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Exactly
The dota 2 match evaluation uses subjective language based for technical numerical based term
What is
"great"
"perfect"
"good"
in numerical term
This can be highly subjective and can be manipulated based on various factors that were not disclosed in the announcement but I've found out more after few testing
These factors are based on the your current qued time factor aka based from your matchmaking pool not entirely objective this is dependent for the dota 2 player account what might be good for one set of players will not be good for another set of players which means most players will not get the same equal and even experience an clear flawed logic and method
This is supposed to be highly objective in technical implementation but its not in reality
This is why your own comment of
What was supposed to be "perfect" or green good games lead to griefers, toxic players and smurf because the accuracy is based on various factors dependent on
Time of que
Player account type and stats
% variances of the match stats
I can tell you even more the variances differences are legit bad reminds me of the forced 50% matchmaking algorithm its even worse than this
In forced 50% variance difference is 5-10%
For this variance difference are way to big
5-10% is considered "perfect" in dota 2 dev brain
when even in other system of matchmaking that variance has huge problem as this can easily determine the outcome of 90-99% of the games so
10-20% too big difference is labelled as being "good" is bad
over 20% is considered "fair" in dota 2 dev brain
See the problem
They should use actual numbers based on statistics to determine this
CSGO used to do semi do this when you used to que for example current players queing for match, in match and player pool que for your match but they won't show that to players because this would show the true flaw of this game that's why the bad devs from valve won't do it when most multi players games do it
This won't take up server time at all so no excuse for dota 2 devs not to do it
It was just PR announcement as usual nothing actual good for change if good intentions with bad methods lead to bad outcome then its bad in overall sense somehow defenders can't see that
That's not the bad part only bro since they changed how ban is made with prequed bans from players account
The smurfs aka the smartest player population are gaming the system by playing their worst heros with high play rate and winrate then switch to their best hero immediately like I've said previously before its like these dota 2 devs didn't think that this change alone makes their flawed match evaluation completely useless to null nothing even the overwolf dota plus cant help with this
even if its turn on. it is a bug or what
Do you have dota plus ?
They could show bars, but that would still be vague. They could show exactly the MMR numbers of each person, but that would be too obvious.
This is pretty much a system to allow selective matchmaking without any strings attached - you can keep on cancelling over and over until you get a team you want. The problem is, the more people get the system - soon it will be available to non-dota plus players aswell, the more you will have a stutter to start the match: you confirm, someone denies... you confirm, someone else denies...
It happened to me already, 4 times in a row, and it was really annoying.
The idea of the system is to know when the matchmaker made a mistake: for instance, put you in a group of people with bad behavior - when you don't want that just because it was fast, so you go ahead and cancel.
Regarding to MMR, I think it should not be more clear than it is: when the system was implemented, people were getting the information of all players and what they were doing? Dodging.
I like the way it is: it shows a keyword and after that keyword, the number of people. It also shows another keyword on top, and another for behavior. So you get to know if the match is, for example, good, and how many people are in that range that is determined good; or how many are in the range of very unballanced, so to speak. Then you get to make a decision.
It isn't meant to be pay to win: each time you queue a game, it is a lottery on the quality of the match. Now, before hand, you get the option to skip if you believe it is too outside of what you determine to be good.
Since I made this post, there have been some changes that addressed many of the issues I was having. For example, they added a numerical scale of 1 to 5, which has already made things clearer for me. Additionally, it seems to be more accurate than before.