At the end of the day, no one is really going to -try-. They are in it for the gold and rewards and you know it.
Didn’t read the rest of your post after this. It’s like you can’t possibly comprehend the attitude towards the game of someone trying to be competitive has. Like that’s a good thing.
How am I not comprehending this?
How is this benefiting anyone?
How are people truly being competitive if they know even if they lose they are still getting reward?
Having a competitive attitude is wanting to -be good- at whatever class or classes you pick up?
Allowing this idea of: “Meh, so what if I lose, I’m still getting the good stuff?”
What am I missing exactly?
I am not here to whine or argue, I am here to get answers because this is simply not adding up anymore.
If you wish to give me a legit answer or not, fine, that is your choice, no skin off of my teeth, but this does not simply add up.
But hey, I don’t blame you, I’m sure you do not take the time to read many other things as well.
You are not comprehending this because you can’t figure out that people play for more than just rewards.
This system benefits people who wanted to see their actual MMR to see where they stand. A lot of people are happy about this and this alone.
People are still being competitive because they do not care for material rewards. If I lose my rating drops, I want to play again to win more to get it back up and higher than before. I don’t even look at the rewards. Bet you didn’t know people did that.
Yes, having a competitive attitude is wanting to win no matter what.
You’re the only one allowing the idea of “Meh, so what if I lose, I’m still getting the good stuff?” I have not nor will I ever think like that, and the people who do get what they deserve.
Your missing that people don’t care about consolation prizes and will play to win to increase their rating and for that reason only.
At the end of the day, no one is really going to -try-. They are in it for the gold and rewards and you know it.
Didn’t read the rest of your post after this. It’s like you can’t possibly comprehend the attitude towards the game of someone trying to be competitive has. Like that’s a good thing.
How am I not comprehending this?
How is this benefiting anyone?
How are people truly being competitive if they know even if they lose they are still getting reward?
Having a competitive attitude is wanting to -be good- at whatever class or classes you pick up?
Allowing this idea of: “Meh, so what if I lose, I’m still getting the good stuff?”
What am I missing exactly?
I am not here to whine or argue, I am here to get answers because this is simply not adding up anymore.
If you wish to give me a legit answer or not, fine, that is your choice, no skin off of my teeth, but this does not simply add up.
But hey, I don’t blame you, I’m sure you do not take the time to read many other things as well.
You are not comprehending this because you can’t figure out that people play for more than just rewards.
This system benefits people who wanted to see their actual MMR to see where they stand. A lot of people are happy about this and this alone.
People are still being competitive because they do not care for material rewards. If I lose my rating drops, I want to play again to win more to get it back up and higher than before. I don’t even look at the rewards. Bet you didn’t know people did that.
Yes, having a competitive attitude is wanting to win no matter what.
You’re the only one allowing the idea of “Meh, so what if I lose, I’m still getting the good stuff?” I have not nor will I ever think like that, and the people who do get what they deserve.
Your missing that people don’t care about consolation prizes and will play to win to increase their rating and for that reason only.
I have the feeling Evan has a lot of job security right about now. This is a good thing, he’s like the anti-Gaile Gray
At the end of the day, no one is really going to -try-. They are in it for the gold and rewards and you know it.
Didn’t read the rest of your post after this. It’s like you can’t possibly comprehend the attitude towards the game of someone trying to be competitive has. Like that’s a good thing.
The top 250 keeps changing too pushing out all the lower scores. It started at around 1530 now the lowest you can be is the 1700s whereas if you were say 1750 to start and in the top 100 or even 50 I’d be getting nervous right about now. (and we’re only a few days in with over 50 more to go)
It wont push out the lower scores because those who got good placement matches can be nearly 1900 range with only 10 games played.
You say lower scores won’t get pushed out when I already gave an objective verifiable example that they have. Then you bring in the higher scores to prove your point. But guess what, people with 1900 rating have already got pushed out of the top 10 and are now much lower now. Even then you’d have to play 18 more matches throughout the season to ward off decay. And if you win a lot of those games at that level then yeah your MMR should stay up there where you deserve.
I for one will be playing 1 to 3 matches a day this season cause if I play 25 in a day and end up in the same area that 1 to 3 would’ve got me, I’m just wasting my time. Plus it keeps me from being tilted.
why does having these AP’s available affect you in any way?
Look at the EU leaderboards for AP. That should tell you everything you need to know about this guy. He probably has about as many posts on the official forum as AP. All with this tone too.
The top 250 keeps changing too pushing out all the lower scores. It started at around 1530 now the lowest you can be is the 1700s whereas if you were say 1750 to start and in the top 100 or even 50 I’d be getting nervous right about now. (and we’re only a few days in with over 50 more to go)
No, the system is not out to get you. If you have the highest MMR in the queue, I believe the absolute worst outcome is 1,4,6,8,10 vs 2,3,5,7,9.
If you are using MMR to pair teams, why are 1,4,2,3 even being teamed with 8,9,10’s? That’s why this system continues to frustrate people.
It’s just an example.
You have to use numbers to tell who’s higher or lower than each other. It’s just so you don’t have to spend the time coming up with examples like:
1520, 1535, 1545, 1555, 1565 vs 1525, 1530, 1540, 1550, 1560
Its clear that if you got lucky in the placement matches and got placed within top 100 you are discouraged and punished for playing more games. All u have to do is play 1 match every 3 days to keep your spot and never drop out of top 100. So how is it fair that some1 plays 20-30 matches has worse rating than some1 who plays 1 game every few days?
It’s the quality of opponents. Even the bronze sub 1,000 rank players can go 6-4 in placements and play 100s of games there in bronze if that’s where they belong and can’t improve to break their wall.
If you want it to be just “games played” you might’ve like the old system better.
I like the idea of giving a bonus pip or 2 to the losing team if scores are super close. Just have to be careful about organized farming.
The pips are worthless though. It only takes 2-3 days of playing and you max out all the exclusive season rewards. Repeating the last chest only gives some gold and transmutation charges I can get faster in other ways. It is legendary division of season 1-4 all over again, just at an accellerated speed.
It seems like there is no reason to play this season for longer than 3 days if you have no hopes of reaching the top 250 for exclusive titlesWhen I saw the rewards I thought I could play the season the whole two months because it was said the last chest is repeatable. But it has all worthwhile contents removed after doing it once. But if you hit a wall like this there is no reason to continue. This is not how you keep a season active for the whole two months.
I think we all know the reason each of us play. And judging from your post, I know the reason you play as well.
See you around.
(0.4636)
Tell me. If I only have a low chance to reach top 250 why should I keep playing this after
I maxed out season exclusive rewards? Unranked games will be more entertaining and relaxing, ranked is stressful.
If you actually wanted to improve or better yourself as a player. :^)
The way this whole ladder is set up it is unlikely that the best 10 players will end up in the top 10, let alone the best one on rank 1.
We already knew a lot of the names of the best players beforehand, it’s not hard to figure that one out.
When the season started, lo! and behold, here they were in the top 10.
You’d think after thousands of matches in pvp you’d know a thing or two about the community.
I like the idea of giving a bonus pip or 2 to the losing team if scores are super close. Just have to be careful about organized farming.
The pips are worthless though. It only takes 2-3 days of playing and you max out all the exclusive season rewards. Repeating the last chest only gives some gold and transmutation charges I can get faster in other ways. It is legendary division of season 1-4 all over again, just at an accellerated speed.
It seems like there is no reason to play this season for longer than 3 days if you have no hopes of reaching the top 250 for exclusive titlesWhen I saw the rewards I thought I could play the season the whole two months because it was said the last chest is repeatable. But it has all worthwhile contents removed after doing it once. But if you hit a wall like this there is no reason to continue. This is not how you keep a season active for the whole two months.
I think we all know the reason each of us play. And judging from your post, I know the reason you play as well.
See you around.
(0.4636)
You said “its a measure of your ability to win games.” The contradiction is that it is not a measure of your ability to win games. It is a measure of whether your team won or not.
Yeah, just like with any statistic, you can make inferences. If I have several esl players on my team (say in unranked) and no one I recognize on the other, don’t you think that maybe, just maybe they’ve been on teams that have won a lot and that maybe we have a high probability to win?
Again the only constant in all those matches and all those teams was you. And if you’ve been on teams that have won a lot then the rating will reflect that and be higher. What is the problem here?
Have you ever heard the saying “If you ran into an kitten in the morning, you ran into an kitten. If you run into kittens all day, you’re the kitten”? I think that this is pretty true. After all, in every interaction with an individual, you’re 50% of the people in the interaction. Therefore, on average, you at least had the ability to influence 50% of these interactions; if in 5 interactions there was a kitten, then you were the kitten in 2.5 of these interactions. Whether you round up or down, you were a kitten 2 or 3 times out of 5.
However, in conquest, you’re only 10% of the people in the match. So realistically you only make up about 10% of the outcome. You can put in more or less effort, but your teammates are also affecting the outcome of the game by about 10%, whether they’re owning people in 1v2s or getting farmed mid repeatedly. Doesn’t matter how well they play, they still influence the outcome by 10%. Every time they lose a 1v1, that’s just as impactful as if they had won it. Same goes for you, you can only influence the outcome by about 10%. So there’s actually 2 constants in each match. You named one, that being you and your contribution to the match, 10%. The other constant is that everyone else collectively affects the outcome of the match by 90%.
If you want to believe that you can change the outcome of your matches by outplaying the enemy, go for it, I believe that too. But the fact is that you can’t change 90% of what happens in the match, literally. Only some matches will be close enough that you can nudge it in one direction or another. I’m not saying this to discourage people from trying, I always do my best even with a D/C, but this is the truth of a system that goes purely off of wins/losses.
A lot of what you’re saying makes sense on the surface. I guess I just don’t get what your point is. Do you have a problem with what MMR measures specifically, or what you think it measures or what you think it should, or how matches are made up? If you don’t have a point you can blowhard endlessly I just don’t see how any of what you say matters since you’ve taken no concrete stance on anything you just talk.
It’s a measure of your ability to win games. Whether that’s because of your raw mechanical skill, or your ability to work well with a team, it all plays a role but the only constant is you, and your ability (or lack thereof) to win games.
Lol John I usually appreciate your answers, but this time you’re not thinking it all the way through. Let’s start from a simple premise: my team, through the quality of their play, has a 100% possibility of winning every game if each player performs at the top level. This is of course not a correct premise, but to simplify things let’s stick with it. As an individual, I represent 20% of the team. If I contribute 20% of the quality play necessary to win the game, and so does everyone else on my team, then we get a resultant 100% of the effort necessary to win.
I can, of course, contribute more; if I consistently win or at least stall 1v2s, decap far repeatedly then come back to help at mid, then i could possibly contribute up to 30% of the total effort necessary to win. I can never contribute more than that; no matter how good I am at fighting, I can never be in 2 places at once. If one of my teammates contributes 9%, I contribute 30%, and the other the contribute 20% each, we get 99%. That’s a loss.
So in reality, my win/loss ratio is an accurate measure of my teams’ ability to get a collective 100% effort necessary to win. That’s it. It is in no way a measure of my personal ability. You can carry 3 perfectly average teammates and one bad, but no more. And the bad must make at least half the contribution that the average players do in order to win, more often than not they do 9% or less.
What am I not thinking all the way through? Nothing in what you said conflicts with what you quoted.
You said “its a measure of your ability to win games.” The contradiction is that it is not a measure of your ability to win games. It is a measure of whether your team won or not.
Yeah, just like with any statistic, you can make inferences. If I have several esl players on my team (say in unranked) and no one I recognize on the other, don’t you think that maybe, just maybe they’ve been on teams that have won a lot and that maybe we have a high probability to win?
Again the only constant in all those matches and all those teams was you. And if you’ve been on teams that have won a lot then the rating will reflect that and be higher. What is the problem here?
It’s a measure of your ability to win games. Whether that’s because of your raw mechanical skill, or your ability to work well with a team, it all plays a role but the only constant is you, and your ability (or lack thereof) to win games.
Lol John I usually appreciate your answers, but this time you’re not thinking it all the way through. Let’s start from a simple premise: my team, through the quality of their play, has a 100% possibility of winning every game if each player performs at the top level. This is of course not a correct premise, but to simplify things let’s stick with it. As an individual, I represent 20% of the team. If I contribute 20% of the quality play necessary to win the game, and so does everyone else on my team, then we get a resultant 100% of the effort necessary to win.
I can, of course, contribute more; if I consistently win or at least stall 1v2s, decap far repeatedly then come back to help at mid, then i could possibly contribute up to 30% of the total effort necessary to win. I can never contribute more than that; no matter how good I am at fighting, I can never be in 2 places at once. If one of my teammates contributes 9%, I contribute 30%, and the other the contribute 20% each, we get 99%. That’s a loss.
So in reality, my win/loss ratio is an accurate measure of my teams’ ability to get a collective 100% effort necessary to win. That’s it. It is in no way a measure of my personal ability. You can carry 3 perfectly average teammates and one bad, but no more. And the bad must make at least half the contribution that the average players do in order to win, more often than not they do 9% or less.
What am I not thinking all the way through? Nothing in what you said conflicts with what you quoted.
It’s too abusable if PPK increases without a time-out or reduction if repeatedly killed in a quick timeframe. I can already imagine match manipulation with a couple of “spy” accounts in some remote part of one of the borderland maps.
The time-out/reduction mechanic is already in the game.
Their response to this is usually "We already have leader boards, just look it up on the pvp panel :^) "
But being able to see the other region is a good enough reason for me.
It can be frustrating. I, 1 v 2’d two people on far and we actually were all in down state. My teammate ran over and tried to stomp rather than rez me. He got CC’d away and I died. They both got up and killed him before I respawned. We lost the match not too horribly.
Point being, I was a far better player than the opposing team members I directly played against, whom in turn wiped the floor with my team. We lost by a little bit, but to the match making system this is identical to me having been creamed by the other team. Even if I’d been he sole person responsible for my teams loss due to my utterly horrible playing the result would be the same.
Essentially some of my best performance in the evening and my MMR goes down for it. Applying MMR based on team output and expecting it to represent an indviduals skill is flawed because there is only a loose correlation between those things.
The skill adjustment doesn’t take into account how well you actually do indivdiually, or how close you are to winning. As far as I know. It only counts a win a win and assumes you are individually responsible for the outcome.
MMR isn’t concerned with representing individual skill since it’s a team game. It’s more reflective of how well you work with a team. If you typed in /s “res” that’s putting forth more team effort.
I don’t believe it is tightly correlated to how well you work with a team, as it doesn’t say, well this team would have “really really lost”, but because of how well you worked with it, it only “really lost”. So I’m going to up your works with a team well rating. that would be a tight correlation.
If you loose you could have sorta worked with your team, not worked at all with your team, or really worked with your team, and your rating will go down all the same. So it is not directly reflective of individual contribution to the team.
Kinda see what I mean?
And the person who’s consistently winning (and consistently gaining higher rating) is the one who’s been consistently putting in their 20% (or more, to cover).
Putting in the exact same effort with a different team might see them lose. There is not a strong correlation. Conversely a person who won may just by freak of statistics be being paired with wonderful teammates and under performing. Outliers will do that to you and there’s always going to be some.
I don’t think you’ve effectively argued that the result has a tight correlation.
Now if I was going to take your side of the argument, I’d say that in aggregate, if the averages treat you averagely, your effort in play may end up on average affecting your outcome. So there isn’t No correlation, its simply a weak one, and unfortunately your not given a rating as a team but as an individual.
It’s a measure of your ability to win games. Whether that’s because of your raw mechanical skill, or your ability to work well with a team, it all plays a role but the only constant is you, and your ability (or lack thereof) to win games.
im rank 300 playing with people less than 20 on gold
I can’t for the life of me figure out what this sentence means.
You currently aren’t getting paid for performance in this season.
Did your performance lead to a win? No? Then why should it pay you?
It can be frustrating. I, 1 v 2’d two people on far and we actually were all in down state. My teammate ran over and tried to stomp rather than rez me. He got CC’d away and I died. They both got up and killed him before I respawned. We lost the match not too horribly.
Point being, I was a far better player than the opposing team members I directly played against, whom in turn wiped the floor with my team. We lost by a little bit, but to the match making system this is identical to me having been creamed by the other team. Even if I’d been he sole person responsible for my teams loss due to my utterly horrible playing the result would be the same.
Essentially some of my best performance in the evening and my MMR goes down for it. Applying MMR based on team output and expecting it to represent an indviduals skill is flawed because there is only a loose correlation between those things.
The skill adjustment doesn’t take into account how well you actually do indivdiually, or how close you are to winning. As far as I know. It only counts a win a win and assumes you are individually responsible for the outcome.
MMR isn’t concerned with representing individual skill since it’s a team game. It’s more reflective of how well you work with a team. If you typed in /s “res” that’s putting forth more team effort.
I don’t believe it is tightly correlated to how well you work with a team, as it doesn’t say, well this team would have “really really lost”, but because of how well you worked with it, it only “really lost”. So I’m going to up your works with a team well rating. that would be a tight correlation.
If you loose you could have sorta worked with your team, not worked at all with your team, or really worked with your team, and your rating will go down all the same. So it is not directly reflective of individual contribution to the team.
Kinda see what I mean?
And the person who’s consistently winning (and consistently gaining higher rating) is the one who’s been consistently putting in their 20% (or more, to cover).
It can be frustrating. I, 1 v 2’d two people on far and we actually were all in down state. My teammate ran over and tried to stomp rather than rez me. He got CC’d away and I died. They both got up and killed him before I respawned. We lost the match not too horribly.
Point being, I was a far better player than the opposing team members I directly played against, whom in turn wiped the floor with my team. We lost by a little bit, but to the match making system this is identical to me having been creamed by the other team. Even if I’d been he sole person responsible for my teams loss due to my utterly horrible playing the result would be the same.
Essentially some of my best performance in the evening and my MMR goes down for it. Applying MMR based on team output and expecting it to represent an indviduals skill is flawed because there is only a loose correlation between those things.
The skill adjustment doesn’t take into account how well you actually do indivdiually, or how close you are to winning. As far as I know. It only counts a win a win and assumes you are individually responsible for the outcome.
MMR isn’t concerned with representing individual skill since it’s a team game. It’s more reflective of how well you work with a team. If you typed in /s “res” that’s putting forth more team effort.
Thanks for the info! I understand that and agree that should certainly be a factor. However, a player is only 20% of a team and their rating is therefore 80% dependent on the ability of their teammates.
And every one of your teammates is in the same boat.
I personally think this is the most fair system yet. Not that the old systems were that bad.
Skilled players will still top the league and hopefully medicore players might finally realise no matter what the system they will always be mediocre.I think some people here were hoping that somehow anet will create a system that would carry their mediocreness to the top.
Hey look man, they got top stats, don’tcha know? That causes them to be good, and more skilled. The highest ranked players certainly don’t get top stats as a side effect, top stats makes you good. :^)
When I saw the news about removing personal and introduction of top stats I was optimistic. As others have said, to rank an individual based on a team W/L is misguided. What I don’t understand is why the top stats don’t contribute to your rating. If they were, you could play well on a losing team and it would be at least somehow represented in your rating. As is it, you can sweep the board of top stats on a losing team only to see your rating drop.
A keyboard turner on a guard can bang his head against the keyboard and get top damage. A mouth breather can rush far and 1v1 there for ages and get the most offense, any heal ele can spam heals in losing teamfight after losing teamfight and get top healing, any thief can hop around the map tagging every kill and get top kills and all the while each of these players can forget about the point of the game and still lose.
B-but they got T O P S T A T S!!!
I have no idea what the initial MMR meant before placement matches.
But If I could make a guess, this will be a determinant to your placement matches. Meaning, I could be matched with similar players of the same MMR on those placement matches.
So I have a 267 on Initial, Arken a 264, Helseth 294, Lycarak 390.
So meaning, If I played yesterday at the start of the season, I should be matched up with Arken and co. yesterday.
But I didn’t coz I have to work.
Now I tried doing the placement matches:
“IT IS THE MOST ANNOYING EXPERIENCE EVER”
We lost a 4v5, (we have 5 fyi)
People triple capping a point, Dying in 2 seconds in teamfights etc.So..Was it really that bad that I didn’t play yesterday?
No it was this bad yesterday. people want to win pips. they don’t care if they win or lose because they still get pips.
With that said, the MM is the kittening worst ever.
Wait for the Mmrs to settle since everyone was brought to the 1200 baseline it literally started yesterday..
If I have to wait, then what was the point in the placement matches? So I played 10 games for make-believe? The MM is a joke, out of 20 matches I’ve won 6! The skill gap in teams is laughable, and I have to laugh because if I don’t it would be worthy of crying over.
The whole point of the placement matches was to stop blow out’s but all it’s done it make them so, you win easy or you get hammered. losing 14 games on the bounce is not fun at kittening all.
You do realize there was a huge influx of PvE players that probably had the average Mmr because they heard easy Ascended rewards. And with everyone still going through placement matches the Mmr doesn’t magically settle instantly because not everyone played yesterday so there is that it takes a few days after a mass Mmr reset..
So what your saying is the placement matches are pointless. Gotcha.
Apparently you don’t understand how simple Mmr systems work you got a rough placement gen after that you either increase or decrease right now the soft reset bunched everyone’s Mmr close together, the more you play and the further into the season the more accurate your mmr will be, the placement matches gave a rough baseline for you to individually start out at. They serve a purpose. The game has very little data to begin the season with, it would be no different than if they reset everyone down to the same starting Mmr and didn’t have placement matches.
I wouldn’t bother with this guy unless you want an infraction or posts deleted/moderated. He’ll keep quoting on a never ending cycle and you will get the blame for thread derailment or any sound logical argument thrown his way will get deleted off forums without even a message from the support team.
On topic though I think this season match making is pretty good…. My games have all been 30 points roughly apart all game, been some intense fights and plays and hasn’t been any steam rolls except the matches that people DC and spawn afk.
So your having good games, that means everything is working fine and there are no problems? Wow. The idea behind the placement matches where so people are not getting steam rolled by players way better than them right? That was the point correct? If this was the point, for the average player, it failed. I know I’m not a PvP god, but I know an out of whack MM system and a flawed placement system.
The advice of people need to wait for the better players to clear out means the system didn’t work. On paper it’s a great idea, I was looking forward to some fun games on maps that where not col. Guess I was hoping for too much.
But at least your games ate fun, so no one else matters right?
I’d really like to see your footage. Judging from your video card you have shadowplay, right? Just record a match or 2 and we’ll see for sure how good you are, how you never make any mistakes, communicate well, and how only your teammates make bad rotations/decisions and the enemy team doesn’t make mistakes at all.
I’m sure once we see what we’re dealing with here come to light it’ll prove your point. :^)
Even Evan said it is so
That’s not what I got from what I’ve seen him write. Would anyone be able to find the quote?
high pvp lvl with no legendary.
What did he mean by this?
its your RNG team’s total skill/composition versus the other teams same things.
I bet Even could do a Ctrl+F on the match making code and not find the random number generator. That’s not how teams are formed. They’re literally the closest 10 players to each other in terms of mmr. Let me repeat that:
10 closest to each other.
Not random. Only in the sense that it only takes into account other people who are queuing at the same time as you, so sure there could be others closer to make a more even match.
If you played chess and ended with 8 pieces and the other 4 but you got checkmated, guess what you still lost. And real chess players use the same exact glicko system, based off wins and losses.
Go watch the featured video on his twitch channel. Make some popcorn before you start.
I liked the part where he accidentally opened up his chat and started spamming his skills in the chat bar.
Did you miss the part where all you have to do is play a couple games to remove the decay by 100 per game? Your skill rating stays the same, your effective rating is different.
4/4/4/4 and your self a 9 players against a team of 6/6/6/6/7
It wouldn’t match you like that in the first place anyway. It would take 4,4,4,4,6,6,6,6,7,9 and make it 4,4,6,6,9 and 4,4,6,6,7. Your averages are 25/5 = 5, 31/5=6.2 and the other is 27/5=5.8, 27/5=5.4 a difference of 0.4 rather than 1.2
That’s how the algorithm works.
First you say you’re an average skilled player, then you say your MMR is literally at the bottom of the barrel.
Sorry, you can’t have it both ways.
At least it looks like you know the small population is to blame for inaccurate matches. Never mind, you later said it’s “broken” showing you don’t understand how it works. So, guess what? If you keep losing against esl players your MMR will lower to where you belong, and also playing after a long break gives your volatility a higher value.
I’d like to see some new 3-stat amulets. Something for front-line fighters, maybe call it Fighter’s Amulet, with power main stat and toughness and vitality as secondaries. This would allow builds that could stand on point and soak a lot of damage, but not deal overmuch in return and require outside help for healing due to a lack of healing power.
The closest you’re gonna get for this is Paladin’s, Soldier’s was already taken out.
(edited by Honest John.4673)
Time for fullcapping theifs to get more mmr than players.
pips =/= mmr anymore,
try learning to read
I’m not really sure what all this fuss about “skill rating” is. First off how does that mechanic even work? How do you measure someone’s skill completely without individually watching them in action? Is a player that caps more and engages in 2v1’s truly more skilled than the player holding off 3 by himself while preventing a cap? Lmao my problem with going down this path is that people will use the leaderboard to claim who is and who isn’t skilled. But if you ask me, being able to kill two players out of 3 that are fighting you by yourself is a much better skill rating than capping and defending.
I suggest possibly changing that mechanic to TEAM skill rating. There is only one way to measure skill in this game and it’s in 1v2 wager duels.
Conquest is still a team game. Skill rating should be seen as how good your ability to work with a team is. I don’t care if you won every 1v2, did you win the game? Winning the game is literally all that matters, that’s the metric, it’s the only thing they use.
So if you have a high skill rating then yes that means you’re good at conquest, that’s what the metric is. We all know the rules and the mechanics behind the game mode, now do what you have to to win it.
Getting carried, thus winning, does not make you more skilled. So if you get carried to the leaderboard, how are you a top 100 player when you can’t even kill the bottom 100 with ease? And you should care about 1v2’s. If you did the math, you’d realize that e winning a 1v2 means that my team is playing 4v3. That does lead to wins. But why should someone on my team have the same skill rating increased for simply winning? They don’t have my impact nor my skill. I’m in the top .01% of players because true skill is being able to finish fights. The game is a fighting game, not a turn based raise your hand and talk about feeling game. The best team is one that has players that finish fights. 5 fighters beat 5 flighters any day of the even on a Sunday
I’m not sure you understand. If you actually did look at the top 100 I doubt you’d find anyone who’s trash at the gamemode. Like you said, this is 5 man teams. Meaning that you put forth 20% of the effort for your team, if you don’t that’s picked up elsewhere. If it isn’t picked up you lose games. I doubt you could get carried into the top 100 in an effective 4v5. Think of what you’re saying.
Good to know, thanks for the quick response!
I’m not really sure what all this fuss about “skill rating” is. First off how does that mechanic even work? How do you measure someone’s skill completely without individually watching them in action? Is a player that caps more and engages in 2v1’s truly more skilled than the player holding off 3 by himself while preventing a cap? Lmao my problem with going down this path is that people will use the leaderboard to claim who is and who isn’t skilled. But if you ask me, being able to kill two players out of 3 that are fighting you by yourself is a much better skill rating than capping and defending.
I suggest possibly changing that mechanic to TEAM skill rating. There is only one way to measure skill in this game and it’s in 1v2 wager duels.
Conquest is still a team game. Skill rating should be seen as how good your ability to work with a team is. I don’t care if you won every 1v2, did you win the game? Winning the game is literally all that matters, that’s the metric, it’s the only thing they use.
So if you have a high skill rating then yes that means you’re good at conquest, that’s what the metric is. We all know the rules and the mechanics behind the game mode, now do what you have to to win it.
Last season MM was not so bad and with full premades gone i expect a lot close matches.
There will be still the usual problems.
1.) Without per class MMR skill might vary largely (especiall if daily class stays ….)
2.) With even matches progress moves to grinding. That 50:50 rate won´t please people playing for a rank.
3.) System might calculate personal MMR on a team effort… Which is one of the culprits for frustration.)
4.) Human factor will still decide a lot of matches. (AFK, drunk, trolling, toilet, cat on keyboard, ….) You will never get rid of that (exeption is 5:5 team at high level) so don´t complain to much on that ;-)1) We track per-class MMR, but it’s not very accurate right now. I really want to use it, but without class locking on queue, we can’t use it for matchmaking.
2) This is why rewards and skill rating are split. Your skill rating will only go up if you actually improve your gameplay.
3) Your personal MMR is only updated based on win/loss and enemy MMR.
4)
What is skill rating and what affects it?
Skill Rating is your Glicko Rating plus decay. Each match has a zero or one outcome that updates your Glicko rating against the average of your opponents’ rating.
Some more info here: https://wiki.guildwars2.com/wiki/PvP_Matchmaking_Algorithm#Ratings
So it’s still possible to lose a close game you weren’t expected to win and still gain some glicko, kind of like how you could gain pips on a lose in Season 1?
2.) With even matches progress moves to grinding. That 50:50 rate won´t please people playing for a rank.
2) This is why rewards and skill rating are split. Your skill rating will only go up if you actually improve your gameplay.
Exactly, Evan. This is what people don’t seem to understand. Wouldn’t you want a match where it’s as even as possible, meaning that either side has the same shot at winning? Wouldn’t it logically follow that for every win there must also be a loss? Wouldn’t that mean that the majority of players have close to a 50% winning percentage? And sure, there are outliers on the bell curve, do you want to be one, do you have what it takes?
Yes, we get it, you like to throw the word “grind” around with it’s negative connotation but don’t leave it at that. It goes deeper. If you actually want to progress in your gameplay, skill rating, what ever, guess what you’re gonna have to do. Play. Play matches, play lots of matches and play some more. If I played chess for 4 years actively trying to get better, then I’m probably a better chess player 4 years in than I was when I first started. Call it “grind” call it what you will but that’s not necessarily a bad thing.
And guess what, if you can consistently improve your gameplay, that leads to consistently winning more than you lose and your rating goes up, that’s the entire point of a competitive game.
Or do you just want to go “le grind! xDDD” and think nothing more of it?
(edited by Honest John.4673)
Objectively different matchmaking, visible glicko rating so you can see how much of a sham you really are, leaderboards showing Top/All/Friends and Guilds in the video, consistent rewards since it’s not tied to pip stagnation. Balance has objectively changed also, you can’t tell me it’s the same as Season 1’s bunker hell. Also, competitive is finally alive with a visible skill rating which is literally the only reward true competitive players desire.
If you’re not gonna consider posting anything intelligent then yeah, why bother?
Like your Division/Pips in seasons past, will skill rating make it in? I don’t see any reason why it shouldn’t.
Other than the world bosses which are on a set schedule, there hasn’t been a way to get the event statuses from the API since megaservers were launched (since there’s no way to tell which instance you’re on, and they all have separate state).
You might be able to find the specific app you’re taking about in the list on the wiki or in the Overwolf catalog.
Lawton, we can find what overflow we’re on by typing /ip. If that IP could be used for something… not sure if you’d like to go through such effort, but yeah, there’s a way to find the overflow which is accessible to players. Sorry if it has nothing to do with megaservers, just thought I’d mention it.
I don’t think that would work. For instance, I can type /ip in Auric Basin, join on someone else in a different map and type /ip again and it’s the same ip address.
Even mentioning a server name will get your post deleted
Anvil Rock → Dragonbrand → Henge of Denravi → Tarnished Coast → DB → BG’s link at the time → RELINKED to CD (I think) → DB’s link at the time → RELINKED to whatever server it got relinked to → TC’s link (at the time) → Mag
Well, Blackgate just opened. You got what you want, hope you’re happy.
After manual close now also manual linking, i’m out. Rip
Did you think linking was an automatic process? Of course it’s manual.
I constantly have Blade Shards and Wintersday Gifts I wish I could deposit after I farm my Home Instance.
Others:
Writs of Experience
Level Tomes
Black Lion Chests
Strategic Defense Map of the Mists
And some others that I’m probably forgetting.
I wonder if Blood Pact [BP] is still raiding on DB on Wednesdays, I knew they were a few months ago