decay numbers is relative to the numbers of games played (played 2 games in two day, the decay is higher than 10 games on 2 dayz).

Normalized number of games on a week and punish those who stop playing League to KEEP their High RANK.

Actually… the league system make you progress through grinding anyone into your PIPS range till you it Legendary. Yeah… so Legendary to grinds games versus anyone that grind games…

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Posted by: BrotherBelial.3094

BrotherBelial.3094

… again a grinding wins system through PIPS will never show how SKILL you are.

To do this, scratch PIPS. We don’t need to GRIND.

You win versus a better MMR team, you raise your League RANK. (Lower MMR team, you raise a bit your league RANK)

You lose versus a better MMR team, you lose your League RANK. You lose versus a lesser MMR team, you lose more League Rank.

Give a decay hit each 2 dayz, where the decay numbers is relative to the numbers of games played (played 2 games in two day, the decay is higher than 10 games on 2 dayz).

Normalized number of games on a week and punish those who stop playing League to KEEP their High RANK.

Actually… the league system make you progress through grinding anyone into your PIPS range till you it Legendary. Yeah… so Legendary to grinds games versus anyone that grind games…

Again, can’t show personal skill, in a team PvP match where personal score means nothing. If anything, personal score should effect the match score. That way players with skill could stand a chance of winning matches when teamed with players with less.

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Posted by: Mightybird.6034

Mightybird.6034

We need a preseason, the beginning of which, MMR is reset for all. But no divisions start yet. Then you gain (some) kind of bonus for divisions when league starts. Either starting higher or gaining bonus pips or something else.

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Posted by: Sirbeaumerdier.3740

Sirbeaumerdier.3740

… again a grinding wins system through PIPS will never show how SKILL you are.

To do this, scratch PIPS. We don’t need to GRIND.

You win versus a better MMR team, you raise your League RANK. (Lower MMR team, you raise a bit your league RANK)

You lose versus a better MMR team, you lose your League RANK. You lose versus a lesser MMR team, you lose more League Rank.

Give a decay hit each 2 dayz, where the decay numbers is relative to the numbers of games played (played 2 games in two day, the decay is higher than 10 games on 2 dayz).

Normalized number of games on a week and punish those who stop playing League to KEEP their High RANK.

Actually… the league system make you progress through grinding anyone into your PIPS range till you it Legendary. Yeah… so Legendary to grinds games versus anyone that grind games…

As long as the algorithm stop pairing teams in a way it manufacture wins or loose I’m ok with this.