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LOL, you have no idea how matchmaking or programming works; that much is obvious from your inane posts.
Matchmaking does not work through randomization. It matches people based off fixed parameters, with the only variables being player avaiblity. The output of a mm algorithm sohuld consistently create games where everyone in the lobby is of equal skill - that is to say that if there are only 100 people playing, then you should ALWAYS see the same 10 people matched together.
The only way that you can have such a narrow spread in winrate, to the point where even the top 1% of player can barely scratch 55%, is if there is some additional variable(s) that forces people towards some predetermined threshold. This is incredibly simple to implement in an algorithm. The difficult part is trying to make the manipulation seamless or not apparent, but Valve fails at this since its easy as hell to show that the game will strive to keep you at a 50% winrate. I have tried this myself where I intentionally tried to throw games in a 30-game window and STILL had around a 50% winrate despite my games being a 4v6; that can't happen with a fair matchmaker.
If you win more when you do nothing or almost nothing than when you try to actually play, then I have some bad news. You probably play really badly... Although an insight within your open dota profile could give us directions to give you proper advice.
So you say it is forced 50, then you say it is forced 45-55%, how does this make sense?
Spoiler, it doesn't. Because if there is a 10% winrate range variation, you can't claim it is forced anymore.
Matchmaking is a deterministic output meaning that if all variables are the same, then the program will always give the same results. However, there are confounding variables that cannot be accounted for such as smurfs, disconnects, etc., and as such you are going to have natural variance in winrates. Nonetheless, there are expected deviation that can be measured and predicted. A +/-5% deviance from 50% is VERY indicative that either individual performance does not matter or the matchmaker is creating so many 1-sided matches that it causes winrates to "average" out to 50%.
You must have a poor understanding in maths or at least in logic to think that.
Lets say 60% winrate in first 200 games. So 120 wins, 80 losses. They reach the suitable rank for their skill, face opponent teams of equal skill and lose as much as they win. They play 1000 more games without getting better or worse. thats roughly 1120 to 1080 w/l. close to 50%.
Now if you continued to win 60%+ permanently you would never stop ranking up and end up in the top maybe 10% or so.
Its the top end and bottom end that buck the roughly 50% trend, as the top has far few people above them to be matched.
Coz the more time you spend playing those of equal skill means more time winning roughly 50%. Doesnt matter if you win your first 200 games, after 1000 more games played against equal players and getting 50% will put your average down to about 60-70% another 1000 games and closer to 50%.
Premades can get beaten by solos, they also face a lot of other premades. being in a group isnt a sure fire way to win. And if 2 premades face eachother 1 has to lose.
Its no conspiracy. its just the natural order of things.
Right....as if someone who thinks that matchmaking uses randomized components and doesn't understand how variance works is in any position to talk.
In order to be in higher skill brackets, you have to have a high global winrate because you need to win substantially more to progress up the rankings. The higher the rankings you go, the higher the global winrate you should have. In order to have a 50% winrate at high levels, players would have to spend the same amount of time in their current bracket as they did in all their lower brackets.
Immortal players in particular should have winrates at least in the 60% range since they have demonstrated competency that puts them higher than the top 1%. Yet few immortal players have 60% winrates.
Premades are provided with such an advantage that even Valve acknowledges this hence why there are separate premade and solo ques. Premades in particular are one of the major driving forces behind boosted accounts making it to ranks that they have no business being in.
You don't know what a conspiracy means. There is clear evidence that shows the matchmaker creates far more 1-sided matches than "fair" matches, and that the end result is a universal threshold that is met by all players regardless of skill. You can watch any high level match and see that teams are grossly imbalanced in terms of skill. You may not appreciate or respect evidence that is not in the form of Valve flat out admitting how their algorithm works, but that does not mean that the evidence is nonexistent. Also, there is no natural order of things, because even if the matchmaker made fair games, it is STILL an artificial algorithm giving a specific output. The only way for things to be natural is if matchmaking was completely random.
Ask those who complain if they would have complained with a 55% winrate. Also, seeing them co.plain about a so called forced 50 is laughable when they have lower than 50% winrate. I saw only one person on this forum being disadvantaged by matchmaking. It was a guy who had a significant gap between dire and radiant, and as most know, there is a gap in winrate between both sides.
Again, that is how variance works.
Case closed.
Not necessarily, i could lose my first 1000 games and be herald 1. if i win my next 100 ill go up ranks but still have a WR of about 10%. So there is a huge variance in what your winrate could be based on how long it took you to improve, how much of an improvement and how many games spent at each level of skill.
Nope, if im herald and have 50% winrate with 500 games and move up to guardian in the next 100games(75%wr) then that would only move me to around 54%.[/quote]
Its just as much about how you got to where you are as to where you are. Many players have thousands of game the harder it is to have a higher then average winrate. you give the best player in the world an account with 5000 games and 50% winrate at herald and theyll climb extremely fast back up the ranks, but those few games it took to get to a high ranking will have little influence over the 5k games earlier.
Because no matter what your rank(apart from very bottom and top) you will eventually end up at the rank that matches your skill. You will then face opponents of equal measure and begin to lose nearly as much as you win and your rank/mmr will show minor variance. The more games you play like this the further and further towards 50% you will go.
To retain a 60% winrate you obviously need to be winning more then losing consistently without periods of stagnation that would drop it, the longer you stagnate the harder it will be to push your WR up, as each win will be worth less and less towards your winrate.
How many immortals just installed the game and were good enough to never get stuck at crusader or archon or legend for any extended time.
If you stagnate at legend for 3000 games before things click and you start rising to immortal then each percent up or down is worth just over 30 games, assuming thats 30 in a row up or down.
All you need to reach high ranks is to win more then you lose and have a consistent net gain MMR. A 52% winrate from day 1 and held consistently will eventually get you a high rank, albeit over a vast amount of games.
You could potentially get immortal with less then a 10% winrate if an immortal player got a hold of an account with 100% losses for many games. divine is what 6k mmr. so 300 wins in a row as a solo. Now thats extremely unlikely obviously since its smurfing/account sharing or whatever, and 300 wins as a solo is unlikely, but even if they were hitting 75% for those small number of games it wouldnt affect overall win rates much at all.
Just looking at the end result and ignoring the journey makes little sense.
(Added both your quotes together from 2 posts)
So premades should easily have 70%,
Im sort of lost on your arguement since you countered it yourself in your next post by mentioning that premades face other premades, therefore nullifying the group advantage.
Those premades boosting are also most likely below their real rank so less likely to face their equals, also with many hours playing together and using meta heroes etc. And to boost would also be bucking the 50% forced when they play seriously, then purposely losing to lower rank again to avoid facing those of equal skill. Basically smurfing to a degree to be able to sell services.
If there was overwhelming proof this wouldnt even be a thread. It would be a post of links to irrefutable evidence. Not i feel this, or it just seems to happen this way etc.
what was said was
Valve senior software engineer Jeff Hill
“The Dota matchmaker will optimize for each individual game made being well-balanced, defined as games where the matchmaker predicts each side has an equal chance to win. As a consequence of this goal, over the long term all players will tend towards a 50% personal win rate… A 50% lifetime win rate isn’t an explicit goal or constraint of the matchmaker, rather it’s a consequence of trying to make the teams for each individual game fairly…” said Hill.
Which immediately got misinterpreted as proof.
The game tries to make a balanced match based on similarly skilled level, one where it thinks both sides have an equal chance of winning. and people immediately thing since you have a 50% chance to win its proved 50 winrate.
Facing a balanced team of your equals should at face value give you a 50% chance to win. By getting better you start consistently beating those in your pool to progress to a slightly harder pool, till you get better again to consistently beat them, stagnate and win as much as you lose, or dont meet that standard and fall.
My expirience shows that usually both teams has chance of victory, even when it may seem that you dont have it. Its just some players like you just used to give up.
Also every time i was playing cavern crawl in dota i was systematically falling 2-8 stars (up to three ranks) and afterwards playing my main characters (all of which are supports) ive been easily climbing back.
Which by itself proves two things.
1)There are no 50/50 system.
2) you and you exactly is the defining figure in the outcome of most matches. No one but you.
I would explain how support affect game of carry, but its too long and you dont want to listen anyways.