The 3 main issues of leaderboards
The current LBs have a lot of flaws. That’s why I’m a bit surprised by your top three.
1) This is possibly the most annoying thing in GW2 at the moment. One game I even had a turret engi in my team afking after the first team fight, and we managed to loose 500-450 in 4v5, just because he wouldn’t admit he was wrong and play. Nothing is ever going to punish afkers, because they are not technically doing anything wrong: they are just bad sports.
2) There IS a MMR multiplicator for premade since december, and it fixed a lot of issues teamq faced in the old days: a premade team is now matched against premade preferently (the old system had nothing to balance team sizes), and when it’s not, the solo and duo/trio players against it have a better MMR, to make up for the undeniable advantage of being on a team.
3) When someone has a disconnect on your team and doesn’t get back within the grace period of 60s, he looses 3 points on the LB and gets no reward and no rank progression, but the rest of the team doesn’t loose any point on the LB. This is a slightly more recent change, so it could explain why you didn’t heard of it. I think it was in february.
I hope the fact-checking helped.
As the previous poster mentioned the MMR multiplicator for teams does exist and currently accounts for 25% when predicting which team will win. One of the devs even mentioned in another thread that maybe this number is not high enough and maybe needs tweaking. I don’t know how it works for matchmaking but that was for determining odds of victory which I am sure is linked in some way.
As the previous poster mentioned the MMR multiplicator for teams does exist and currently accounts for 25% when predicting which team will win. One of the devs even mentioned in another thread that maybe this number is not high enough and maybe needs tweaking. I don’t know how it works for matchmaking but that was for determining odds of victory which I am sure is linked in some way.
It was already tweaked a couple of times. I don’t really want to search through my post history (I spend WAY too much time here), but I clearly remember Justin stating that this factor was once too high and had to be tuned down a bit (it was initially changed because of the whole “solo vs premade” drama on the forums).
As the previous poster mentioned the MMR multiplicator for teams does exist and currently accounts for 25% when predicting which team will win. One of the devs even mentioned in another thread that maybe this number is not high enough and maybe needs tweaking. I don’t know how it works for matchmaking but that was for determining odds of victory which I am sure is linked in some way.
It was already tweaked a couple of times. I don’t really want to search through my post history (I spend WAY too much time here), but I clearly remember Justin stating that this factor was once too high and had to be tuned down a bit (it was initially changed because of the whole “solo vs premade” drama on the forums).
This was a few days ago where he was mentioning it was maybe toned down a little too much, people complaining also go them to include pvp rank into the equation (dolyak, rabbit etc.) and it accounts for like 12.5% or something. I think getting rid of that and adding it to a premade to make it 37.5% would be good. I think the biggest advantage of a premade is a good team composition which should count for a lot more than 25% of the match prediction.
As the previous poster mentioned the MMR multiplicator for teams does exist and currently accounts for 25% when predicting which team will win. One of the devs even mentioned in another thread that maybe this number is not high enough and maybe needs tweaking. I don’t know how it works for matchmaking but that was for determining odds of victory which I am sure is linked in some way.
It was already tweaked a couple of times. I don’t really want to search through my post history (I spend WAY too much time here), but I clearly remember Justin stating that this factor was once too high and had to be tuned down a bit (it was initially changed because of the whole “solo vs premade” drama on the forums).
This was a few days ago where he was mentioning it was maybe toned down a little too much, people complaining also go them to include pvp rank into the equation (dolyak, rabbit etc.) and it accounts for like 12.5% or something. I think getting rid of that and adding it to a premade to make it 37.5% would be good. I think the biggest advantage of a premade is a good team composition which should count for a lot more than 25% of the match prediction.
Well, I’m glad they are still working on the match-making. I probably won’t notice a real difference in my humble experience as a solo player, but hopefully they have enough data to find the best balance.
3) When someone has a disconnect on your team and doesn’t get back within the grace period of 60s, he looses 3 points on the LB and gets no reward and no rank progression, but the rest of the team doesn’t loose any point on the LB. This is a slightly more recent change, so it could explain why you didn’t heard of it. I think it was in february.
everyone who queued with the disconnecting person together gets -3 points
we were 4 ppl getting -3 and loss for a won match^^ because 1 of us had disconnect
check the link I posted
3) When someone has a disconnect on your team and doesn’t get back within the grace period of 60s, he looses 3 points on the LB and gets no reward and no rank progression, but the rest of the team doesn’t loose any point on the LB. This is a slightly more recent change, so it could explain why you didn’t heard of it. I think it was in february.
everyone who queued with the disconnecting person together gets -3 points
we were 4 ppl getting -3 and loss for a won match^^ because 1 of us had disconnectcheck the link I posted
Sorry, I didn’t know that, thanks for telling me. Well, it seems silly, but I can see where it comes from. I mean, I don’t care about the LB at all, so if I had a friend of mine dying to have a mini llama, I guess it would be easy to disconnect every time we’re losing, to avoid my friend a loss in points on the LB. I honestly don’t know where I stand on this. On the one hand, fair-play people like you and I don’t need this fail-safe, but people in this game seem to abuse of everything they can (just look at the number of turret engis you run into), so maybe it’s needed.
3) When someone has a disconnect on your team and doesn’t get back within the grace period of 60s, he looses 3 points on the LB and gets no reward and no rank progression, but the rest of the team doesn’t loose any point on the LB. This is a slightly more recent change, so it could explain why you didn’t heard of it. I think it was in february.
everyone who queued with the disconnecting person together gets -3 points
we were 4 ppl getting -3 and loss for a won match^^ because 1 of us had disconnectcheck the link I posted
Sorry, I didn’t know that, thanks for telling me. Well, it seems silly, but I can see where it comes from. I mean, I don’t care about the LB at all, so if I had a friend of mine dying to have a mini llama, I guess it would be easy to disconnect every time we’re losing, to avoid my friend a loss in points on the LB. I honestly don’t know where I stand on this. On the one hand, fair-play people like you and I don’t need this fail-safe, but people in this game seem to abuse of everything they can (just look at the number of turret engis you run into), so maybe it’s needed.
yeah but I don’t believe they aren’t able to make a difference between 1min disconnect+winning VS abusing
1 would be fine if they ever turn on dishonor, but as it stands theres issues with it.
2 and 3 arent issues. 2 is in there. 3 is a bad personal experience with a system designed to crack down on abuse.
head here to discuss wvw without fear of infractions
As the previous poster mentioned the MMR multiplicator for teams does exist and currently accounts for 25% when predicting which team will win. One of the devs even mentioned in another thread that maybe this number is not high enough and maybe needs tweaking. I don’t know how it works for matchmaking but that was for determining odds of victory which I am sure is linked in some way.
No one cares about the indicator or the projection of who will win. People care about getting good matches and there are still way too many premades vs pug games.
Oh, and I think a lot of people are still upset about losing solo queue.