Installer Steam
connexion
|
langue
简体中文 (chinois simplifié)
繁體中文 (chinois traditionnel)
日本語 (japonais)
한국어 (coréen)
ไทย (thaï)
Български (bulgare)
Čeština (tchèque)
Dansk (danois)
Deutsch (allemand)
English (anglais)
Español - España (espagnol castillan)
Español - Latinoamérica (espagnol d'Amérique latine)
Ελληνικά (grec)
Italiano (italien)
Bahasa Indonesia (indonésien)
Magyar (hongrois)
Nederlands (néerlandais)
Norsk (norvégien)
Polski (polonais)
Português (portugais du Portugal)
Português - Brasil (portugais du Brésil)
Română (roumain)
Русский (russe)
Suomi (finnois)
Svenska (suédois)
Türkçe (turc)
Tiếng Việt (vietnamien)
Українська (ukrainien)
Signaler un problème de traduction
I agree, thats where the current MMR system works well. You have a bad day/game, you loose 25 MMR, you can have a better day/game tomorrow and win it back.
What i'm suggesting though is a way to prevent extreme cases of boosting and smurfing (more then +/- 1-2K)
Bro honestly hahaha. Listen. In my MMR rank, even just looking at the last 20 games, the average players hexagonal stat chart is averaged at 4.5-5.5 out 10. But when you get a smurf, he's like 9.5-10 out of 10. Every single time. What i'm saying is that there should be a system where if a players average skill score is so far above the other players in his rank, he should be forced to do the recalibration games with players his own skill level.
Like wise if a player boosts his account, but then their average skill level drops to like 2.5-3.5 (over enough games that constitutes an actual average, not a bad few days) , they should be forced to recalibrate at their correct level
Yeah i totally get that. The only problem is, I am a 2k player lol. That is my skill level. I've only been playing dota for 10months now, put 800 games into it and I'm starting to get my head around it, but i am a 2k player i can't get out yet hahahaha
my solutions are to just increasing how long it takes to get into ranked and having a different MMR for different roles (also make role queue base game not some underused crap from DOTA+ ) would go quite the way to slowing new smurfs down, if the work to smurf is far to much compaired to how long they'll be stomping games, they wouldn't make as many.
then making role queue base game would limit smurfs even more as games will take longer if they dont exploit the system, if they do they can be reported for not doing the role they signed up for.
then we need to adjust how stats themselves impact your rank, if your end game stats are far above your brackets average, they should gain x10 to x20 times the mmr from that win, why? because it'll shove them back where they belong faster, nullifying the smurfs ability to stomp for long periods of time.
if they truely are learning a new hero? they wont be stomping every game as hard so they'll know where their "new hero" placement should be.
edit: made this reply on reddit where the devs actually read.
https://www.reddit.com/r/DotA2/comments/cgp60d/just_some_random_suggestion_regarding_smurfs_and/
i recommend supporting it if you can so the pro smurf crowd dont bury it.
Bro i understand what you're saying. I guess what i'm trying to say is Dota 2 already has a system in place for determining a players skill level at farming, supporting, fighting, etc... When ever i play a smurf, thats really smurfing (like 2k or more below his level) His averages on that chart are always double everyone else in the bracket.
I personally can handle smurfs that are 1k lower then they should be. Forces you to play harder, but 2-3k lower then they should be is just outrageous. It makes the game unplayable
Bro whats your ideas to combat the smurfing/boosting? Why not actually make this a genuine thread with actionable ideas?
♥♥♥♥♥♥♥ spotted lmao
pro smurfing players are already saying this idea are bad and trying to downvote bury the suggestion, even when i'v stated how toxically bad the current system is for anyone but the smurf. could use the assistance folks
Hey bro thanks for contributing.
A couple of thoughts to add to your ideas:
This would definitely stem the tide of smurfs fairly well, however from Valves perspective, you have to look at what genuine new players are facing too. For Valve, they have to make the number of unranked calibration games high enough to deter smurfs, but also low enough not to deter new players from staying and playing Dota 2. The current 100 unranked calibration games is probably the sweet spot to be honest. Enough to deter some smurfs but not to much to deter new players from sticking with the game.
I think this is not a bad idea. This might get pretty complicated for the noobs though. I think the ranked roles should definitely be a more common thing for serious players. I gues Valve needs to decide how they want to make money of Dota 2. Makes sense that the more serious players would be willing to fork out some money to play real games instead of trash ones.
I think this is a pretty good idea myself. Maybe not 10x the gain, but the concept is a good one. It would be hard to implement though i think like how do you compare the carries contribution to the team over the supports?. It would work well in a ranked roles situation i think because then you could compare your performance against other players in your role at your MMR level not just the specific game. Both things could come into play in determining how much MMR you get.
For example, you're the position 5 support, you win the game, but your average support skills verses the average for your MMR level were quite low so you only gain a little MMR. But lets say your the position 5 support, you win but your, but your support skill level for that match was higher then the average for your MMR level so you gain the 25 from winning plus extra based on how much better your support skill was.