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i've played since beta of this game, i have to this day games where i'm 0-8 maybe 0-13.. but my team wins. This is specifically when i'm building for the team and not for myself. boosting their attacks, speed, healing, or tower dive so they can get 1 important kill (like a healer or another god with buffs for their team), or more kills than them.
i solo this game.
i look at what gods both teams have, base what items to buy off that, then following items based on what the other team bought.
steam says i have 3.5k hours played.. but i had it installed via smite installer far longer than steam, till i had to format and forced to use the steam installer.
If you really want to play a game that rigs their matchmaker then play Magic Arena which even the devs admit that in certain modes the people who you play against ate dependent on the composition of your deck. Magic Arena in general is rigged in almost every way possible.
DOTA also has a rigged matchmaker which enforces a win threshold. This is obvious because there are few premades in DOTA, yet lobbies have players with extremely varied skill range which is impossible to consistently have with a functioning and fair matchmaker.
Yeah that's why i get teamed up with people between lvl 10 and 50 against enemies with an average of lvl 120 to 170 for 15 matches in a row. The matchmaking this season is completely bonkers, they said they made it better, yet my matchmaking has never been worse. It was like that all season, was done with it, i haven't played the game in 5 months now. I can say, i'm feeling pretty good mentally cause that ♥♥♥♥ was draining my sanity.
I am around level 125 and I also frequently get matched with people whose levels are in the low-mid double digits. However, in every case this is because that person(s) is in a premade with someone who has a high level, so the matchmaker will put that premade on a team with an average level close to that of the highest leveled person in that premade.
Go to smiteguru to see the levels, elo, and character rating for players in your lobbies.
https://smite.guru/profile/9962533-Ragnoraok/matches
Again, I really cannot stress how much premades make it an impossibility for ANY matchmaker to consistently create fair matches. Additionally, premades are capable of cheating the role que system to increase the chances of getting their preferred roles. From my experience, games where everyone is in soo que are vastly better. I wish that there was an option to exclusively que with solo-que players; I don't even care if I have to 20 minutes to find a match if it means that I can get higher-quality matches not infringed upon by griefing premades.
Yep, its called online engagement oriented matchmaking, which basically means that developers rig various components of their games (matchmaking, lootboxes, rng, etc.) in a manner that best retains a higher base. Behavioral psychologists have determined that the best way to keep players is to promote a "challenge" usually by frustrating players through rigged scenarios in their favor or against them. I should emphasize that studies have been done which show that purely skill-based matchmaking does not retain as many players as rigging games to promote a "challenge".
https://web.cs.ucla.edu/~yzsun/papers/WWW17Chen_EOMM
This approach is so effective that every single modern game employs this form of psychological warfare, including SMITE, albeit from my experience SMITE's rigging is nowhere as egregious as DOTA and the worst case of egregious rigging that I have ever experienced was easily Magic Arena. Speaking of which, Magic Arena was proven to have flawed algorithms ranging from draft bots, matchmaking, and even the base/core shuffling system which is nearly impossible to occur without intention to rig the code in some manner.
I have no idea what you are talking about.
And its not just 1 paper. There is an entire study of statistics and behavior psychology that proves that rigging games provides more player engagement and greater playerbase retention than skill-based matchmaking.
Other terms include dynamic difficulty matchmaking.
Until hardware has a personality scanner that determines why people play and gives the data to matchmaker that can put people in teams not only by skill but also by personality, none will ever work.