Marvel Rivals

Marvel Rivals

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||Bug: Dev Team is Bleeding Comp Players||
https://www.youtube.com/watch?v=yR9mOft9_KU
(Ottr - Marvel Rivals Ranked 2.0 Is a Huge Mess)

TLDR:
Rank points gained are based more heavily on raw stats than actual performance, leading to junk stats (like damage blocked from Groot walls, and Damage Dealt to full health unkillable tanks by dps) being valued higher than skillful gameplay that leads to wins, resulting in team leaders getting slower climbs than the braindead dps who they were leading.

In other words, the game's ranked mode has become a lottery machine that favors DPS players and flashy numbers above all else.

~~~

Brainstormed Fixes, just for Rank Calculation, not anything else:
(Idk if any of these would work, but it's worth trying to think of something to help out)

1. Instead of basing performance per individual game, base it on consistency. The more consistently players can win games or perform important tasks, the higher they should be rewarded for playing consistently.

2. Include New Stats:
||All Class||

Time Stood on Objective - The longer people stay on point, the bigger the score.
(Please, I hate seeing my team C9)

Time Spent Flanking - If you are alone and behind or side-flanking 2 or more enemies in a group that are busy fighting your group of 2 or more teammates, then that behavior should be rewarded.

Ultimates Interrupted - Self explanatory. Includes CCing and KOing during, or doing either to Prevent an Ultimate before it fully activates.

Highest Total Damage Dealt in 5 Seconds - (Excluding Ults) It's easy to track, just create a graph of total damage dealt that was recorded during the match, then find the highest hump of damage within 5 seconds.

||Tanks||

Amount of Lethal Damage Blocked - Determined by drawing a line between a low health teammate and enemy player while the enemy attacks.

Amount of Life-Saving Healing Blocked - Same concept as above.

||DPS||

(I honestly couldn't think of anything specific enough for them to track here)

||Healer||

Lives Saved from Lethal Damage - Similar to calculate as with Amount of Lethal Damage Blocked for tanks, but easier in comparison to compute.

~~~

Niche things that still need fixed:

Middle Mouse Button Ping Mis-Input - The amount of times I just wanted to mark a divingbombing Spiderman, and instead accidentally called for heals is staggering. Please just include a separate button to mark enemies and general ping so that I can use to Ping Wheel to actually communicate with my team instead of assigning the warning message to every slot.

Disable Team Chat Messages - I don't want to read or have to manually mute every single team member I'm playing with to avoid whiny crybabies.

All Character Customization Wheel for Sprays - I have so many sprays that I will never use, because I don't want to put them each into all 35+ heroes in-game through the tedious menus.

Stop Kicking "AFK" Players While They're in the Practice Range - Like, Genuinely, Why? I'm just trying to adjust my Cross-Hair Settings! Can I at least do that in Peace?!
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Showing 1-1 of 1 comments
Ferrsai Apr 18 @ 9:06pm 
Originally posted by AChristianGamer:
...

I figured it would be garbage like that. It's harder, but using composite metrics tell a much better story than the raw stats themselves.

Even something like a heat map of positioning in relation to your team vs enemies can be very telling. That could be used to show how well a player utilizes cover and manages sight lines.

For duelists, high damage output is good in the sense that it creates resistance and helps define territory, but without eliminations it comes at a cost of increased enemy ultimate charge. I'd call that a lower value stat. The elimination to damage ratio I would say is a higher value than either of those individually, but not exceptional. It's just a necessary thing that all people on the team need to contribute toward. That part, your participation against that of your team as a whole is a bit more valuable. Even adding the enemy team into that comparison could be a valuable metric to gauge overall performance.

Accuracy is also decent, but also actions per minute and utilization of cool-downs. The number of ultimates charged and used is another decent one. These all good for everyone. Having high accuracy, but a low volume of shots overall means less damage (less pressure) and fewer opportunities to score an elimination. Low accuracy, but high actions per minute means less damage, (less pressure) fewer eliminations. It's really important to strike a balance there. Even if nobody notices most shots that miss them, the impact of those missed shots can be game changing.

The matchmaker should try really hard to fast track high accuracy and high action per minute players at least up to Diamond. They are probably the most noticeably annoying enemies for people that lack that to fight against because they don't even get to play the game. That's not to say people with exceptional map knowledge or positioning aren't also annoying, but you don't immediately jump to say that guy is hacker because he used a wall as cover, flanked around until I forgot about him (so like 8 seconds) then killed me and two other dudes that chased him from health pack to health pack. High accuracy and actions are oppressively strong if that player has even basic tactical sense as well.

Most players in the game probably hover between 30 and 50% accuracy, and I think I'm being fairly generous there. That metric has different meaning for different characters, an acceptable range for an automatic weapon might be considerably lower than for a sniper rifle with a long rechamber delay. I'd say players with higher stats here that got shot up in rank would drop or fail to climb if they lack the matching awareness, decision-making and tactical ability for that rank, which would at least put them in the place to fight opponents who can teach them that mechanical skill alone isn't enough anymore.

Objective time is good, but really only active capturing should be rewarded. One more factor I'd add is adding some value to keeping the objective in line of sight. Barring maybe a couple of spots, there isn't much worth pushing that far ahead for. If you're able to beat the enemy back and hold them in the spawn, I mean, I guess that's worth the loss of that value. A match like that shouldn't award much for the win anyway and any personal performance or padded stats is even more meaningless when your team outclasses the enemy by such a large margin.
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