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Your absolutely right that losing matches works in your benefit with eomm..
The "benefit" of exploiting it only exists in games that have ranked ladders, and can only be utilized to get more favorable match ups making it easier to climb..
How to do it? Go into a casual game mode and throw a bunch of matches, in order to deflate your total win rate average.. then take that deflated win rate into comp..
Eomm is designed to show bias in building matches, whether it works for you or against you is determined by your total average win rate. By keeping it artificially low this forces the bias to treat you more favorably..
This works because the skill rating aspects of EOMM in ranked and casual are seperated.. while the total average win rate is shared across all lobby groups.
As others have pointed out, if people are utilizing this on a large enough scale it will destabilize the matchmaking.. which is ultimately what we need to do in order to purge EOMM from the industry
Hey remember when I posted this?:
And no it's considering this exactly because otherwise you can have lose streaks against Grandmasters and Celestials as a Silver. Or the same situation reversed. You ever actually play a competitive game? Of course not. The upper skilled players will walk out of scrims against teams that are not on their level. Do you understand that implication in the context of this discussion?
Guess I got my answer. You don't understand the implication of this in the context of this discussion. Because smurfs exist. Two people can be in the same rank. One person could be hard stuck and the other could be rocketing through in under ten games. Is it sinking in yet?
Edit: Also is why Netease argue that this increases the accuracy of their system but eh we'd need a lot more info to see if that's true or not
but it's not clear what they means by "selectives teamates and adversaries" is that only the rank or more factors ? we don't know but even if it's only the rank , what about ai renforcment ?
you can also trick it with low time played heroes , as i said before , the game use your infos on your heroes stats to favor/counter you , but if you play heroes you never play , the matchmaking don't know what to do
It's going to have to narrow down the available pool of teammates and adversaries for a good balance. Remember, hundreds of games could be going on at any moment, with a wide range of skill use, with people that like to switch up heroes and people that stick to their one tricks, old and new players, etc.
I can't really comment on "AI reinforcement" cause there really wasn't a whole lot of information on it. The core of Optmatch is it's a prediction model. I can see how AI would be added on top but dunno what its goal in learning would be. Could just as easily apply to the bots, really. Cause that's where we know there's an AI of sorts already. And sure you can take that as an Aha! EeEeEeEeEeEEvil Netease but how the ♥♥♥♥ is an AI going to make you play more or spend more money? GUess the aforementioned bots easing up or being better to a more tough but rewarding experience could be it. But you still have obligations that may get you off the game or just like the game enough to continue playing regardless. It has no effect on you as a person that makes it more nefarious then what we've seen from gamers for decades now.
I don't know what post you referring to. You keep saying this, I've read all of your posts and nothing substantial.
As I said I literally read the entire document. It describes a basic matchmaking system that is optimized for fair matches.
As I said, I watched both videos and I read the entire document. The first guy have a lot of bogus and mentioning some wild things that was never mentioned in the document itself. The second guy is just testing stuff and he is wrong about it.