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League Reward Structure

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Posted by: Raek.8504

Raek.8504

Not sure but since when pvp and incentive to play it, had something to do with rewards?

Sigh.

Reached the matchmaking plateu

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Posted by: Raek.8504

Raek.8504

You’ll just have to take my word for it, there were no AFK’ers (at the beginning), though it seemed like a trend that at least 1 person did say they’d go afk after the first wipe (usually on mid, because of wrong focus target).

I gave you another picture as you can see I did everything I could that game. Those points were coming from my efforts of stealing a beast and capping far after beating someone 1v1.

I had way too many games in this season, when we beat the opponent 500 to 0 where they had no chance. It’s not much more fun the other way around either.

Wow another lopsided games, I swear they were 2 invisible fakers on this game because you can’t lose by 450 point in diamond. Op are you sure your teammates weren’t bots?? I mean Anet MM algorithm is competitive because 75% of the time you get 7 vs 3. So the competition is there. My take is you had bots in your game.

You don know how? I can assume they got slaughtered in team fight, they tried something else and failed, few people gave up on winning the match. It’s a pretty usual thing to happen lol.

Reached the matchmaking plateu

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Posted by: Raek.8504

Raek.8504

I didn’t think it was true, but turns out the game did decide that I got as far as they wanted me to in terms of PvP progression.

This won’t be a rage or rant, but I hope someone from the developers of this awesome game reads it and looks into this issue that’s coming up with more and more people nowadays.

A picture speaks a thousand words and I have 4 of those plus my match history right now to prove that simply put: the game decided I should stop progressing.

And no, I didn’t suddenly lose all my skill and become so terrible, in fact in the last 4 games that had all been 500 to less than 50 points on our side.

I had never participated in such steamrolls since I started playing leagues so I assume, this is where my progression stops. And just as a sidenote, the enemy players weren’t at all better than me. I won all my 1v1s and rotated well, but our team comp was very off and the individual skill and especially mindset of players on my team just made the win impossible. What else can I do to progress? Buy a new account?

Yeah, buy new acc it helps, thou actually ask yourself does it even worth it? I mean, i’ve been in the same shoes, now my 2 accs are legendary and 1 is diamond, working on another one right now which is f2p, so i can witness the kittenness of this system again. The fun part thou that only acc which is not leg is my main acc.

But you can keep up pushing this system is rng rather then based on skill, so you may get lucky and finally push through. /cheers.

Ruby Next Season

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Posted by: Raek.8504

Raek.8504

How about making sapphire able to lose tiers too..

Far too many people thinking that just because there is a reward, THEY ARE ENTITLED TO MAKING DIAMOND+ just for playing a metabuild. <ESP when those ppl hardly or didn’t at all pvp before seasons -.-

kitten just tier loss, make divison loss too – Training wheels off.

What the hell is the point of a competative league if your going to put safeguards in place to protect agianst hurt feels at the idea that they may not be as good as they believe themselves to be.

MMR reset, soloQ/teamQ included? Better make it purely MMR based rather then league based.

(edited by Raek.8504)

Ruby division makes people hate PvP

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Posted by: Raek.8504

Raek.8504

How about making sapphire able to lose tiers too..

Far too many people thinking that just because there is a reward, THEY ARE ENTITLED TO MAKING DIAMOND+ just for playing a metabuild. <ESP when those ppl hardly or didn’t at all pvp before seasons -.-

I m up for that, but as well they should, reset MMR for everyone, separate ques solo/team, remove rewards which are tied to the leagues, create qualify matches in between devisions. Divisions should reflect MMR ranges. Matchmaking – You are getting teamed up with players within your MMR range, opponents in similar range MMR. Make the season last half of the year, or just make it permanent.

Ruby division makes people hate PvP

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Posted by: Raek.8504

Raek.8504

(…)
By your logic all team based competitive games do not work properly then. Seriously DOTA2, LoL, CSGO are all TEAM games and yet they use MMR just fine to match people of equal skill. I can tell you 100% that your MMR in DOTA2 has ZERO bearing on the specifics of any given match, all that matters is the W or L at the end of it.
(…)

Lets look at this statement a bit closer. Dota, CSGO cant be compared to gw2 simply because professions dont matter there. No skill diversity either. A win says a lot more about the pure skill of a person there since it doesnt get diluted by skill and profession balance. Its like comparing dragon ball arena to spvp. You should see that yourself.

LoL has softresets and promo games to solve their issues with mmr getting inaccurate the longer a system is running. Also, they dont allow players too far apart to team up and they dont start new players on an average mmr.

So you are saying in DOTA2 that different heroes are actually the same? That a hard carry is the same as a support? Are you saying that item builds don’t matter to the outcome? Do you think there are no overpowered heroes (especially in ranked non-ban games)?

I think you might be the one who thinks this game is a special snowflake and doesn’t realize that the comparisons are very valid.

Ok tell me, in gw 2 can you get fed to become unbalanced and 1v5?
Can you have such aim to 1v5?

Mmo ll never be competitive. Period.

Is this chess where you 1v1?

Is it even team q only ?

Ruby division makes people hate PvP

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Posted by: Raek.8504

Raek.8504

All you need to do, is separate league rewards from the league.

That way, you have all PvErs and people who are there for rewards gone from ranked. Which will lead to healthier PvP experience.

Reset MMR, scrap the League, make it only MMR based. Profit.

(edited by Raek.8504)

Ruby division makes people hate PvP

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Posted by: Raek.8504

Raek.8504

Increase all divisions to 50 pips.
Remove rewards completely from tiers / crossing a division.
Buff PvP reward track.
Allow players to lose tiers / division.
When you cross a division you start at 10 pips.
When you lose a divison you start at 40 pips.
Do not reset division / pips on a new season.
Remove “cross division” achievement from the legendary back piece requirements, this will remove the incentive people have for reaching high division.
Allow us to queue from anywhere. (I would be happy with only hotjoins).
Make higher mmr players start higher up in the season.

+1 to This remove reward from PvP completely.

Legend Queue Times

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Posted by: Raek.8504

Raek.8504

@ Evan Lesh

You are confusing elite with prestigious. The elite in this case being formed by pre made team groupies who are willing to stack specific classes and builds.

The majority of matches favor one side and most of those who have risen to high rank have done so by being on a team rather than by individual skill. This doesn’t result in prestige, it results in a caste of haves and a caste of have-nots.

Everything you wrote is demonstrably false.

There are plenty of players who reached legendary via solo-queue. Heck, some guy posted a thread where he solo-queued to legendary running core necro (NOT REAPER) on a brand new free-to-play account (so no MMR advantage). Some other dude posted a thread with screenshots of each of his solo-queue matches to legendary.

How did they accomplish that? By being more skilled than you. Don’t pretend otherwise.

Sorry… but a TOP player having a fresh new account will not have difficulties because the new player account is AVG MMR (or better).

If the MMR was fixed to 20% for new account, TOP players would find it more harder to SOLOQ in the last tier of the player base.

All this because they choose to put MMR for your team but not for the opponent

Either remove MMR or do MMR vs MMR. The actual system is a joke that let TOP player trying to let you think they are better than all because they win matches on second account, but it’s false since their many account are old and got MMR in the top 20%. (and if completely fresh 2016 account, they start at AVG MMR and have the skills to make it goes higher… starting in HELL (20% bottom) would be a different story.

This is bad because many TOP players are really the best of the WORLD but the League and is MAtch Making remove that value since the system give them EASY rides.

How does one go from average MMR to below-average MMR? By repeatedly losing to players who had lower MMR than you, or at least similar MMR. Your MMR barely changes if you lose to a team that had a much higher MMR, so it’s not your blow-out losses to the Abjured Premade that caused your MMR to tank. It’s losing all those games where you were actually favored to win.

And how does one go from average MMR to a high MMR? By repeatedly beating players who had higher MMR or similar MMR.

The real problem here may just be that there aren’t enough weak players to go around. If there’s only 5 weak players in late Sapphire / early Ruby queuing up at a particular time, then they’ll all go on one team and won’t be able to find an equally weak team to play against. None of their matches will be fun. Their MMR won’t change much from the resulting blowout losses, but they’ll continue to lose any vulnerable pips.

One solution would be to let the weak players drop down tiers so that they wind up in a bigger pool of weak players, but that would just lead to more frustration with respect to progress.

The better solution would be to attract more players, so that there are enough weak players to form a 5v5. To that end, letting us queue outside HOTM would go a really long way. Also, making the reward tracks more meaningful would also help.

Both of your bolded statements have to be backed up, or you are just spewing hot air. Here what Anet says ( I know the information is dated but there is nothing else out there for us to rely on). I’ll highlight the important variable for you.

<Ratings period=“3d” max-periods=“20”> <Rating default=“1500” min=“100” max=“5000” ( display the max,lowest and avearge MMR possible) max-change=“300” profession-ratio=“0.25”/>
(Now here is the deviation, that’s is how much it changes upon win/loss) <Deviation default=“350” min=“30” max=“350” /> <Volatility default=“0.06” min=“0.04” max=“0.08” system-constant=“0.5” /> </Ratings> <Ratings type=“Ranked” reset=“2013-11-26T08:00:00-08:00” partial-reset=“2015-01-27T16:30:00-08:00”/> <Ratings type=“Unranked” reset=“2013-11-26T08:00:00-08:00” partial-reset=“2015-01-27T16:30:00-08:00”/>

Based on this, it’s pretty clear that the other team MMR does matter, but to an extent, when it comes to your rating. You can lose/gain between 350 MMR point or 30 MMR point per games. Let’s say going up against the abjured resulted in a 30 MMR point loss; after 10 losses you be around 1200 MMR if you were around 1500. So, how are these numbers not significant?? I could be wrong though.

In Glicko2, the “Deviation Default,” “Deviation Min,” and “Deviation Max” values are multiplied by a function of your volatility to determine the actual change in your rating. (See http://www.glicko.net/glicko/glicko2.pdf, starting at page 4). I can’t copy/paste the actual formula so I’ve provided a link instead. (Note: It’s not a straight up multiplication, but the volatility factors into the final ratings change). So the actual ratings changes are going to be lower than what you provided.

Also, there’s nothing wrong with your MMR going down by a meaningful amount if you lose 10 times in a row (even if it’s to the Abjured). But if you lose to the Abjured twice, then win vs. a team that’s closely matched to yours, then you could have a net MMR increase (using the information you provided). So again, the primary impact on your MMR is going to be all of the games where your MMRs are relatively close. This goes back to my earlier point about how “MMR hell” is an issue only when there aren’t enough weak players to form a competitive 5v5 (see above for suggested solutions).

Also like someone stated below me, MMR is only taken into account to match you with similar folks. So losing 10 games in row, might be a thing depending on which side of the MMR you ended up in. Because there is no corralLatin between your team MMR and the opponent.

That’s a separate point, and I agree with it. If your MMR is below-average relative to other players in your pip-range, then you’re going to lose more often than win. Just like if I became an NBA player, whatever team I join is going to lose more often than win (assuming that they’re forced to field me, rather than keep me on the bench).

But let’s be real here: the people still stuck in emerald/sapphire/low-ruby are not going up against the Abjured in unwinnable matchups. Using your own logic, all of the high-MMR people should already be in diamond/legendary by now.

theres the idea. every team gets 6 players. choose who doesn’t git fielded. you can tag them in after you are downed, or don’t

theres some new game play options

Hm, what about random Bob gets red card for flaming? xD

Legend Queue Times

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Posted by: Raek.8504

Raek.8504

Matchmaking doesn’t count pips past the end of legendary, so prestige count won’t affect queue times.

It was said already, but with an accurate or prestigious ladder you get people on each extreme with long queue times as the population to pull from is smaller. Queue times in unranked are never this bad because we expand the mmr search range quite far over time. We could do the equivalent expansion of the ladder search range, but there will be just as many (if not more) people then complaining about all the legendary players in their ruby matches.

To summarize the issues people have brought up:
An accurate ladder rewards skill at the cost of queue time.
Reducing queue time would require frustrating players with imbalanced matches (either by skill, or just visual ladder badge).
Making the ladder more about grind gets more players to legendary, but there is no prestige.

What would make legendary players happy to keep playing the game? Is it just quicker queue times? What if you could do other things while waiting? What if there was something other than leagues all together like unranked arena that legendary players could go to until more players make it to legendary?

I think something connected to gold reward in legendary tiers, as well as add some rare skins, or unique skins for PvP tickets, with division requirement to purchase them.

As for Wings, i really suggest you just to remove it from league tied rewards, you ll have way way less people frustrated that way with leagues and all this stuff. I think most of people who wanted them really hard, ll get them soon enough.

Legend Queue Times

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Posted by: Raek.8504

Raek.8504

In season 1 every match was trying to be even, but this allowed players to grind through the ladder. Season 2 is the opposite of this, but players are clearly experiencing matches that are too volatile. Once players reach a division relative to their skill, the only blowout matches that should be happening would be from people coming late to the season. I feel there may be balance between the two styles of matchmaking that maintain prestige, but avoid an abundance of blowouts.

The thing is, there is prestige level in legendary to define who is somewhat cooler. There is a leader boards do define who is cooler.

The reason you're stuck in a division?

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Posted by: Raek.8504

Raek.8504

Any class can get carried. There are even too many bad necros srappers and so on
It’s not about the class most of the players like you think there is on way how to play pvp and thats the bunkering. They don’t came up with a idea that the thief acually has to be played different way. Generally you are beig paired with stupid people which don’t know what to play with their class. The issue it’s not about the class as itself.

That made me lol, now tell me how is necro should be played.

The reason you're stuck in a division?

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Posted by: Raek.8504

Raek.8504

You belong there. A tier system like the game has now isn’t there so everyone will hit legendary just by grinding. If you are “stuck” in a division where your games go 50/50 you belong there. The sense behind a tier system is that you should get into a division where you get matched against people your skill and win/lose 50% of your matches. You aren’t stuck in ruby – you belong in ruby. You aren’t stuck in sapphire – you belong in sapphire. I don’t understand how this can be so hard to understand.

You are wrong, i have 3 accounts, 2 of them in diamond, 1 of them in legendary, the thing is about this system, it is really, really dependent on your win loss ratio, your skill means something just to the certain extent, more of a class does and people who can/cannot use the tools and opportunities you give them, i qued purely solo.

System works more like this, you win in a row, you get team mates who can peel for you, support you, or use the opportunities of mesmer/thief on the map. You loose in a row you get team mates who don’t do the above mentioned. And you have to do everything above mentioned, which will lead to a win ? Maybe once twice but then. I m not even talking about team comps when you know it’s over from a start most of the times.