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Each recorded game can only two outcomes. You will be randomly put in one of those two teams.
So if you have only two teams and you are in one of those teams and each recorded game ends in either radiant victory or dire victory. Meaning that average user will have ~50% chance of winning a game. Meaning that your ~50% winrate is forced by math, not by Valve...
But the issue, I think, which causes people to complain is the pattern of it.
In a two outcome event like tossing a coin, the probability of 50% manifests in randomness - as in sometimes alternating heads/tails (wins/losses) sometimes more wins than losses and vice-versa... Keeping it more exciting than what DotA's 50% provides.
In the case of matchmaking (at least according to my observations and that of many others) if you get heads - you get heads in a row, and if you start getting tails, then in the same way you get tails in a row (win-streak and losing-streak)... This annoys people. By this, I specifically mean the losing streak annoys people because they feel it is "forced".
It is like saying - the coin will give you only tails for a while now because you got heads the past few times. Which never happens in simple probability of an independent event.
People don't remember the times when they got free wins, but they dread the times when they lose games in a row - causing the player base to reduce I feel.
This can lead into a seesaw effect where MM doesn't adjust you to your proper skill level. You get too high rating when you're on a win streak, and the following loss streak takes you below your appropriate rating, leading into another win streak since now you're rated below your average skill level.
System isn't to be blamed. If you get into a win streak, especially in ranked, without actually having improved your skill, you should expect to hit a wall of losses at some point.
Now back to "some degree". To win games in dota 2 you basically need one of:
1) be much more skilled than your opponent and play any core (works for me even for support 4 role, if I pick the right hero that is able to solo mid game without the help of teammates. What to say about my offlaner riki that dominates the whole map, even the enemy's hardcarry right in front of his team).
2) be a little more skilled than your opponent and play mid and be confident (not hardcarry, that is very important). Mid player is the one "giving space" to his team. Hardcarry requires time, so he's dependant on his support player. Offlaner is dependant on his support as well in some cases.
3) be of equal skill with an opponent, but really try your best to win the game, again, playing one of the core roles. With the right items all three can solo the game. Only if they choose to solo it, instead of blaming the team.
4) be of lower skill than your opponnent. That one implies that you know you can't carry, so you choose support role and do best for the player that "might" carry you to win.
1) 2) are able to easily solo any game, without the help of their team. Unless someone on the opponent's side has greater skill than you. e.g. booster/smurf.
3) 4) is the way any player climb up the ranking ladder. By improving each day step by step and learning on mistakes, minimum involvement.
Every other scenario returns LOSS. If you put not enough efforts into the game as 1)2)3), you lose. If you do not do the 4) in case you can't do 1)2)3), you lose. Simple as that.
Yes, sure, sometimes you get 100% loss which you wouldn't be able to carry. But that sometimes is 2/10 tops of your total games. Based on my personal experience, ofcourse. Can't tell for the others. The reason for me still sitting at low MMR (arguably low for some players, more middle, 4k) is that I choose the 4th method to win my games. I have 55% winrate. That is exactly what you get for playing support (like real support, not the support-carry which I easy can do). Even having a decent score in any game, you're still dependant on your carries to win you a game. Even if you can kill enemy's carry solo within a stun... If your carry doesn't put enough efforts into the game, - LOSS. I've been spamming supports with occasional offlaners for about 500 games in a row. I got approx. 1.2k to my MMR. About 2 MMR a game in average by playing support.
A player that really wants to raise his rank should remember the most important thing: you want to do it right then do it yourself. No one would carry you to your real rank. You want it? You go and take it, by playing the most important role in the match (although some would argue that support is the most important, but that applies only to high ranked or professional matches, where supports really matter and most of the times are the sole reason their carry wins the game).
There's no such thing as "perfect report system" that would leave only <worth> players. If the issue was in the system itself, it is an easy solution. But the issue is in players. Community you may say, but basically it is an issue for any comp MP game. You have toxicity in WOW, HS, CSGO, DOTA, LOL, FORTNITE, PUBG et cetera. Any competitive multiplayer game. Do they all have bad coders that for some reason can't figure out those* ideal lines of code? Or are they trying to fix the issue from the wrong side? I'll leave it for you to decide.
Topic is informational, not a discussion (although I still managed to put in a little extra), so i'll unsub. If you want to keep discussing strictly informational and subjective topic, you may stay. I'm leaving tho.
Why would the game put a minus 3 person and a +8 person in the same team to have an average team? It doesn't even make sense. Actually such skill gaps are very rare, you see them almost exclusively on purpose in parties with an archon and an immortal in pubs to confuse the algorithm and get a chance to crush noobs.
Whevener you reach a decent skill bracket, and I would begin by legend, because people begin to understand the game there, although games are better at ancient or divine, then you get opponents and teammates with equal or really close skill.
It is not that hard to understand, if you become better, or at least, it looked like it, the game will put you with and against stronger player and you will win only if you actually became better. Because you are not at your maximum mmr if you manage to do 10+ winstreak.
No need to pull great conspiracy about valve forcing a 50% winrate on you. It is a consequence of fair matchmaking system. The only thing the game could do to make you lose would be to put you on radiant or on dire ( I have a 51% winrate on dire and 59% on radiant), but here again, uou can see the number of games in each camps are roughly equal.
If things were forced I wouldn't have 70% winrate with mirana but 25% with batrider, or 42% on puck.
Improving MMR without smurf/booster etc is like a slow and gradual process due the Match making taking actual learning curve... because the 1) 2) that are easily able to solo the game... If they are genuinely playing on their first account from the beginning, will also have a learning curve to follow. So even they will have to fight their way by increasing their win-rate a few games at a time to skill up a Few MMR at a time.
👍🏻 Makes sense :)
I mean, the MM is not like a god to know exactly who is gonna win the game to be able to set you up for a loss... But still it somehow manages to do it's best lol.
But even though it is trying it's best to have a "equal win-rate", people are definitely gonna complain about the seesaw effect (excellent reference by the way 😊) - because they remember the time they dropped MMR more than the time they gained MMR in a row... Hence feeling "Cheated" of their grand rise to the Ancient / Divine :P
The MM seems to have a cheeky way for showing people their real skill level lol.
If they have more than 50% win rate and go higher on the seesaw over many many games - they will gain MMR to reach their actual skill level.
If they have 50% win rate, then voila! They are in their skill bracket.
If they have less than 50%, then they end up (complaining a lot about the matchmaking LMAO and) reaching their lower skill bracket for more "equal" games.
Plus I already got the patience to handle them in real life, so in-game, it makes it easy and fun :)
People in lower skill bracket don't understand the game well enough (valid point) to understand why they lost the games.
For instance, so many games where the last pick actually goes for a hero that is fully countered by opponents - like picking storm spirit when opponents have Silencer and Am etc., And so many games where nobody buys items like BKB / Halbeard / dust / wards to help them win and instead stick to some crappy build they saw on YouTube. Hence, they blame it on the Matchmaking for forcing them to loose, not seeing the other actual reasons.
That does sound convincing 👍🏻😊
And second thing is that it's not all simple - put Noobs on team and better players on opponents to - to maintain win rate.
It's actually a more complex system with other stats involved like win rates with certain heroes, win rates on certain sides etc.. This sounds definitely possible too.
I understand that all games are not going to be equal, there will be some differences in terms of people picking roles they don't play etc that leads to a difference in how well they play.
One issue that I personally face though - is in quite a few games (like say 20% where my team carries my ass) - I am not exactly a feeder, as in I end up somehow helping the most I can by asking them for item suggestions etc since I recognise they are carrying me and they seem to know better.
And in quite a few games where we are equal-ish (like say 30% of the games where we lost / won because teamwork / picks) - I end up putting an average KDA, and again communicating with team regarding what when and how.
In some crazy decisive games (like say 20% whenever it seems like all of us are equal) it almost feels like we won because we did something right at one point of time slightly better than opponents, and those games are great with a lot of communication.
And then come these weird games right after a win streak that I can't quite put my finger on...
Suddenly I get a teammate who rage quits in 3 rd minute (although this is very rare, like once in 20 games).
In quite a few games, I get teammates who just don't communicate or listen, and they definitely (DEFINITELY) don't seem to know about the basics of the game (at least not as well as me) and they keep doing random stuff while all of a sudden opponents seem to be fully coordinated (it feels like the 20% game where I got carried and we have noobish opponents - but this time I am on the other side).
I understand this is balanced in a way that my over-all win rate is gonna be around 50% and overall I have played against Newbies as much as I have played with them. But coming to my concern... It's about communication.
In games when I am the noob - I am not this raging, quitting, grieving, crying, annoying teammate, and neither am I someone who doesn't communicate at all. But still, after a win streak, I manage to get players who do the aforementioned things. It's disappointing to not have newbies who are nicer. Whenever I am the newbie of the team, I am nicer... But when I get Newbies on the team, they are such a pain. They are like this students who don't study anything but still act like they entitled for everything trouble me for the entire class, it requires a lot of patience to not get frustrated.
Personally, I believe it's a collapse of community standards and the failure to properly grow them due to majority consensus and their financial backing of platforms. Over the past 5 or so years in the gaming industry, this has become a strange phenomena and the results thereof. Dota is one of the few titles that still holds a strong suit of complexity, versatility of challenge and competition throughout the passing decades. Can't say for how long though at this rate.
Basically, I feel like we've failed to foster a proper playerbsae for the game as it was, and since it seems difficult or near impossible to fix that, all that can be done is try to alter the game itself to appeal to the current consumer base and focus more on what most other large companies do to make profit margins. Game health doesn't matter as much as they're able to continue making a profit, and I can practically guarantee you that it'll eventually fall to that if things aren't able to get better within the communities.
Yeah the declining "quality" of player base is definitely a serious concern. :(
I think the majority of the community's toxicity can be linked straight to immaturity. I mean, it has been studied and proven that the abusive people on online platforms do it because it takes only a few keystrokes without any personal risk in confrontation. So, people just abuse to their hearts content to "escape" the misery in the real world.
It's the people who understand that it is just game unworthy of losing their minds over (mature people) who actually manage to bring in some amount of sanity lol.