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Ways to increase dev resources quickly

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Posted by: Lucius.2140

Lucius.2140

So they can do more “stuff” to make the game better…

Sell the following items in the CASH SHOP only…

-Sell lvl 80 boosts and individual tomes of knowledge.

-Map completion packs, per character only.

-Sell each booster individually and in packs.

-Race change. This would work really really well coupled with having dwarves as a playable race.

-Sell laurels and various in-game currencies.

-VIP monthly sub with perks.

That’s a good start I think, but what are your ideas to help the devs increase their resources quickly so they have the resources to do more “stuff”?

Im ok with the cosmetics, but map completition, various in game currency: no.

Plus: The game isnt going that well its in direct relationship with the decisions and implementation Anet do. Giving more money as a form of suporting gw2 its to incentive them to keep all in track.

They fixed a lot of HoTs bad decisions/implementations, but last balance patch+ ascending vending changes were in line with gw2 developer cicle of great addition x2 + 1 screwing the game (The new quest for other part was good).

My point: First Anet improve its decision making (probably knowing better the game as played and the playerbase), then suport it, not suport the guy that hits heavyly its own game from time to time (specially the expansion).

Skill Balance Coming

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Posted by: Lucius.2140

Lucius.2140

Instead of trying to balance 1 trait line, one weapon and 1 set of skills, they chose to balance the rest of weapons, traits and skill sets with power creep xd.

Plus they wet to a more spammy and forgiving combat.

That and making ascendeds more grindy they reduced the grind with hot after the expansion via feedback, but the lesson seems to not be learned).

GW2 its an excelent game but has a history of poor decisions making, it go one step back every 2 steps forward:

Ls1 not been replayable, ascended gear, 2 weeks for ls releases that were too small, hurried content in the living story, way to delayed expansion, dumbed down of the intro and low level maps for western players, erasing the first pact commander story quests (Apaty, Tom, etc.), desert borderlands rotating with alpine ones , stronghold as the next great pvp map, no skilled leaderboards in dec 2014- march 2015, grind leagues (1-4) , elite spec power creep, poor fractal rewards at the start of hot, dungeons rewards nerf, no raid lfg (because they feel it wasnt apropiate for the elite idea), Hot maps grind, scribe been super expensive , leather becoming too expensive (nerf on salvage rates).

It really makes me sad when they do this mistakes. Specially because as a community we have been generally right about them been bad for the game and they dont listen (Collin Johanson even wrote “we will go in this direction, if anyone its not ok with it, they can go”, talking about a no replayable LS1).

If this kind of patch didnt happen, gw2 would have been a bigger and more sucefull MMO.

(edited by Lucius.2140)

Profession Locking Poll - February 16th 2017

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Posted by: Lucius.2140

Lucius.2140

You can have profession specific MMR and leaderboards by preventing character changes mid game. There is no need to lock the swap in the warmup phase because that just causes frustration when you’re stuck with 2 thief+2 mesmer and no support because it’s Thief and Mesmer daily wins.

You cant, other case people will quee with their lower mmr toons and swap to the higher mmr ones in the warm up or just after queing, so it will end up distorting all.

Problem here its like you said, if class stacking isnt adressed, its eliminating the only tool players have to counter bad comps. So this should be tied with no class stacking, because the choice people will have in this poll will be influenced by the existence of it.

(edited by Lucius.2140)

Should zerk gear be used by casual players?

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Posted by: Lucius.2140

Lucius.2140

You can use whatever you want xd. By definition its best if you choose a gear that allow you to perform in your best in a confortable/enjoyable form (with depends of context and skill level) and if in group its between the specific and explicit requeriment of it.

Now if we go for casual as: semiafk playing/ not strive to improve skill level. Then go for something confortable that put you below a unconfortable/no fun death rate per hour in the activities you do. You arent going to raids or specific geared party.

If your definition of casual its: i play little per week but im super fan of hardmode (most hardcores in time arent), choose a gear that adjust to your superior active defenses for most content and one for your specific group content role (tends to overlap, not always, example: healer).

Quarterly reports Q4 2016

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Posted by: Lucius.2140

Lucius.2140

We know th utilities are going down slowly, but to put something clear, this time they have more people working on the expa, that count as another project, one that will give profits later.

That means if their costs are the same as before, some are in the new expa, meaning a drop in utilities for gw2 doesnt mean a drop in rentability.

Normally rentability its the way to go, only type of exceptions that come to my main could be if both projects have the same rentability but one cover all your assets the other not and the secondary projects offer less rentability, so you choose the better group of investment (the big budget project).

So, too little info. But yeah must of us will like gw2 to have ten times the income it gets and 100 times the quality and quantity in realeses xd.

Season 6: 1v1 Arena Instead of Conquest

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Posted by: Lucius.2140

Lucius.2140

That classes are countered by others and if theres no mayor rework you could end with duels you absolutly will win or will lost.+ the typical: game its not balanced in 1vs1.

I’m mainly mocking your grammar and spelling choices.

Bah, not my main language, i demand a satisfaction!, lets duel to death xd.
Yeah but hardcounters are too much of a difference imo.

(edited by Lucius.2140)

The Difficulty Curve

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Posted by: Lucius.2140

Lucius.2140

They could create a “story mode” difficulty, theres plenty of games with it , can be created with solutions as simple as 1/2 damage received and x2 damage done.

New Player, Sad Player. Expansion ruined it.

in Guild Wars 2: Heart of Thorns

Posted by: Lucius.2140

Lucius.2140

Gw2 never had a good system for teaching players and theres a big gap between vainilla and hot, as Djinn said in one of his posts, thats anet fault (ls2 its a difficulty progression, perhaps not so soft for some, but its not free or included with HoT). Wildstar even explain what cc its at the intro tutorial xd. I have explained that in raids here xd.

Ashen said a good solution, practice some of the dungeons and fractals, your skill level will go up and hot will be less traumatic xd.

Also, hot story its really good and the actual LS3 has been even better. So it really its worth the training xd

Btw, did you tried ls2?, its the more close “next chapter” from the vainilla game and will be an intermediate difficulty step before hot.

Season 6: 1v1 Arena Instead of Conquest

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Posted by: Lucius.2140

Lucius.2140

so i either get aniquated by the dh or change to my dh in a 1020 vs1520 skill rate match.

Dude I have no clue what you even said.

That classes are countered by others and if theres no mayor rework you could end with duels you absolutly will win or will lost.+ the typical: game its not balanced in 1vs1.

Season 6: 1v1 Arena Instead of Conquest

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Posted by: Lucius.2140

Lucius.2140

Lets say i play 2 classes in pvp:

  • My main charr mesmer with a whatever build that got to 1520 skill rate and sitted there fooling around.
  • My dh charr that i use every time 4 dhs are in my team in unranked troll mode, if we win, the tears are priceless xd. Lets say this guy deserve a 1020 skill rate, since i really dont know well all the skills and traits and havent learned any combo, no more than 100 matchs experience, etc.

Now if the 1vs1 arena use an account mmr and i go with my mes but met a dh, my counterbuild (my build its countered worst than meta by them), so i either get aniquilated by the dh or change to my dh in a 1020 vs1520 skill rate match.

GW2 pvp have its problems, however the game its not balanced to 1vs1 (some builds/specs/ classes do it better) and it has a rock/paper/scissor system.

A 1vs1 arena its a cool arena but it would need tons of effort/time for devs to implement it in a aceptable level. Now remember that we get balance patches every 2 months xd.

Caudecus= Not everyone is a Guardian

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Posted by: Lucius.2140

Lucius.2140

I’m sitting here, on my revenant, after even swapping to marauder/cavaliers gear and accessories with vit food, being treated like a kittening pinball.

Seriously, you have horrendous encounter designers. Being stringed CC after CC because your character is knocked down and can’t avoid subsequent CC is asinine.

What’s worse, you put this endless CC fest WITH a JADE BOW. One of the worst mobs to exist. Stun, knockback, stun, spin knockback, while dodging the sprinkling aoe circles that also knockdown, while boss peppers you with conditions.

This encounter is unspeakable.

Do you people even play your own game? I can’t even use my special action button to counter caudecus’s charge because I’m already being pinballed by other mobs.

CLASSES THAT ARE NOT GUARDIAN OR WARRIOR DON’T HAVE EASY ACCESS TO STABILITY.

Did it with my full zerk mesmer.

Main cc its Cadeucus skill that you null with pressing fast your special action botton, if you dont do it fast it will knock you several times, even if you pressed it. The window time isnt large but not too short either.

Equip a typical all terrain build with some condi cleanse, a stun breaker just in cased and a range weapon (it will help a lot).

Aoes are just position, moving, swiftness, dodge or mobility/blink skills.

Center on the adds specially the jade constructs.

(edited by Lucius.2140)

Leather Farm

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Posted by: Lucius.2140

Lucius.2140

Doric Lake centaur camp its the leather farm.

How much it impacts the economy, we will see, theorically, it does its to mantain leathers in a “not so high value”, because if a leather piece its at 1s, theres a huge chance they will not be farmed actively. This will specially be more notorius when the new map end its ls chapter cycle and players migrate/disperse in to other maps.

It doesnt help players so that they naturally get good quantities of leathers with playing around in all the game, neither will adress leather prices totally imo (for rentability in the farm they will not drop that much).

As its now it looks like a palliative, that will be more effective at the start but will lose a lot of power in 3 months. In any case, time will say.

Imo a better solution will be to increase salvage leather drops or/and pelts from animals and monsters. That way it will not be forced and the prices will end in prices similar to ores.

Are macros legit in PvP?

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Posted by: Lucius.2140

Lucius.2140

No multiple skills, only one skill ones (like someone using a macro to execute all the number 1 skill chain.

However what you described for dhs doesnt sounds as a macro.
Neither when people said: hack for using evade + jump all time or super fast mesmer gs2+stun mantra+ blink+

Most of the time the skill combos are used fast at good mechanical skills because:

- You use more than one finger and are used to do it.

- The timing of each key its alredy memorized to perfection , you dont react to press the key upon execution of one skill, you are alredy about to press/pressing because you know its the time.

Its only passing a mechanical skill thereshold and practice, memory will do it. The scariest part of kinesthetic memory its you never forget how, thats why people dont forget how to ride a bycicle (except brain damage).

+9 for win, -15 for loss

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Posted by: Lucius.2140

Lucius.2140

Soft reset: (Previous Rating + 1200) * 0.5
However, everyone’s deviation got reset, so your still move up and down a lot from this new rating.

Why even include the old rating? Since higher MMR was detrimental (higher queue times, harder to earn pips) a lot of people did not care if MMR was low.

So that the esl players would have less of a chance to match up against people who bought the game last month. It would have been much more chaotic with that approach.

Yes. We’ve done a full reset before and it was awful. Keeping everyone’s relative position means matchmaking isn’t completely random at the start of the season.

But Evan… getting a new pvp system without a full or hard mmr reset just won’t work either. Before this season you could play as a full team and now you just can’t. Which simply means that some people do not have the mmr that they actually SHOULD have.

Between the soft reset and the season that gets corrected, if you do a hard reset it means a much greater group of people will have at the start an MMR they shouldnt have.

Skill Rating is Accurate

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Posted by: Lucius.2140

Lucius.2140

it’s good and logical, because it is true (argument is sound and valid as far as i can tell). plus, you have to remember the matchmaking works within a “range” and on certain “assumptions” (which Anet outlines – as a result, matchmaking cannot/does not account for every sort of variable and can be wrong for some whether that’s advantageous or disadvantageous).
so then, you cannot assume to equate the part with the whole or vice versa. it is because of these gaps with range/assumption that some will fall outside of optimal/exact results (again working with ranges/averages and assumptions/data available not exactness/certainty). i only hope my logic is not off, but if it is, then it’s an opportunity to learn something.
lastly, i would have answered your last post but i was not going to answer any more on the other thread (not that i didn’t want to respond to you personally, so i hope you don’t take it that way), so i apologize for not responding sooner. btw, no problem on your language though, completely understand and won’t make a big deal out of it (no one should, but you know how people can be).

Separated it in two (3) parts:

  • 1: I agree its a range (thats why the interval part), the system has a deviance for it that depends of three factors: time from last data, number of iterations and how much stable its the performance (volatility- its accounted better since glicko 2 and added to the deviance, the first two were the original glicko 1 improvement over Elo).

Deviance are used in the entire process of determining the skill rating, both the user one and the others deviances.

The deviance itself represent the errors and as such the unaccounted variables you refered. Its normal to not have all the variables but it have the more significatives: participants suposed skill rate and deviances.

Glicko 2 itself its an alghoritm, so it will change the skill rate and deviances making them more accurate each time (100 matches tend to be a very good place) except deviances have a minimum, because if not the system will not allow you to raise ever (without a time out) after a certain number of stabilized iteractions xd.

  • 2: To correlate mathematically your propositions to the Glicko 2 system i made this small model (simplificated but i think will be enough):

Each player capability to influence the match will be refered as “a”, a1 for player 1, a2 for player 2, etc. And will be its average capability.

Now: P = player 1 and its real atribbute its a1.
X its the team itself composed for players 1 to 5.

X total performance its a1+a2+a3+a4+a5, and the average performance of members of X its that divided by 5.

This average performance its the atribute Wr and can be called awr, where r denotes the skill rating, so Wx its the mean performance for a player in said skill rating.
.

P is part of X
X -> awr
P -> awr, However as you put, saying a1 = awr isnt necesarily true and such its not a valid conclusion.

In fact a situation where it is would be very improbable if its done from nothing.
Of course this a1, etc have deviances, and they include the propieties of the deviances i told you before in point 1.

Now, Glicko actually has 1 more set per match of your proposition for the enemy team. Lets say this match (match 1) have the player team as an X1 and the enemy team as X2.

The awr of X2 will be denoted as awr2 and the one in X1, awr1, the chances of winning for X1 are: (awr1/(awr1+awr2))x100, tnow matchmaker tries to make teams of equal skills, so what it tries to do its: awr1=awr2 and as such if a player has a1=awr1, his win rate its 50%.

Well what the Glicko system do its this: It feeds on an incredible big ammount of this equations and the actual winners and loser and adjust the values of the rating of each player to try to make their “a” to be equal to the awr (or basically try to put you in a skill rate where your win rate since you entered that skill rate will be 50% – with ups and downs in the skill ratte- if it doesnt, it just keep moving). This process its repetead a lot of times.

So what it does in itself its to create this new propositions in the group you alredy stated:

P -> a1
a1= awr

So it ends as:

P-> a1
a1= awr (Wr)
P->X
X-> awr (Wr)
P-> Wr (awr)

That its sound as valid, and works as long as you feed the system well and a good group of players did, the system works better over iterations.
All of this with the smaller deviation posible for the system (its minimum).

Edit: For this to happens it also try an eventually gets: the mean of a determined awr for all matches its: awr (mean), that its equal between teams (in means) and equal to a1.

Basically work with the win rate for an skill rate and put peoplet with a similar performance together and against until they are as much as similiar as posible.

  • 3 Lol np xd ^^.

(edited by Lucius.2140)

Top 5 Most braindead PvP builds

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Posted by: Lucius.2140

Lucius.2140

Wouldnt put any warrior build on this xd, perception can change but as long as your opponent isnt countered for it or you doesnt have a special likeness to eating burst, war its all about calculate timings and mind games, its imo the proffesion that need mind games earlier in its skill/performance bar.

Mesmer have a build or two with low skill floors, but are wvw based xd (condi phantom + pu), class itself has probably the highest skill cap in game.

Brain dead doesnt necesarily mean low skill floor, you need to consider how a build evolve on skill level.

Emdrix list perhaps have some bias upon guardian, but aside of putting basically all of them on it, does feel good for me.

Edit: All imo xd

Skill Rating is Accurate

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Posted by: Lucius.2140

Lucius.2140

Please dont call it skill rating its so inaccurate. It could be called skill rating if it represented YOUR SKILL but it doesnt. 20% of the so called skill rating is you while 80% of it is random 4 players you get.

In each individual game, sure, it does — and your win or loss is determined in the same part by the five random players you face off on the other team. Over many games, it reflects your skill.

You seem to be making one of the classic mistakes, which is to look at a single event, then complaining that something that measures skill over many games is inaccurate.

All he is trying to say is that the part should not be equated to the whole, and vice versa, which is a common logical fallacy:

Division Fallacy basically infers that something is true of one or more of the parts from the fact that it is true of the whole. 

P is part of X
X has property L
Therefore, P has property L.

There is another fallacy that many argue as true: Composition Fallacy, which infers that something is true of the whole from the fact that it is true of some part of the whole. 

P is part of X
P has property W
Therefore, X has property W.

Disclaimer: I am not a philosopher, but I believe these are correct – if I get them backwards or wrong, please let me know so I don’t get it wrong in the future.

Second time im answering to you, what you put sounds good and its logical, the problem its the root (where you start) xd, its not the matchmaking make P have the properties of W, but the matchmaker have enough Xs (X1, X2, X3, etc) and its parts (each team member) Ws to get near the actual value of P- interval- (basically think of it as when you do a linear regression and get an interval of the true value of how much a independent variable influence in a dependent one, example may not be perfect, but its the same type of principle what makes Glicko systems work on games)..

Edit: Im sleepy and its not my main language, so bear my example, anyway its simple xd

(edited by Lucius.2140)

Proof MMR is based on RNG, not skill.

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Posted by: Lucius.2140

Lucius.2140

New accounts start at 1200. So with 10 matches, I gained 400 rating on my non-HoT alt, all while just messing around. On my main, I placed in low Silver T2 on my try-hard Engi.

So from this, I deduce that when you play like crap, matchmaking forgives you and gives you better players to carry you. When you play well, matchmaking thinks you should be able to carry weak players, thus you more likely get partied with plebs who barely know how to use their skills.

Each time you play Ranked, you spin the RNG wheel, and hope for the best.

First: Placement matches give you a rating after your rating volatility isnt completly insane. They dont mean your real rating its that, only give you a number for starts.

Second: No, matchmaker try to give you a team of people with the more near skill ratings posible (except for a bug that happens with subistitutes that will be fixed after season). And try to do that with the other team and between teams.

Third: For you to actully be in a skill rating: hold there (going up and down) for 10-20 matches.

As is now what you are saying its you dont know what you are talking about xd.

Season Times Too Long

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Posted by: Lucius.2140

Lucius.2140

What’s a bilis?

Sorry edited, though the word was the same in english and spanish.
Bile →Bilis.

Season Times Too Long

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Posted by: Lucius.2140

Lucius.2140

Less time:

Cons:

  • Less people participate, per season.
  • The system take times to accuratly measure the skill of all/most players so theres less time with quality of time matches.
  • Less time for the meta to stabilizate.
  • Less feedback and data about the season problems.

Pros:

  • Less time for the community to accumualate bile over the season problems.
  • Faster solutions to the highlighted problems (their quality of quantity depend of the data and feedback taken).

More time:

Cons:

  • Solutions take more time.
  • More bile created.

Pros:

  • Small (%) increase in participation per season.
  • We do play more time with better matchs.
  • More feedback and data for the same problems.

From that imo considering balances changes, they do have a very good season lenght.

Also reducing time between seasons can create two problems:

  • Less time to try fix posible sideffects of balance changes and drop some that they were still calculating.
  • More of the new meta takes to surface its spent in the season (before part was after), meaning it willl be less stable (more volatility and worse matches).

(edited by Lucius.2140)

Is ELO hell keeping me down?

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Posted by: Lucius.2140

Lucius.2140

First team fight you get a down and are the slowest person in the world to focus the body. You should have called target and been on it spamming ur stuff. Instead you just auto attack some guy on node and they get a free res lol. So bad. Then you get spiked and do nothing. You just stand there and die. I didnt know if you even running a second weapon set lol.

Then you go mid to 1v1 a druid on a capped node. Yeh, gl with that. “But i’ve got 2 mid!”. Yeh you do but that is because you let your team die around the top buff by just randomly going into an unwinnable 1v1 mid on their node.

Then you run around near your spawn for ages and actually do nothing for ages. To win ANY video game in pvp you need to actually do stuff to win.

You then go far which is fine. Your team mate is getting spiked by a thief and you just sit there in the middle of the cap spamming staff auto (again you never swap wtf). Lukcily your build and pet is so strong you can be somewhat productive.

Then you get another down and you go for a really bad stomp with no chance of getting it whilst not doing damage. And after that you do exactly the same again by going for a stupid stomp and getting urself killed.

You also seem to lack the knowledge to leave the point. You play a totally broken build full of sustain. When you are low it doesnt take long to get to full health again because gw2 is a powercreeped joke of a game. Instead of taking all this free health you just run back in and die.

By this point the game is over and its gg.

Having said all this. You are way better than me (I am terrible). So feel free to ignore my advice.

Lol

So I just got placed on my alt....

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Posted by: Lucius.2140

Lucius.2140

First: Not all people start at the same skill rating before placement matchs, thats decided by a soft reset of their last season MMR (same operation, number varies by player MMR).

So you didnt have a good starting point.

Second: Before you knew your rating you are been matched against similar rated players, so a guy that started better have tougher enemies.

Third: Placement matchs are a mean to give you a skill rating after it isnt very very unstable, the correct interpretation its they give you a number to start up that in general (among all users) will not be totally unreliable (if we came from a good MMR based system it could have been better, but we came from the distorting pipland xd), this is specially true at the start of the seasons, because you compare with other volatil values.

Its not definitive and can be pretty wrong also xd.

Fourth: I think its counter productive to not know (you do have one) a rating fast (like waiting 50 matches) because it will not be an incentive for players to get better, go up or the guys that just want the value alredy . And as said, the number its generally (among all users) not that baaad.

So.. Episode 4 !

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Posted by: Lucius.2140

Lucius.2140

The holidays could have delayed it a little.

"Matchmaking" sucks - EVIDENCE

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Posted by: Lucius.2140

Lucius.2140

My rating is 853 and i start to play with ma friend who has rating 950. U write here that ppl with high rating get less points to win a more to lose yes correct.

If someone wrote that, they were wrong. The size of your MMR changes is determined by the “confidence” value assigned to you, so the more often you win or lose as expected, the smaller the changes are.

That means a person with bronze skill and bronze MMR will have small changes, and so will a person with platinum skill and platinum MMR.

What you might be seeing is that by using a duo-queue you force a person to be placed against teams they would not normally match with, and so they unexpectedly lose, leading to both lower confidence, and more losses.

You also get rating based on against who you play, this is particulary notorius in oof hourss and duos (the case the guy its refering), the system give more to the duo less rated and less to the duo more rated and inversily if they lost, both deviation (glicko 1 feature) and volatility (glicko 2 feature) are aplicated of course.

The idea its pretty simple: if a more skilled player lose against a weaker opponent, his rating should drop by more because its very improbable he lost, meaning theres more chances that he lost because his not as skilled. And if he wins, he was expected to, so its not a great display of skill. With glicko the probabilities of losing/winning also include the deviations in the formulas.

Edit: that part im refering its there since Elo xd. Just in case, it could sound the same as the confidence part you put, but its not the same since agregates more variables and at the same time interacts with what you said (it changes de deviation using the change in volatility – aprox. i dont know this that good).

http://www.glicko.net/glicko/glicko2.pdf

Check the example he does when he gets the Glicko 2 rating (not converted to glicko 1 yet), the formula uses the probabilities and multiplicate them by the deviation, that means the rating and deviations of the enemy are considered in the rating movement before deviations).

(edited by Lucius.2140)

My Opinion on PvP

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Posted by: Lucius.2140

Lucius.2140

Where are the data come from???

Actual data (not complete) https://gw2efficiency.com/
The 10k reference was either a dev post or was put on the noticeboard. Must be somewhere anyway.

My Opinion on PvP

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Posted by: Lucius.2140

Lucius.2140

Pvp on December 2014: 10k players, was the max of all time in that moment.

Pvp on January of 2017: Only gw2 efficiency had 25k players with skill rating.
Games not dying, has its problems and you are bored, but that doesnt mean its dying. Self delusional could be used to:
thinking issues= dying and i think/feel that its dying = its dying.

In any case, hope your pvp crisis pass and you continue to play.

Pd: Not my main language.

How each division should be read?

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Posted by: Lucius.2140

Lucius.2140

Talking about player performances compared to other players:

The idea of the divisions its a bell curve one, having a mean near 1200.

  • Bronce: its below average to terrible.
  • Silver its an average player, average up and down.
  • Gold: Above average, im not sure if all of that division its only above average, perhaps part in good (best 1/5 probably could be called good -term tends to vary).
  • Plat: Either from good to very good and maybe more; or from very good to maybe more. Very good will probably can be considered between 1/10 to 1/20 or even 1/50.
  • Legendary: For the players population, its alredy beyond very good, lets call it extraordinary.

This correlate aprox with both the theory and the perhaps slightly skewed gw2 efficiency sample.

According to that sample good will still be in gold and part of plat if i remember well. And 1850 was like 0.5% of the population.

Take in account im trying to make it objective xd.

Pd: Edited for better get to the point dude issues xxd.

Im considering the analogy of good and very good to the inteligent and very inteligent separations some psichologists do when talking without argot about 120 (20%) and 130-133 (2%) IQs.

Not my main language.

(edited by Lucius.2140)

kittykittymeowmew elo hell DEFEATED

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Posted by: Lucius.2140

Lucius.2140

I’m not sure whether to believe “elo hell” exists or not. I do think it has existed in past seasons.

Past seasons didnt have elo hell (it doesnt exist), the mix between pips and MMR didnt let the later work properly , thats what caused a lot of problems in previews seasons.

Season 1 and 4: Basically by limiting the pool of players to a pip range (increasing by time) the game made teams with heavy skill variations, this means a good player that didnt play much will have a lot of chances to get with people much less skilled, and since the MMR was even among teams, he got the middle skilled in the enemy team, conclusion: he rolf stomped and the other team rolf stomped his teammates, so he lost.

This doesnt happen in this season because its a proper MMR setting.

Season 2 and 3: Stacking the best in one team and the worst in other, could end in some guys having heavy losing streaks/winning streaks, that distorted their mmr, allowing them to suffer/benefit more from the system, so either they got carried later or were sent to the pits xd.

kittykittymeowmew elo hell DEFEATED

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Posted by: Lucius.2140

Lucius.2140

If his team stinks (has low MMR), no matter what his individual MMR might/would be (which could have only been determined in an individual event) it can only have a a partial bearing in a team event and that’s the nature of team sports (the larger the team the smaller the influence). If/when he loses, his MMR goes down with his team in spite of the fact that his personal MMR (current system).
Furthermore, his individual MMR will suffer (current system), not because of his individual effort, but because of his team, and that in spite of whatever his individual effort and MMR might actually be (again, individual MMR can only be truly determined in individual events and not team events because your contribution cannot be equated to the whole team itself, but is always and only a part of that team and nothing more).

Sounds good,however your train of though its wrong from the start and your analogy give it very well:

First that “team” you refer will change from match to match, some times more some times less, so the constant variable its the player himself. Second theres not one or two matchs, we talk about a lot of iteractions, you arent thinking as the alghoritm works.

A lot of the MMR/Glicko/Elo its no good because its a team game defenders, forget that the MMR in the long run doesnt account only (and specially doesnt center in) if you won with that team or that couple times, you have a personal contribution, if this one its higher than the average of the other teamates, it will end in giving the team a bigger than 50% win probability.

This probability, in the long run out of several interactions and the more the system ends up stabilizating itself, will result in be the win ratio of player x in a determined MMR, however before that, the system will make him go up/down if its not likely 50%, until he will actually get to a point his personal contribution (mean not the one in a game, but the mean of personal contributions), will end up been the same of his teamates, resulting in him stabilizating there with a 50/50 win ratio (of matches played since coming to that level).

Mathematically speaking the MMR alghoritm upon iteractions of several matchs in several players, confirm your MMR because it gets enough equations to discover the true value of the variables it has (player MMR), in other words, if this was: you only can have one team or it was just a couple of matchs, it could not know where you belong, but since the variables change for match to match (equations change and they are not generally linearly dependants of the same one, or are enough that arent) it will allow the MMR to get the value of all equation variables (players MMRs), of course with asignificance level, however its small and tends to get smaller the more you nourish the system with your data (aka play).

The problem for using a more direct method come from two sides:

  • Either this one or a “direct method”. (because other case you are duplicating the actual value of the difference in performance of a player comparaed to the rest).
  • Second the exploitable and circunstancial nature of direct measure variables, to give examples:

Current stats:

Damage can favor aoe spamming without serius impact instead of apropiate targetting.

Deaths: If used will not favor the guy that its the enemy target (yay necros!) ending in that even if they manage to survive more they will probably have more deaths, and if they get too much on the defensive because of this, probably not enough damage or victims. however if your teamate been aimed its capable of survival much more than the one in the other team, you get a very powerfull advantage in mid fights, so this important contribution couldnt be considered and the necro will actually get penalized (in fact you cant expect a necro to have less deaths than a class that its not focus or have good disengagingcapabilities).

Defend and offense favor a lot difference classes and strategies, for instance a none dealt thief uncapper will get more offense points, even if its team was greatly capable of sealing the other team so he could do it, so they would not get offense (probs defense, but its not the same in value, neither %).

Same with victims, if your team its zerging and not defending, but get feeds in the time you try and sometime gets one cap, the great probability its that your 4 cappers with lots of victims, that lose the game will win in atack and victims.

The stats need to be capable of been used in all of the MMR strats, other case it will not work accuratly in adjusting the population MMR, that after all its necesary to get the system to its more stable point.

Etc, the best stats to count are win or lose for that and as explained as above, eventually you will get to your place.

Pd: Not my main language.

Is there a rank normalization problem?

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Posted by: Lucius.2140

Lucius.2140

Btw, gw2 efficiency only use the data of the people registered there?

Yes, it is not the complete database of players. Only anet has that.

gw2efficiency is pulling data from 24,550 accounts for PvP League Rating statistics; don’t you think that’s a large enough sample size to deduce trends like OP is attempting?

The sample needs to be representative of the population too.

Was more curious than other thing. But yeah, theres probably a small bias because the people in gw2 efficiency may be more hardcore or pve hardcore, because they check comparatives, it was used for checking gear on raids, etc.

That a side, the statistics there do have some kind of normal distribution, perhaps a little skewed.

On another point it does show how much the pvp community have grown, if an incomplete data base have that many players when in December of 2015, 10k was the historical top (according to Anet).

(edited by Lucius.2140)

Is there a rank normalization problem?

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Posted by: Lucius.2140

Lucius.2140

Btw, gw2 efficiency only use the data of the people registered there?

AFK leaderboards

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Posted by: Lucius.2140

Lucius.2140

345 games and lost 68

A 83% winrate means there is some sketchy bullkitten going on.

No, nothing is going on. He is one of the best in the game and Duo queues with the best. It’s expected and balanced out by their rating gains (+1 / +5) and losses (-20 / -35).

It would be sketchy bullkitten if some nonamer with 20-1 score was #1.

Theres actually a problem where match with substitutes end been one sided because the MM dont reorder the teams, check Evan posts in dev track, i think he said it about 10 days ago.

It happens in 3% of the matches. This affect a lot the extremes because substitutes have high chances to not been on par with the guys they replace. So matches with this problem in extremes arent “fair” and inflate the top ranked win ratios (interact with the duo/ higher mmr problem, their teams can get a relativly lower replaced, the other teams, will have a worst time with one replacement).

Fix will come anyway, still best season by faaaaaaaaaaaaaaar. Skill>>>>>>Grind.

Edit: Anyway its expected that matches on extreme tend to favor the winratios of the best players, however as you put they need it to mantain their MMR. And yeah duos at that level generate a heavy impact.

(edited by Lucius.2140)

GOOD BYE

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Posted by: Lucius.2140

Lucius.2140

Facts:

Decay changes your “reward” MMR, but not your “matchmaking” MMR, which is the same. So while you would get lower “position” in the leaderboards, etkittenil you work off decay, it makes absolutely no difference to who you are matched with.

The size of the change in MMR is influenced by two things: one, decay recovery, and two, the “volatility” or “confidence” measure associated with you.

If you have a big loss of MMR like that it means that your volatility is high — how far the match result was from the predicted result also matters, but not nearly as much as you imply it would have.

High volatility means that your current MMR is probably wrong, because you keep surprising the predictor with wins or losses that it didn’t expect. Keep playing and it will hone in on the actual MMR eventually.
(Assuming that you do actually play consistently at the same skill level, which means that things like changing from a class you know well to one you don’t will reduce confidence, and so forth.)

Evan alredy said that decay its increasing the deviations, a fix will come but not this season.

People cant speak English in Ranked

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Posted by: Lucius.2140

Lucius.2140

Personally i will edit the: “its not like they can help it”.

The first reply in the thread its totally on point.

However something needs to be done to address this issue. I honestly don’t even think many of them can even read what the abilities description says.

Game its also in Spanish.

From my experience in game (can be biased): 25% of we latinoamericans know how to communicate in English (with grammar and ortographics errors, but still what a person with average reading comprehension can understand).

However you need to considerate some points, depending of their raiting:

  • A lot of people will not mind or ignore the chatt, some even dont have team chatt on (English speakers included).
  • Its posible people its less communicative in the morning, its not an hour for competitive (low population will create bad match ups), as such people will not mind strategy, etc. so much. (English speakers included).

Plus in that kind of hour you will probable get a wider distribution of skill rating in teams.

Another point, just in case:

Never put in team chatt something like whining for probably not been capable of communicate because theres a high chance you will get trolled or ignored.

Edit (to clarificate for thirds guy reply) Take in consideration that some will just prefer to speak in spanish if they are mayority, meaning you are doomed xd, except if:

Also take it philosophically, the world its telling you its time to learn a new language!(one of my aunts learned French in a week reading the newspaper, as long as you are very smart you can do it fast!).

Pd: Thanks didnt know languages were in capital letters in English.

(edited by Lucius.2140)

Legend Title Change

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Posted by: Lucius.2140

Lucius.2140

Since it could be controversial if they change the old titles (too much qq) they could change the actuals to something like: Pvp champion, pvp greatchampion, pvp demigod, etc. Or mist/balthasar related names perhaps.

Less problems for doing it and works the same way.

(I will not be receiving any and dont have any, but seems easier for anet to fix).

What determined skill rating gain?

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Posted by: Lucius.2140

Lucius.2140

Revenant got nerfed too much

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Posted by: Lucius.2140

Lucius.2140

Cant call a Hot spec/proffesion overnerfed, what anyone in search for good pvp should said its:

Good work on rev, now lets put the rest of meta builds on its level.

Hot need to be nerfed not the contrary, that includes nerfing revenant more, because its not on the same level as a core build.

Hopes n Dreams about Expac 2

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Posted by: Lucius.2140

Lucius.2140

  • New in game regions (completely explorable):

Far Shiverpeaks, Fire Ring Islands, Janthir Islands, Blood Legion Homeland, Maguma Falls, Crystal Desert, Dominion of Winds.

Each region with Hot level maps, but adding world bosses, minigames, mini dungeons, jps and hearts.

  • Two new elite specs per class (too much to ask probably).
  • New race Tengu.
  • GvG.
  • Player housing.
  • Circus Charricus.
  • Polimock.
  • Wvw new borderland.
  • Capture the flag pvp mode with 3 new different maps.
  • 3v3 and 2v2 arenas.
  • Super balance patch.
  • 8 new dungeons, each with 3-4 explorable paths and 1 story mode.
  • 9 new fractals.
  • 4 Raids, each with 3 wings.
  • New legendary weapons, armors and backpacks.
  • About 15 mastery trait lines, instead of been so grindy have more masteries tiers and lines.
  • New disciplines: Fishing, Skinning (lets balance leather prices) and Archaeology.
  • More world bosses (some teq and more Hot style (not Lava Wurm).
  • 4 Jumping Dungeons! (gigantic , fighting jumping puzzles- related to archaelogy).
  • Huge story of the lengh and variety of gw2 core one.
  • Pve dueling.
  • 2 new zones guild halls and 3 core related ones.
  • Supported later with the LS 4.
  • Perhaps new features climbing, sprinting and sliding!, with pre expa compatibility work (pretty difficult).
  • Wvw siege map!.
  • Ascending jewelry crafting.

Pd: One could only hope, but it could be an incredible expa.

(edited by Lucius.2140)

Orb of teleportation (Suggestion)

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Posted by: Lucius.2140

Lucius.2140

The LS3 has added some teleportation scrolls and it seems they will increase in number; of course they are optionals, but it could be cool to have them all in one item, so that they dont take so much space.

It could be either a orb that you need to attune to differents places and by interacting with it you could choice your destination between all the attuned places.

Same it could be a book where all the teleportation scrolls are written.

Or lets take a more advanced aproach, add a small interface botton (that can be hide and unhide, both via screen and UI menu) that allow the player to open the teleportation pannel!.

It could be in or near the map pannel and be bought for a modest price as an orb (having a blue orb interface icon) that unlock that interface, then you pay for the attunments (like the scrolls now).

It will be a smart aproach to prevent this scrolls taking too much bag space before it happens (without eliminating the free buyable teleports that are a nice addition).

Pd: Not my main language.

Hard MMR Reset Petition

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Posted by: Lucius.2140

Lucius.2140

Alts screw the leaderboards, a part of it, they obviusly dont affects against who they play, even if his alt beats you and your MMR dropped (even in the long run, just supose) you are the same player, his beating the same guy, only difference could be: que times and they will win less.

no, alts have influence in the mm system they make there are less real players in leaderboar(less players queuing), this system now creates fast matches, had no hard barriers to ensure fair matches.
the equation is simple:
-top population is low (a lot of alts)
-play in hours of low population
-duo with other cream of the cream player
-q skip if some other top player is playing in same hour
and you get this team match composition:
your team
You (top of the top)
your friend (top of the top)
low/mid platinum
low/mid platinum
low/mid platinum
enemy team
low/mid platinum
low/mid platinum
low/mid platinum
low/mid platinum
low/mid platinum

if the hour is enough less populated it can be some gold in the match ant its easy to figure the high impact of the two “pros” in this case and the result of the match ez farming of victories

if sistem forces high top 250 to play only againts top 250(mid low top 250 can play with the aspiring top 250).
1 the be in top thing will have a major real value
2 they will stop messing with queues (if they mess with it they will get enormous qtimes as penalty)and this will improve the acuracy of all the system, because manipulations have and snowball efect that put players wrongly in all steps of the ladder

Let me explain: The alt get in the 250 and kick off a guy from it, theres only 8 people of the leader board on, then this guy logg and go in, he get the guy more near to the leaderboard as the 10th, the guy kicked off of the leaderboard is on, his the closer one, he gets the same guy.

Different MMR (depends), diferent que time (lets forget this part), different leadervboard distribution, same guy as an opponent.

Nop alts dont change maps, the guy is still the more likely opponent in those conditions (games not gonna put a 9 people match neither skip the guy if his disponible to get a lower MMR one).

Alts dont make match manipulation.

Improve Skill Rating Accuracy

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Posted by: Lucius.2140

Lucius.2140

500 Ranked matches won in bronze is not equivalent to 500 Ranked matches won in Legendary. The following formula, takes that into account:

Skill Rating = (1200/PAST_PERFORMANCE)/2 + 1/10 points per matches won

Agree that part its settled so in that part i was wrong, still i mantain the other ones xd.

Ok going back to the Skill rating problem:

I see six main problems that alter the system and 2 momentary ones that make people complain about:

  • Six main problems:

Class stacking:

So you have a 50/50 as a thief and the other guy has a 50/50 as a guard, now put class stacking in: guard can benefit with a second one, thieve most of the time no. So he has a positive boon, you a negative (lets say 49% of the time its bad), he has an extra of been in that class.

So in the large sheme of things he will setle in a slightly higher mmr than your thief because this boon.

Off hours:

The population its too small to mantain enough people of each MMR in off hours (oone of the main reasons pvp needs to be more rewarding).

You play in off hours, the MM will not gonna give you proper matches and will penalize you if your MMR is high or the contrary if its low ( skill rate win and lose will be totally diferents).

For example: Sephirot, who has been very active about not been having proper matches for his skill level, explained his an aussie and its playing in off hours, so his been getting screwed xd.

Balance

MMR its measuring your average performance, your performance has to do with your build, if my chrono ive me a performance advantage over your mesmer core and we get the same MMR, yeah, you are more skilled.

This isnt only limited to Hot/core, a good balanced game doesnt only balance over metas, it have several builds of similar levels, reducing the cost of not been meta.

Duos

The game give an extra by multiplier to duos, but it doesnt mean its exact, probably it works as a mean apropiated one, meaning terrible team working duos are overpenalized and really good one has a penallization on the MM that its too small.

So, like common knoledge said: Bring back solo and 5 man que!.

  • Meta*

The bruiser meta allow players to survive more mistakes, this means fights are longer and the impact of them smaller, ej:

Fight player 1 make some mistakes: gg, cap point its mine.

Now: Player 2 makes a lot of mistakes, but the build allow him to survive more, he defended for enough time to overcompensate that fight, or its a smaller win for ker.the atac

This means the influence of good play its smaller and also mean none bruiser builds (meta or not) or less bruiser than meta bruiser builds, have less impact in match than the meta brousier ones, even if they seem and are not that stronger, the way the game mode interact with the build will allow this to happens.

So for instances the none meta bruiser will defend for less time has against someone that performas better (build+skill) and die, meaning the atacker got more benefits than if he atacked a meta bruiser, this is specially true if theres much difference in blocks, etc, between this builds.

So some times even if you can win against people i cant with your core guardian build, my never used dh could probably endure much more against a more skilled guy, even if both of us are bunkers. IF we both were destined to die, i did a better impact for the team.

This can happen in every more than 1 class game, but the bruiser meta has put it to an extreme.

Leaderboards and match played

Its not about the skill rating but produce problems, you need to be there with a MMR settled or near to it, 10 matches arent good for it, give it 50 perhaps?.

  • 2 momentary problems that make pvp unconfortable for other people:

Soft reset (was necesary) created none balanced matches, because its a form of reset in the skill rate system that tries to make matches balanced in base of the information it has.

MM of the old seasons: It didnt work well because MMR wasnt the only factor and in some season the formula got changed., problem its that the MMR of the opposite team has a lot to do in your MMR win and lose. So distortions come!

So yes we got a soft reset based on a value with distortions, the system its fixing it since it nows works properly, but it takes time.

Pd: Not my main language.

Improve Skill Rating Accuracy

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Posted by: Lucius.2140

Lucius.2140

  • Second (Lunch time messed up the continuity):

Wins cant be properly compared, its different to have the same win numeber in bronce than in silver. Plus in an actual MMR system, if you settle your wins will be about the same as the losses, so its like going back to point 1, but /2 as the variable ( then aplying the other multiplier).

  • Third: Your system will create worse matchs and allow more people to not be in their respective places, they will be pushed posibly , but your adding variables that biase the system.

Its simple me (scrub- im not but lets use me as the example lol ) get a 300 skill rating buff and get paired with people of the summed up MMR, or other MMR with more or lesu skill rating buffs, eventually the scrubby group will start to fall down, since they are inflated. At the same time some other guys in MMRs that are lower than my buffed MMR will farm the scrubby, so they will ascend and like that until the system put all in the same exact distribution, but:

Dnamically your variables will screw the MM and the start of each season will be hell!

Pd: Not my main language.

(edited by Lucius.2140)

Improve Skill Rating Accuracy

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Posted by: Lucius.2140

Lucius.2140

No, what I am suggesting is nothing of the sort. I am asking for the same system we currently have with an added offset to initially separate accounts with positive experience (Ranked matches won) from those that have none. It’s just an offset to the existing system. Take a look at the top of the N/A leaderboards. A glance can tell you that 4 of the 5 accounts don’t belong there.

My suggestion would change skittledness position in the following way:

2066 + seasonal_offset(150/2.5) + lifetime_offset(2000?/10) = 2066 + 60 + 200 = 2326

The seasonal offset alone would place him in first place with 2126 points, while the lifetime offset would put his account out of reach of newly made alternate accounts created to mess up his position. I assumed his account has won 2000 ranked games, but it is probably more than that.

In addition to fixing the top of the leaderboard, the lifetime offset would also go a long way to make gold and platinum league more exciting. People would have a much harder time getting their alternate accounts into those leagues. This would increase the competitiveness and open up more top 250 positions for players who just want to make it there.

Gonna be honest: People alredy give you the answers.

´* First: Matches played =/= skills.

This has four main factors: Talent, quality of the experience and reflecting from the experience, outside experience.

Quality of the experience:

Its not the same to have 500 matches played in a gold level enviroment, than a legendary one than a bronce one.

Same for the culinary knoledge of someone that eats porridge all days and some gourmet that eats different great dishes.

Or the guy that never traveles compared to one that went to all Europe, America , then visited India in his gap year and went to Egypt for his first job vacation.

Reflecting from the experience:

Lets be honest, yeah you played 500 matches, how many you analysed carefully?.
Theresa huge diferrence between taking the experience as a learning process, reflecting about it, philosophically taken it, analysating it contrasted to just play it and become a litle better with the build or against some builds, etc.

It depends of several factors: how much seriusly you take the game, how much motivated you are towards improving, analysis ability, EQ, etc.

And this means both people with similar pvp talent can have 5000 matches, but the guy that reflects, analyzate properly, drives to improve, have better tools for it, has a more philosophical aproach about what happens (means he see it as a theres a reason or something to learn) and not enter in any case of biasing neurosis (EQ ftw!, for real) will learn more and be better.

Outside experience:

First game ever vs first action rpg ever vs first competitive action rpg ever vs Veteran of a thousand action rpgs.

Guys start, have different levels of skills even if they have the same talent, then of course the veteran get a higher MMR and as such better quality experiences.

Talent

The more talent the person has the faster he learns how to do it, what to do and what not, in fact you dont need to experience that much if you can make a simulation, the notions come first, then the automatic do it, by experience, that the talented learn faster.

From experience:

In the university the 1, 2 and 4-10 ranked studied hours of hours of hours, me the third ranked, played games all day after university and chatted all the off hours in the campus + sleep in a lot of classes.

To put it simply the first of the class (a japonese descendant girl) needed to read something three times and practice 2 hours of 20 questions of math demostrations to get a 20. I needed to do a fast read one time and go to the exam, could just figure the kitten demostration without problem and concept wise if i just skipped 1 class i could just deduct the idea and put it (worked 99% of the time), plus my analysis were better.

However my EQ was fairly inferior (could have learned more, get along with the teachers more and go to more classes, exams and present more works xd). Dont do that ever xd.

Point: Your talent matters, it sucks to not have it or have less, but its like that (will never be a professional football player, my kinetics skills are bottom quality).

Pd: Not my main language.

(edited by Lucius.2140)

Hard MMR Reset Petition

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Posted by: Lucius.2140

Lucius.2140

Look at their winrates. If you can pull a 70% w/l then you could be up there too.

The people up top generally belong there. If you reset MMR all you will get is a week or two of the same players curbstomping randoms as a duo. I’m sure you wouldn’t find that fun.

no, the extreme win rates of top players are a system fault, duoq + low population + playing in hours less populated+ infesting the top ranks whith their alts (that makes top players not playing versus top players) , if sistem works properly, top players had to play againts top players and get a win/loss ratio of 50-60% ( the win loss ratio of a player siting in his place must be of aprox 50% a little higher for better players a little lower for worse players )

higher winratios only may exist in new players whith skills, that fasclimbing the ranks or missplaced players by the placement matches

Im having a little trouble following your logic. Are you saying that top players sitting around for days is unfair. Do you see how volatile the top 250 is. You can not even sit around for a day or you will get bumped. So if you are ranked top 250 your Rating wont change for 3 days but you can be sure your RANK will. Listen, if you can not win more than 50% of your games you should be in silver and bronze. If you can bump that up to 55-60% you will be gold and higher. Alot of the complaining is because people are losing matches or are stuck at a 50% W/L. I started in S3. I did not play last season so i could not benefit from the previous MMR. Now im G3/P1 and will probably be around there for the remainder. I dealt with the grind just like everyone else. I had bad players. But i never allowed myself to lose more than 2 in a row. Individual mechanics as well as q’ing with someone WILL help. If you are unwilling to make that effort than the climb will be impossible. And as for the placement matches… I went 6-4 landed in gold 1, then fell a little, then gained more. So its not impossible to rank up, you just have to stop blaming everyone/everything else and look inward

no, your logic is that the one is failing, rating an win/loss ratio not have any correlation
1)when i say siting im not talking of doing nothing, im talking on be stable in a position
2)when im talking of enormous win ratios im not talking of the 60-70 of climbing players, im talking about being in firts places(top 25) till the first days and having 70%+ win ratio
3)when i say top players i’m not talking of top 250, i’m talking of top 25, the cream of the cream
4)win ratio only indicates the sped with you climb in the ladder, when you reach “your position” the win ratio have to be of aprox 50% because the matches have to be with your “equals”, being nº 1 and having a enormous win ratio only indicates one of these two things:
-1) your skill is godlike and you are far better than the other “pro players” and can carry your team versus others top players
– 2) system is failing and you are not playing versus top players you are playing versus the low pros
5) the volatility in mid lower topranks is another provation of this, you get matchet againts top top players and logically you lose
an apropiate system will make for those players equilibrated matches playing ones versus others not “farming” “low top 250” and this is the reason that they have insane win ratios

I think the reason you are having trouble understanding the high win ratios in the top 25 (I’ll assume that’s correct), is that you imagine that those players are only playing against each other. At the top end of the rating system, the variance in MMR can be much larger than in the middle of the system because there are fewer players to match against. Thus they can play against and win against lower rated players more often than someone who is in a larger pool of similarly rated players.

no, not having trouble in understandibg how they get this winratios, that i dont understand is why there is not safeguards to prevent this
the way is.
-play in low populated hours
-create various alts and put them in top 250
-track other top players and their known alts and q skip them
-duo q with other top of the top player
and this way you obtain a great mmr variance and as they are top players had a greatter impact in their team and ensure ez wins

Alts screw the leaderboards, a part of it, they obviusly dont affects against who they play, even if his alt beats you and your MMR dropped (even in the long run, just supose) you are the same player, his beating the same guy, only difference could be: que times and they will win less.

Improve Skill Rating Accuracy

in PvP

Posted by: Lucius.2140

Lucius.2140

Can we add two new variables to skill rating to improve accuracy and match quality while eliminating the unfair mechanics in the ladder?

1. Add a lifetime skill point variable which increases everyone’s skill rating by the number of lifetime Ranked matches won divided by 10. So a player with 3000 Ranked matches won would get +300 rating added to their base.

2. Add a seasonal skill point variable which increases everyone’s skill rating by the number of matches won during the season divided by 2.5. So a player winning 100 matches during a season would get a skill rating bonus of +40 points.

This will better separate the player base by experience and skill and discourage people from creating multiple alternate accounts and stealing multiple places in the top 250.

This will also correct the inaccuracy of the top 10 positions on the leaderboard. The point is to factor lifetime and seasonal experience into the skill rating.

December 2014 and first half of 2015 leaderboards, that crap was based on matches played, without a doubt the aberration you are describing its an improvement of it (point 2 its flawed but probs better than that system) . But still xd.

(edited by Lucius.2140)

well mmr is working

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Posted by: Lucius.2140

Lucius.2140

mmr does not count human judgment. pvp skill wise i can tell i am where i belong. zerging fighting off points forgetting lords,beasts thats all human judgment and map awareness. i guess i should put it like this when i am in a match where both teams are doing everything right on map and it comes down to pvp skill alone i am silver

It actually measure your performance as skill with its normal, high and downs. That means: Mechanical skills, map awareness, fluctuations in concentration, in game related jugment, overall mentality (game related traits), group fighting skills and of course build.

If the game was perfectly balanced the build component will not matter and will be more accurate as a skill system, because it will reflect your skills as a mean. Team effect die because of numbers of fights and similar enemies ^^, providing a big enough population.

well mmr is working

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Posted by: Lucius.2140

Lucius.2140

OK, solve me this riddle. I was at around 1900, won some games vs top 10s even and all. Did some games at late night, would gain 4 lose 20 pts. Then i had never ending loss streak for a week or so, i simply couldn’t win a game, it was constant 1v5 that i even dropped from plat 3 to gold 2. Ok, i guess i am bad and should be in gold right? Well, eventually loss streak ended and i got back to plat (plat 2 atm). MMR and matchmaking working? SSssssureeee.

Small population hours doesnt allow the system to work properly, just dont do that.
Also the system worked, you are back at your place.

Having a look at GW2 long-term results.

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Posted by: Lucius.2140

Lucius.2140

Do we really need a festive mini Aurene in-game?
Isn’t the regular version which you get from a collection enough?

Is not, thats why the festive one its selling xd, theres a demand for this kind of things in game, so theres supply!. Now, as we know, the better a product can satisfy the users of it, the better would they like it, that been a important part of its succes. So, if no one way of another some of the items would have made their way to the game, in fact thats how most make their way in it.

Do you really believe that those outfits, back items and black lion weapons added would’ve been added in game if the game was using an expansion model? Because I don’t think that would make any kind of sense because they’ve added a billion skins in the game and they’d require 100+ expansions to provide all of them in-game.

No, not all of them, the gem store make so that they not need to add a context or just an npc, making it faster, however not all items need a new context or opportunity, like the aetherblades armor.

And the next failure is how you get those rewards you so like in other games. More often than not it requires grind and repetition, more than enough of it. Just take a look at Guild Wars 1 and how much grinding you had to do to get any of the pretty skins. With abysmal low chance of getting anything remotely interesting, you had to play the same type of content a bazillion times to get the rewards you wanted. The alternative they used in Guild Wars 1 so you wouldn’t need to bleed to death getting those rewards? They made them available with gold.

Yeah, you can choose between money or gold (grind still here for the ones that want it).

Theres a line about what should be on the gemstore (doesnt matter if is buyable with gold) , what not and one about how much the game should have in relation to the gemstore, also one about how much an expa, realease could have compared to a gemstore realease. Most problems with the gemstores come from that point, that its subjective, but has some interesting common opinions, like the aetherblades armor and weapons.

The more people see that line been crossed, once a thereshold its met, the less satisfied they feel, the less satisfied, more chances to go away, not recomend, get bad reputation, etc. In the long, maybe not so long?, run, this can make a big game a nitche one…

Pd: Not my main language!

(edited by Lucius.2140)

Having a look at GW2 long-term results.

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Posted by: Lucius.2140

Lucius.2140

Hi, lts nice that you did all the excel, graphs and analysis, i think you could first improve the quality of the input you are using for analysis with three basics considerations.

Inflation:

Im not sure, but i don think, that your data its real instead of nominal. And if its real what year its based on (i will go to try to make it real with core realease date or Hot or this year date, for better significance and exposition).

This is specially important if you compare utilities over time, since you dont have rentabilities. Also for the GW vs GW2 argument, no much point if the dollars arent the same.

Trends:

For them, first eliminate all seasons effects, then jump for a trend, but i will consider check it also in a logarithmic form. The more polished the data is, the better the analysis will be.

Huge spikes:

First if you go as simply as to put it over time: Consider an interest rate, check how much you get anually for dollars in a bank, then use a geometric calculated one for Qs. Later aply, then distribute it.

However the spike can also tell you info, for instance, was a Hot spike expected?, its any correlation between the trend value and the spike?. Can spike been separeted as a different value and calculated by realese of box?.

You got the general idea, i will go to break that spike with a dummy variable, at least for a lazzy start xd.

Didnt check all of it, but yeah it needs refinment xd.

After you get good data and graphs, go to the analysis!

Pd: No my main language!.

Dhs.... -_-

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Posted by: Lucius.2140

Lucius.2140

Ragnarox yes they are in PVP not WVW….. whats the diff? forced to play on point and cap areas basically same size as traps.

tech u are right they are not OP but they kinda are in SPVP bv of point caps.

semantics anyone?

Then you need to play better. Traps guards are free kills 1vs1.

only if you are dumb. then you fight for a while yes you should win 1v1 (unless they have dragons maw …class dependent) but they got 15-20 points off you being a tardo trying to fight on a small point with traps.

Dragon Maw its a win if the guard its the opponent xd.