Bra (80 Guard), Fixie Bow (80 Ranger), Wcharr (80 Ele)
Xdragonshadowninjax (80 Thief)
(edited by Evan Lesh.3295)
Only people who disconnect get desertions. Their teammates will get get a win or a forfeit.
Update: 4/5 players on the winning team had desertions.
(edited by Evan Lesh.3295)
The 29/3/15 1:48 CET Update EUleaderboard
Like I said, I actually noticed this just because I only did that 1 match
I found the match. Looks like you had an 80% change of winning (the highest odds bracket) and you deserted (by disconnecting) so the game was considered a loss for you resulting in -3 points.
If you only gain a point for winning and lose a point for losing, everyone will be sorted by their win percentage. This means anyone with <50% win rate would never advance. (Unless I misunderstood you)
This is one reason we have the odds-of-winning based point matrix to ensure even matches help you climb, and you don’t fall for uneven matches.
The button could be more flashy I suppose. I generally only open it when I get destroyed on glassy builds to see what to avoid next time.
Personally I think that UI needs an overhaul and the damage history doesn’t seem to accumulate everything correctly. (may need to extend record length)
I agree with one of the posters who said if our points are going to be assigned based on our chance to win we should probably know if we are expected to win or lose before the match begins. It would also probably clear up a lot of these posts.
I’ll +1 this.
I would probably do something to reduce the same questions that come up over and over. In this case, displaying whether or not a point is gained at the end of a match. Show odds of winning along with it.
Showing odds of win before the game starts could discourage a team, even make a person go afk, because they “think” they have no chance.
Currently the ladder is a ‘beta’ season. We are testing numbers, but this is not the feature complete design. This means things are missing that will be included later.
It doesn’t seem right to me that if you are within 100 pts of the winning team, i.e.—400-500 or closer—that you should lose points. Especially if said team has at least one groupqueue in them. Even if their MMR/skill is lower, the communication factor is pretty huge.
This is how it works for even or unfair matches not in your favor. This was also true for matches in your favor until the change on Friday. Now if you are favored to win, you will only go up or down.
Can you be more specific on when you played? I can look up your change in points.
You were favored in your first two matches, so you lost one point in both. The third match was even, but you got over 400 points so your ladder points didn’t change. This is working as intended, but it sounds like you think the match prediction should weigh premades more versus solo players.
I’m not sure how to look at past snapshots, but your current leaderboard status is accurate with 92 points.
Did you play more before or after the update on Friday? Before the change, losing did not remove points often enough. This will even out over the remainder of the season.
I’ve looked into this and unfortunately it’s one of those “crazy complicated code jargon reasons” why it’s improbable this would change. The complexity vs payoff makes it a very low priority item.
The build keybind came out with the April 2014 feature pack
The PvP panel keybind looks like it was added at the same time…
Reward track progress is not tied to rank points in any way, and has its own balance between wins, losses, and the different arena types.
Reward track progress is linear, and the same for all tracks.
Potions give a fixed amount.Awesome, thanks for sharing!
Knowing this, we can probably work out the rest on our own.
I have one more question – do bonus points (e.g. for top stats or autobalancing) count towards reward track progress at all?
No. But keep in mind celebration and birthday boosters increase reward track progress.
Reward track progress is not tied to rank points in any way, and has its own balance between wins, losses, and the different arena types.
These screenshots all appear correct.
Reward track progress is not tied to rank points in any way, and has its own balance between wins, losses, and the different arena types.
Reward track progress is linear, and the same for all tracks.
Potions give a fixed amount.
unless i added onto a duration that existed already and its a LILO setup???
That’s an interesting idea, I’m not sure how that works…
On a related note, I’d like to know why I’m sometimes in combat on respawn, having to deal with the combat speed debuff when leaving base.
Maybe you applied a 16 second damaging condition before you died?
As for the random damage, it’s only a visual bug with floaters. I see it occasionally, but it doesn’t put me in combat.
In the December PvP update, the command was updated to allow /rank # to show any unlocked rank finisher.
If you haven’t played since September, the damage log now has much more robust information. When you open the chat tab filter menu there is an arrow next to the combat channel with more options.
Having a personal score system is a good way to indicate whether a player is playing the game mode well. Right now kills give the most points, but arguably that encourages sub-optimal play in conquest.
I really like the idea of having personal score tick when fighting on a capture point. This concept could be extended to behave like the current assaulter, defender, and skirmisher scores where you can still get personal score while fighting close to a capture point.
What other scores could be added, or what existing scores could be rebalanced?
There is a UI crash in the map results screen when you get a double queue pop. A fix is in the tubes.
This should be fixed now.
This should be fixed now.
We are in the process of fixing reconnects. Hotfix incoming.
Looks like records will be missing the games between hotfixes
We’re working on a fix. Apologies. Looks like we missed a piece yesterday.
Evan, to confirm here, that means I could leave right before every loss and maintain a 100% winrate that way?
If you want zero ladder points, that would technically be possible on the current leaderboards. It would be trivial for us to add desertions to the losses column, though.
You have a desertion on your record, which doesn’t count for a game played and also counts for a loss regarding ladder points. This explains your missing point.
Its the first person to join the team. You must have a fast computer
Amazing matches. Congratulations Team Abjured!
Also…. ’MURICA
Fixed now /5teen
This will be fixed soon™. Trying as hard as we can to fix it before the weekend. For now you can solo queue.
We are working on a fix for party queuing.
Working on a fix.
Aprox. ETA?
Somewhere between zero and all the minutes.
No, we are talking about the same thing. I mentioned dotabuff which is exactly what he’s talking about.
Working on a fix.
Yep, we had to do another migrate of stats to fix up profession stats getting blown away.
Is it only queuing as a team that doesn’t work?
I see people queued and playing in both data centers, which are you playing from?
Servers were restarting, can you queue now?
The autobalance functionality should still be the same.
This is definitely something we’re interested in doing with the new system. I’m imagining something liked dotabuff where you can see each match, score, duration, profession makeup, builds, etc.
Everyone started with fresh profession ratings, which is bringing everyone closer to default ratings when mixed with their previous team arena rating. We’re going to update the configs so that profession rating has less of an impact so the match quality should go up.
Would love to see this. Maybe also in API version?
Yes, things like this are also possible now.
Luckily things like this are totally doable in the new system!
I thought in this regard the old system worked fine. There was a 2 minute countdown before the match started, which, it seemed to me, was enough time for everyone to get into the game.
Would it be frustrating if AFK players caused you to wait 2 minutes at a time when the match is ready only to place you back into queue?
People staying in queue after not accepting a queue pop sounds like a bug.
You must get dishonor for declining a match or else will troll the queue constantly. Do you know how the new dishonor system works? It isn’t nearly as harsh as the old system for small offences.
(edited by Evan Lesh.3295)
Ranked Arena wins were wiped since patch also they are no longer counting, not sure if that was part of the plan as well.
Is Obsidia.5127 the same account you play with?
This is the same as how it worked before. Rewards are based on playtime, which gets reset each time you connect.
The full update hasn’t hasn’t gone through yet to fix profession stats. Things should get fixed up on your next map change after ~20 minutes from now. However you will lose your new ranked/unranked totals since the patch. It was the only way we could restore the profession data.
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