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So if you play ALL games without any ruining activities then yes you will at least stay at same MMR. If you improve you can slowly climb.
Stupid spoiled Americans easy. Now Im not saying i say that but any match with a Peruvian team against american team will tell you whats going on here. And yes im an american player but not your average one. I will admit though when i started dota 2 i was the worst player in the world literally the worst had like 1000 s of reports. Defintly not the case anymore but ya that will tell you alot about american players.
1) No, you have to have higher than a 50% winrate in order to move up a rank. In your example, if it takes 1000 games to rank up, then you needed to have won at least 500 games to make it to guardian. When you make it out of guardian in 100 games, you need to win at least 50/100 games. Your global winrate in fact has to ALWAYS be higher than 50% to rank up; under no circumstances can you have a 40% winrate and rank up. The only time that your winrate stagnates at 50% is if you are incapable of ranking up for some reason. If your winrate is below 50% then you rank down. If anything, the very small spread in winrates is more than enough evidence that there is something in the code coercing some sort of threshold, because otherwise you would see people's winrates reflect their skill and thus winrates would be all over the place. The variance in skill in a given rank is monumental (especially at lower ranks), yet everyone has nearly the same winrate. Its a paradox that only makes sense if the matchmaker is routinely matching people of wildly different skill against each other, which of course means its not working as intended.
2) I already explained why that is wrong. Immortal players would have had high winrates to even make it to immortal to begin with. Once you reach immortal, some players are still more skillful than others, and winrates SHOULD reflect that but they don't. People in the top 10 should have higher winrates than everyone else, yet even Dendi has a 53% winrate. You are essentially arguing that everyone in immortal is equal to each other that that is objectively wrong....yet the matchmaker creates an output where everyone in immortal has similar winrates. The only people with really high ranks near 70% are pros who only play in premades with each other, which is the most purest merit-based game style out there.
3) If you are a 2,3, or 4 man premade then you will have solo que players on your team. I have the option to only play solo que matchmaking, and from to time I still get put with/against a premade. Also, premades themselves are not equal, and if anything have the geatest variance in skill. Premade matchmaking is the most pubstompy matchmaking that you will ever experience, and groups of peopl intentionally boost acounts so they can rank up easily by exploiting the terrible premade mm system.
4) There IS overwhelming proof, but you don't want to acknowledge it mainly because you think that that its normal for everyone's winrate to be around 50%. Why even quote a Valve employee? The first sentence alone refutes the entire point since the matchmaker fails terribly at creating even matches. Like in most of my games the 3 worst people in the lobby are on 1 team, when any functioning matchmaker would at least put 1 of them on the opposing team to make the game more competitive.
You dont need a higher global winrate to move up, just a higher winrate in a certain period of time. Guardian is about 900 mmr. thats 30 wins in a row as a solo.
lets say you start at 1 mmr. (hard cap on lowest possible)
30 wins(up to 900mmr) then 270 losses after puts you back at 1. 10 final result, 10% global winrate 1mmr.
270 losses first(cant go lower then 1) no change in mmr, then win 30 in a row. Final result 900mmr, 10% global winrate.
Not likely ofcourse but its an example that proves you dont need a global positive winrate to increase rank. Just a positive winrate in more recent games.
The many possible ways to get that rank reflect your winrate, the end result just shows the rank.
Now also factor in that gaining in a group is less then solo. Around 30 solo and 20 in party. so you can lose 3 times in a party to get -60 mmr, and win twice solo for +60 mmr. 40% winrate over 5 games with equal gains and losses.
So there is more complexity to it then just simple sayings/rules thrown around.
I never said everyone at immortal is equal.
And i already explained how they ended up at that final rank will reflect on their winrate.
Pros never just installed the game and on day 1 were pros. They worked their way up. You are merely looking at the end results and totally ignoring what it took for them to reach that result. Anytime they got stuck at a skill level for any period of time their global wr wouldve started trending closer to 50%. Have you got a full history we can analyse to or are you just throwing around a stat that has 0 context. The context(how you got that stat) is far more important that just the final stat in determining how it came about.
Your in a premade queue which limits any pubstomp advantage, so effectively your facing what you are. If you just faced solos, yes it would be a huge advantage. But you dont.
Overwhelming proof, but no proof listed, just opinion, feelings and what people notice and arguments to that effect.
Post the proof, if theres so much overwhelming and available proof go for it.
Me, im just basically arguing maths and how mmr systems work in general in many games. hell i even posted from someone responsible for it but like always theres an immediate way to discredit that person with opinion.
Simple fact is, there is no proof either way,
You obviously arent willing to change your opinion, and thats all it is. Unless someone breaks open the codes and many people can confirm that it is legitimate dota code and can understand it, there wont ever bee proof. Just opinion.
And what i say isnt proof, just how these ranking systems in general work out, and im yet to see anything in dota that bucks that trend.
Ive posted ways people can get ranks with lower global winrate, which is possible but not likely, but the fact it is possible contradicts a lot of what you say,. maybe i didnt word it right, maybe you just didnt understand those points.(which again isnt proof of the topic, just proof some of your arguements are laughable.
either way, luck and later. at a certain point you just have to give up arguing. Have fun believing whatever you want.
https://www.reddit.com/r/DotA2/comments/ppkz46/icymi_jeff_hill_explains_the_dota_2_matchmaking/
it must be true .. but what is more true than true is that Dota 2 is not fun anymore
That's why I mainly play Unranked, Turbo, and Ability Draft. I've admitted that I'll never be Top 100 Immortal.
Meanwhile, you make statements like "Dota 2 is not fun anymore" while continuing to play the game and 'pay' Valve by providing a noob they can use to 'rig' matches.
1) We are discussing the average person who is playing fair.. What you descirbed occurs when someone is boosting or using some other mm abuse. Otherwise, noone is mracuolously going from struggling in a low rank to a master against higher ranked players. Still, you do show that it is possible, so I acknowledge that I was wrong when I sted it was an impossiblity.
With that being said, global winrate is indeed an indicator of how well you perform throughout the history of the game. Someone who routinely makes it to high levels of rank should a substantially higher winrate than someone who does not, and this should scale based off the difference in player skill.
2) Except that in order to even make it to immortal you have consistently play better than the majority of the community. You correctly state that the pros didn't all of a sudden make it there, but you ignoring that they had to demonstrate a level of competency way higher than everyone else. To even make it to higher ranks you need to on average win more than you lose across the entirety of your game history.
The pros mainly play against each other, and in those closed systems we actually see global winrates above 60% because they mainly play against each other in coordinated games. so when the mm is barely a factor, we actually see a wide range in winrates which actually reflect one's performance. When the matchmaker is a factor, we see that the spread of winrate is small as though your ability to win is similar no matter how skilled you are
3) People in premades indeed face solo players a lot, even if the solo players choose to only play against other solo players. But in any event, premades inherently have the highest variance in skill since you typically have someone who is more experienced queing with a less experienced player. Thus, 2 premades playing against each other would almost always have more of a gap in skill than a lobby of solo que players. People exploit premade mm by smurfing and playing with lower ranked friends so that they can play against other premades where everyone is at their natural ranks.
4) You can still make logical conclusions based off observations. You don't necessarily have to have the code in front of you to know that something is broken. I personally believe that the matchmaker does not strive to create fair matches, which creates the observed effect of having a 50% winrate or some other threshold. The matchmaker creating more 1-sided matches than anything else is obvious, and is NOT something that other multiplayer games do on the regular. I am talking about the vast majority of games, like 90%, being 1-sided stomps. I have never experienced such a thing in any other MOBA, even Paragon which was in beta. DOTa's matchmaker
5) I am basing everything on my experiences. There was a point where I wanted to tank my behavior score by intentionally trolling and griefing in unranked. I was astonished that my winrate was still around 50% despite me putting so much effort into sabotaging my teammates. In those 30 games, the mm was effective at making sure that I won games by consistently putting the best people in the lobby on my team and the worst on the opposing team. Of course this isn't anything new, but it was disturbing to experience this as the "worst" player in the lobby.
Lets say that in order to get out of herald you won 6/10 games. Then to make it out of guardian you won 12/20 games. Then to get out of cruader you made it out of 22/40. So overall you won 40/70 games which is around 57%. The exact numbers don't matter, but if you are consistently ranking up, then your winrate has to be higher than the threshold needed to bypass a rank; that is the baseline that everyone has to meet. But when we are talking about people who are more skilled than the average player, then their winrate should be higher than the winrates of everyone else doing the bare minimum to level up.
As for immortal players, you should see that the more skilled immortal players have noticeably higher winrates than the average immortal player, but in reality we see that the winrates are more or less the same. The only immortal players that I see with absurdly high winrates are pros who only play against other pros so the system is enclosed.
the variation of skill level among people on the teams, can greatly influence winrates.
So, lets hear it. WHY is Valve doing this?
Its because it keeps players engaged more than a regular merit-based matchmaking system.
Here is an article that discusses how matchmaking that is optimized for engagement is better businesswise than mm optimized for skill.
http://web.cs.ucla.edu/~yzsun/papers/WWW17Chen_EOMM
there are different ways to keep players engaged, but one of the easiest way is to make sure that bad players win more games than they should. Also, frustrating players into playing more games is better for player retention than having them stagnate and gradually lose interest.