![]() It’s never been mentioned by blizzard so I’m going to assume that’s not how it works.This week's GG WoW video features Theun, healer and analyst of ! Theun joins Dratnos and Tettles to cover the massive 40% increase to both Player Health and Creature Damage which hit the beta this week. ![]() There’s no way that the current system is smart enough to be looking at all of these stats under the hood and determining whether you’re truly a good player or not. That’s essentially what the system we have now seems to be. Imagine a minor league sports player who is amazing being told they can’t rank him up to the big leagues simply because the rest of his team is holding him back and their team loses so much. Currently what we have is a system that only cares about your wins and losses. More easily they can just code in AI to learn how the top level players play and use a player’s performance against that model. Yes, the developers can actually code an AI to determine how well a player is utilizing a particular hero in a particular map depending on their other particular teammates and versus their particular enemies. Something else other than what’s already representing it of course. Everyone is shooting darts with their eyes closed, and trying to make sense out of whatever happens to stick.ĭo you have something else in mind to represent a Player’s skill? From a consumer’s perspective (AKA, what we’re able to see today), we have no gauge or metric of performance quality in real time in order to make adjustments appropriately. The common denominator is the poorly made MMR.Īnd I want to say this: People say that W/L ratio, individual performance, etc are the aspects to look at to rank up. If you walk into a match knowing the MMR is made with the focus on reducing queue times (i.e., incorporating UNRANKED players in the same lobbies as DIAMOND) and prioritize your own individual performance, sure, it’ll be fine. Hell, I’ve played games with a better MMR system implemented than whatever basket case this attempt is. I have, applied myself to get better through individual performance. And THAT has made the greatest impact in my own improvement and climb. It was for me, that is, until I changed my perception of MMR and, thus, saw the truth and light. Have you considered your own current perception of MMR is indeed the Red Flag you fail to see? I surmise I ranked up +1 tier because my individual performance was up to par or above par. For example: just recently, I had a 7-6 run and still ranked up 1 tier even though 3 of my losses were due to teammates dropping out of the match for whatever reason. ![]() In my opinion, I think it’s WAYY better b/c it helps the individual Player who had high performing stats in games where their teammates were garbage and ended up losing. all extremely important in this new ranking system. Kill/Death ratio, APM, Specific Hero ability stats, weapon accuracy, critical hit accuracy, etc. You need to individually perform for your MMR to move up/down, which will determine your Rank and Tier. If your individual performance/stats are not up to par-as in, it wasn’t/isn’t good enough to move your actual internal MMR-winning a match won’t help you rank up. In higher ELO, especially Diamond+, and because there’s more solo-carrying impact in OW2, it is VERY possible to have low personal/individual stats and win games. This new ranking system is more efficient in placing Players more quickly where their skill says they should be due to the fact that it’s really based off a Player’s MMR. IN your matches, it is VERY possible to derank one tier, maybe two tiers below even if you won more than you lost. Yes, having wins is very important in ranking up, HOWEVER, if you’re being carried through your winning matches and/or your individual/persona stats are just not that good when being juxtaposed/compared to other Players (team and opposing) of similar MMR, etc. I’ve realized something about the ranking system during my own grind in OW2 with 81+hours in and 451 games played so far.
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