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  1. #1

    Default Rating will not be reset for season 11

    What think you about that? I think it sucks, now I won't be able to ride the wave opening day. /sadface



    Ok, who am I kidding. I'll probably be playing SWTOR beta that day anyways.

  2. #2

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    Personal- and team rating will be reset. But your MMR wont. So get started early and you'll be fine gl

  3. #3

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    Until they fix the MMR bug it's going to be the same dash to high rating and camp that it was for S10

  4. #4

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    Quote Originally Posted by Svpernova09 View Post
    Until they fix the MMR bug it's going to be the same dash to high rating and camp that it was for S10
    Nah, MMR was fixed mid season. The only people who did and will benefit will be the 2700+ people who have been sitting on their teams for 4 months. Once they start to play it will shoot up again for them only if they go 100% win(wintrade; getting fed wins) but if they lose, they will lose alot and they have to play with the same people that they got and sat on high mmr with. Look for 2500-2600 to be rank 1 instead of 3k and no matter what cheating will still happen, always has and always will. I gotta say thou in 2s fighting rank 1 players at 1700-1800 mmr is not fun.



    I took this post off of AJ which explains mmr well-

    Let's talk about what the new MMR system. Imagine three players make a new 3v3 team: one with 1500 MMR, one with 1800 MMR and one with 2600 MMR. Their average MMR is 1967. Although before queuing they might each have individual MMR, after a SINGLE game played together every one of them will INSTANTLY have 1967 MMR, win or lose. The 1500 and 1800 players would both shoot up to 1967 MMR. So suddenly the 2600 player instantly loses over 600 MMR. So when the previously 2600 MMR player goes back to his previous 2600 MMR partners, his team will have a much lower MMR but their skill and ability to play the game at a high level would not have changed. Although this prevents any kind of MMR exploiting, this is terrible for the game and the community's reaction to this has been extremely negative. People with high MMR have nowhere else to go but down, because MMR distribution follows some sort of bell curve, and any player above 1500 rating is more likely to play with lower MMR players than not. Any time players remake teams, MMR tends to drop and dilute. This of course has a cumulative effect, as lower overall MMR affects players who aren't making new teams. Rating and MMR gain depend on playing people of similar MMR and skill, but there is an imbalance of MMR and Skill because other teams whose ability to play the game did not diminish have had their MMR go down. Active teams whose partners tend to play often find themselves at lower MMR. At the end, we have a situation where majority of active player's MMR is a lot lower than their skill and ability to play would indicate.

    This issue, while vastly discouraging to arena player, could be fixed with relative ease. For instance, if an individual player's MMR is more than 400 points above the team's average MMR, then the higher MMR player should not gain MMR, and excess MMR should be divided between the other players. This kind of check would completely prevent players from being able to gain MMR by exploiting, while once again causing individual MMR to be a valid metric of player skill.
    Last edited by Fat Tire : 11-10-2011 at 10:30 AM

  5. #5

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    Quote Originally Posted by Fat Tire View Post
    Nah, MMR was fixed mid season. The only people who did and will benefit will be the 2700+ people who have been sitting on their teams for 4 months. Once they start to play it will shoot up again for them only if they go 100% win(wintrade; getting fed wins) but if they lose, they will lose alot and they have to play with the same people that they got and sat on high mmr with. Look for 2500-2600 to be rank 1 instead of 3k and no matter what cheating will still happen, always has and always will. I gotta say thou in 2s fighting rank 1 players at 1700-1800 mmr is not fun.



    I took this post off of AJ which explains mmr well-

    Let's talk about what the new MMR system. Imagine three players make a new 3v3 team: one with 1500 MMR, one with 1800 MMR and one with 2600 MMR. Their average MMR is 1967. Although before queuing they might each have individual MMR, after a SINGLE game played together every one of them will INSTANTLY have 1967 MMR, win or lose. The 1500 and 1800 players would both shoot up to 1967 MMR. So suddenly the 2600 player instantly loses over 600 MMR. So when the previously 2600 MMR player goes back to his previous 2600 MMR partners, his team will have a much lower MMR but their skill and ability to play the game at a high level would not have changed. Although this prevents any kind of MMR exploiting, this is terrible for the game and the community's reaction to this has been extremely negative. People with high MMR have nowhere else to go but down, because MMR distribution follows some sort of bell curve, and any player above 1500 rating is more likely to play with lower MMR players than not. Any time players remake teams, MMR tends to drop and dilute. This of course has a cumulative effect, as lower overall MMR affects players who aren't making new teams. Rating and MMR gain depend on playing people of similar MMR and skill, but there is an imbalance of MMR and Skill because other teams whose ability to play the game did not diminish have had their MMR go down. Active teams whose partners tend to play often find themselves at lower MMR. At the end, we have a situation where majority of active player's MMR is a lot lower than their skill and ability to play would indicate.

    This issue, while vastly discouraging to arena player, could be fixed with relative ease. For instance, if an individual player's MMR is more than 400 points above the team's average MMR, then the higher MMR player should not gain MMR, and excess MMR should be divided between the other players. This kind of check would completely prevent players from being able to gain MMR by exploiting, while once again causing individual MMR to be a valid metric of player skill.

    Interesting, thanks for the info. I kept getting to around 1600 in 2s and we'd get stonewalled by people in full T2. it's so retarded.

  6. #6

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    Quote Originally Posted by Svpernova09 View Post
    Interesting, thanks for the info. I kept getting to around 1600 in 2s and we'd get stonewalled by people in full T2. it's so retarded.
    Actually 1600 in 2s nowadays is pretty good. Nicely done. 3s/5s dont have nearly the mmr deflation as 2s does.

  7. #7

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    I have same problem with my 5s team, everyone I meet is in t2 gear, it's not even fun , hoping for a better chance in this new season.

  8. #8

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    Well I think Im done with 5s for this season. Every team I played today was rated far lower than me, but had T2 people on the teams. It's frustrating when you can't even kill one person. Lost over 100 MMR and gave up.

  9. #9

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    Hehe, I met a team with 2 gladiators and 3 arena masters in it around 1800 rating :P fairly stupid tbh. But I got good RNG, so I won the fight!

  10. #10

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    What a difference a blue post makes, since announcing that MMR will indeed be reset I have had much better results. almost went undefeated for the short time I played, but a fat finger got in the way.

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