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The benefits of S.A.L.T.

Blogs > etofok
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etofok
Profile Blog Joined March 2012
138 Posts
Last Edited: 2015-03-25 23:34:36
March 18 2015 21:12 GMT
#1
The benefits of S.A.L.T.



In my recent blog post about Ladder Anxiety there are interesting opinions in comments, but this one especially made me think:

http://www.liquiddota.com/blogs/477453-ladder-anxiety-notes#8
If I'm at 2999 MMR I would queue instantly and play the best game of my life. If I lose I'll keep queueing until I hit that 3K mark. And THEN the ladder anxiety starts.

If 3K has been my goal and I hit 3001 MMR, I'd be too afraid to lose it.
...
My account has been sitting at 5015 solo MMR since June, haven't played solo since the day I reached 5K. Largely because I quit Dota after getting addicted to Wildstar, but even if I would still play dota I wouldn't solo ranked. Can't lose those 5K bragging rights yo.






Meaning besides your casual Ladder Anxiety, Dota 2 players get this one as well - it makes total sense why.


And this guy is not alone. I have several friends who attained a specific milestone and stopped playing ranked whatsoever, why would they? The next milestone is ridiculously far away - let’s keep having fun playing unranked games while feeling great because you already achieved 4k for your profile image.

[image loading]

It’s not the terrifying feeling of “I don’t want to get crushed and feel bad about myself” or “I hate being in a stressful situation” or any sort of “usual” anxiety we all experience - it is more about “losing those bragging rights” which is instantaneous after a loss in Dota 2. This theme is going to persist through the entire article as my main thesis.




This can be improved drastically by introducing Seasons, Leagues, Achievements and Trophies - S.A.L.T.

This will shape up as you read through because of how everything is tightly interconnected. Reading is a linear process, so I tried to smoothly link one thing to another providing as much references and images as possible. Have fun.

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Let’s start with the “S”.


Seasons give players another self-defining tool as represented below. The difference in these “time snapshots” of a player MMR / Skill.

[image loading]

With this you can compare yourself to others not only Current MMR-wise, but Improvement-wise. Think about the difference between something in 3D and 4D - it’s about change.
It has nothing to do with Seasons by themselves, but with tracking in general. However with Seasons comes tracking.


Other benefits:

Seasons add a tension / relief cycle to the game increasing emotional involvement of a player.
“Will I make it to 4k this season? I had this as my goal, but I’m not sure can I actually make it”
“The season ends in a week, and I still haven’t completed a whatever achievement I've been doing”
“I bet you can’t climb 500 MMR till the season ends”

Seasons add another topic to discuss increasing social involvement.
“My New Season resolution are…”
“Yeah, I did great last season, now I’m on a break”
“How to get 2k MMR in a Season - a guide by TotallyNotAMeepoPlayer”



Two close to 6 months long ones seasons make the most sense: post-TI and pre-TI:

1) Easy to say - “I used to have 5k in pre-TI5”.
You don’t have to memorize a specific patch version or metagames at the time to give your listeners a clue when it happened.

2) Easy to understand when exactly something took place.



The International operates like a beacon and every single player knows where it is.

[image loading]


Now I want to draw your attention towards the fact that there are “community created” marks and milestones such as:

“I torture myself sometimes by playing with 4k plebs”
“3k bracket is most likely the biggest one”
“Toby, as a 7k player”


These are useful to simplify conversations between any parties involved. By using them, people instantly can maroon their thoughts onto the proper island which facilitates comparisons and guide people right into the crux of an argument, because everyone has a certain beacon that helps them recognize their own place in this imaginary world of thought.

The important part here is that no one says stuff like “as a 4541 MMR player...”. No one cares about the exact rating. Even in such facilitations we still round up the number to “4.5k” or “4k”.


Check this out:
“I’m top-Diamond” (sc2)
“I’m Diamond 3” (LoL)
“I’m 4.8k” (Dota 2)

If the second decimal in such rating representation more often than not has its purpose - because at times “2k” is already sufficient enough to project the point - still, nobody cares about those last 2 decimals. Keep this in mind for a minute.

[image loading]
how much do you actually miss?


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

“L” - Leagues

...That means Dota 2 players essentially use arbitrary “Leagues” when they talk about ratings:
“2k” “2.2k” “2.5k” “3k” etc
which we call “Brackets”.


If you have no idea what [in-game] Leagues are, open the spoiler. I will use Sc2 / LoL for the reference.
+ Show Spoiler +

Starcraft 2 uses the system of leagues: starting from bronze and upto grandmasters, there is no such thing as visible to a player MMR. However you can see your overall rank outgame: http://nios.kr/sc2/eu/1v1/hots/

League of Legends uses a quite similar system - the difference is past Diamond they have this “Challenger” league that resembles Grandmasters. Each league is divided into 5 smaller “levels” or “tiers” like “Diamond 1/2/3/4/5”.

In CS:GO there are 18 "badges" which are essentially leagues


If you think about it, the difference is actually minuscule between Leagues and a Raw Number, even if it’s counterintuitive at first: what’s going to happen, I mean, how these leagues will look like if you are to keep dividing them on and on into smaller entities?

Exactly, if you have 8000 leagues essentially you get the exact same MMR representation system Dota 2 has - nothing more than a number.



Nevertheless there is an immense divergence in “feelings” that players don’t even acknowledge.



Here is the main difference between leagues and brackets:

If you have leagues in a game, it opens up the possibility for a player to be Promoted. You can’t be promoted in dota - the only thing you get after a win is merely the MMR number incrementation, and all along the way the process doesn't change:
1) You play a game
2) You lose or get some rating that gets subtracted from or added to your rating number

That’s it. Which in theory looks fine and is actually okay, but this is one of the differences between having distinct, separate leagues to put players in and having imaginary brackets to rely upon.

In short: Leagues are official Brackets + Promotions.


--- As you improve as Dota player, you upgrade your “3k bracket” profile label into “4k bracket” label.
--- As you improve as a Sc2 / LoL / CS player, you are being promoted into the next league, which of course gives you an achievement, profile medal, a neat fringe around your profile icon (compendium like) and the very rare and valuable moment of BEING promoted.


Promotion is a big deal.


Because a player is emotionally invested into the game - it requires to put literally thousands of hours and to deal with stress / enjoyment along the way - when he is being promoted the feeling of “achievement” kicks in - and it feels absolutely remarkable. A great enough achievement might give to a human the full spectrum of emotional joy: pride, excitement, relief, elation, triumph etc.

I kid you not, I looked up on YouTube “sc2 promotion”:

+ Show Spoiler +










Just watching these makes me feel great



Sc2 and League promotion systems are different:

1) In League you sort of have to climb 100 MMR and then your next games are going to be in the “promotion mode” that requires you to win your next 2 games out of 3 like a bo3: meet this requirement and you’ll be promoted.


It has pros and cons:
+ You know you have to win 2 games out of 3
+ Holy damn it’s really exciting because you are playing important matches - feels like a competitive thrill
+ Feels good as long as you are winning

But
- Before the match officially ends you know you are going to be promoted, which is still decent, but takes away all the surprise
- All that excitement soon enough might turn into some formidable stress, and stress is deteriorating to your mental and just overall health. I covered this it in Ladder Anxiety Notes.
- To win 2 out of 3 consequent games in a pub environment with completely random teammates you need some luck. Pure luck. Which is quite retarded for such an important endeavor, because the overall winrate of a player should be about 50%, but this requires 2 out of 3 which is 66%.
- Feels absolutely devastating to know you are not going to be promoted as you lose. And you still have to end the game regardless.

If you played the first DireTide event (RIP), you might remember how people were literally screaming through their mics “I’M GONNA LOSE MY MYSTICAL BADGER BECAUSE OF YOU RETARDS”.

Because at the start the game itself did show to players the rewards they will get if they collect more candy than the enemy team.

[image loading]

People knew if they are going to lose - what exactly they are going to lose.

We hate losing: this is why ladder anxiety exists, however the hatred skyrockets when your loss is not directly because of you, but because of your teammates you are ended up matched with - we've are all been there.
Now imagine you actually LOSE an item because of that - Deathwing himself looks like a cute kitten in comparison to how much hatred a person did feel in this circumstance.

No surprises here, Valve had shown how smart they are and concealed the reward - like a magic trick everything in an instant went back to the normal margins of raging. It's almost unbelievable how ignorance is indeed a bliss.



In Starcraft 2 promotions are spontaneous. Obviously, you have to be as good as a player in the upper league to have a chance to be promoted, however you have no idea when you are finally going to be promoted - it’s clear from the videos above how genuinely people are surprised.

I don’t have the full intel of how Sc2 Promotion system works for real, but imagine you have to get 5.3k in Dota 2 for the system to promote you into this “5k” bracket.

[image loading]

This might sound a little dumb, however it’s done for a reason - demotions.


Because after you get this “5k” you might as well lose your next game that technically puts you back into “4k” league / bracket. The MatchMaking system in Sc2 makes absolutely sure this won’t happen, thus requires you to prove you are capable of playing in such bracket. You have to lose a lot of games to be demoted back.

That would be indeed silly if the system would promote and demote a player within one game range like 4987 -> 5012 -> 4985 -> 5008. And this is exactly what we have in Dota: this is the reason people will stop playing ranked whatsoever after a milestone - so easy to lose. Not worth it.
Bragging rights > Ranked.


The drawback of this threshold is sometimes it feels just flat-out unfair, thus depressing and off-putting for the players: the ones who are close to their respective promotions in reality are actually way better skill-wise than a lot of players that populate the league itself.

[image loading]

5300 > 5001
5300 > 5002
5300 > 5003 etc

This brings us to the last piece - Mandatory New Season League Purification (I’ve no idea how this is “officially” named)

The process is crucial for several reasons:
1) It sure enough contributes into the feeling of the “novelty” of a season
2) Helps clearing “dead” accounts
3) It solves the problem of that poor “5299” player not being promoted into “5k” league as shown in the picture above due to aforementioned purifications of leagues from those dead accounts.

This feature works as soft “recalibration” [that a lot of dota 2 players really want], because it essentially adjusts your “league” to your MMR.

[image loading]


But because in Dota 2 MMR is fully transparent to a player and there is no leagues to clear from in the first place - you are always at your proper MMR as long as you play the game.


Let's see how it works:

1) A new person creates a steam account and starts playing dota
2) The system initially has no clue how good this player is
3) Hence prevents him from playing ranked whatsoever, because he is going to inevitable ruin all the games due to
a) how good he is OR
b) how bad he is
compared to the people with whom he’ll end up being matched at first
4) The system forces him to play ~100+ unranked games, and by the time he unlocks ranked it gathers all of the needed information to finally provide to this player an okay match, since now the MatchMaking system is able to place this person correctly in the overall MMR pool which in the end makes teams balanced by their collective rating.



If you do consider MMR Inflation as a problem - the very existence of Leagues eliminates that as well - instead of numbers continuously growing, there is a constant increase in density of skill, due to overall improvement of the entire player-base with time. Which collaterally works as Soft MMR Decay - Top Diamond 4 years ago is merely Platinum today.

As you see, a system of Leagues has a lot of advantages over the current dota 2 relative nothingness. Add to that Seasons and you’ll get the time axis to follow as well. However the last piece of the entire picture is currently missing.




The “A” - Achievements / Accomplishments


Being promoted feels good.

Although it’s not about the promotion itself, but about the accomplishment. The achievements you've got "along the way" don't matter, because you didn't want them anyway, but a thing you truly desired gives a valuable sense of pride and honor and even fulfillment - just look how many “I worked so hard and I got the _next milestone_!” posts there are in Sc2 / Dota sections. Hell, people post videos of themselves on Youtube how they got their respective promotions - clearly there is something to it.

The difference between achieving Dota 5k MMR and Starcraft Masters is the fact there is no shiny badge for you to remember and, obviously, to show off.


[image loading]


I lose one game at 5003 MMR - bam, 5k is gone.
I lose one game after breaking into Masters - not a big deal, I am still in Masters.

And even if I lose 10 games in a row, odds are I’m still going to be in Masters, if not till the very end of a current Season, because I believe Blizzard removed mid-season Demotions whatsoever.
AND EVEN THEN when I finally get demoted I have “those bragging rights” in a form of an achievement / label / trophy / mark / you name it, to be able to say “I've been to Masters”.



Because of how easy it is to lose the rating you've obtained in dota at the moment, people are legitimately scared of playing a videogame (notice how ridiculous this sounds) - they don’t want to lose what they’ve been working for. “Can’t lose those bragging rights”.

[image loading]



Every single [other] game nowadays has an achievement system - these badges solidify the progress you've done no matter of how big these accomplishments actually are.

[image loading]

Most of these naturally become outdated with time. Even if it is about an immense accomplishment like The International Championship pretty much everything is irrelevant right now: patch, meta, teams, balance, skill, strategies, etc, but the names who got the main trophy adorn the in-game Aegis till this day.

[image loading]





“T” - Trophies

Valve not so long ago introduced the “Trophies” window for player profiles in Dota 2.

[image loading]


Unfortunately, there are not so much to put on the shelf in the first place: fantasy leagues are irrelevant, compendium level is not that amazing and the other things are just not as exciting at all.

[image loading]

And because the game itself places these “Triumphs” - not the player - soon enough it will become an unorganized heaped mess and finally reworked.


Engineering interesting trophies for a “casual” player base is not an easy task either. Your average player can’t have a lot of trophies just for the reason of him being average. Basically, this is what achievements are for.


[image loading]
once you get to 7k


This sounds rude, but let me explain.

For this type of Gallery, there are 2 exclusive possibilities: every trophy is rare and valuable OR every trophy is a meaningless “just another hat trophy”.
As it stands in Dota 2 we have the second one. Not only that, even if you would actually have an amazing trophy on your shelf - it would be buried amongst others. In addition current Trophies are highly vague unless you've already remembered what each of these things represents.

[image loading]

And because no one cares, no one remembers.


There is no requirement for them to make sense, however this property only contributes into further mayhem of the Gallery.

To avoid this, the Gallery needs some kind of sorting and a proper, preferably a player controlled highlighting and featuring.
In reality, Valve already done this very thing with all that “Featured Hero” and “Featured Items” stuff at profile screen: you highlight (feature) your hats (trophies).

[image loading]


The intention is clear - everyone is going to have an ability to show off some stuff. And someone might get a sudden urge to buy a certain hat. You can draw a parallel how the Gallery might look like.


Cool Achievements can contribute into further personalization and involvement of a player as well as the culture of the game. The amount of what can be done is enormous:

My little Zoo: “Collect 25 couriers”
Filthy rich: “Get to own every arcana”
Eazy game: “Comeback from 30k deficit 5 times in a [ranked team] game”
Maelk Award: “Win a [ranked team] game with 0/20+/20+ scoreboard stats”
Headcase hoarder: “Collect 25 unique Sven swords”
MMR Thief: “Win 100 games with Meepo and TA in 4k bracket or higher”
Pajkatt club membership: “Lose a [ranked team] game possessing 10 000 gold”




Here is another amazing usage of trophies that works as an additional remedy to anxiety and unwillingness to actually continue playing after a “milestone”: put some of them at the front page.


In Starcraft 2, each profile has this kind of thing:

[image loading]

It highlights the highest rank a player has achieved in his lifetime career.


For instance if you've achieved “ended a season with 5k MMR” - it will be highlighted just like that. It can easily be made as a form of achievement or as a trophy to give to a player to show it off like a hat.


But the way how it is done in Sc2 right now has several flaws:
1) no timeframe (when)
2) ...hence, might be completely irrelevant. For example if you achieved GM rank 3 years ago, the game is going to highlight this till this day, which is flat-out misleading.
3) There is also an issue with “boosted” accounts for the same exact reason, but that’s to be expected.

digressing into Sc2 UI
-=-=-
+ Show Spoiler +
To be fair, you can go to Profile - Ladders - Career Summary to see the full range of information about when and what rank a player had, but that’s highly inconvenient navigation-wise.
http://i.imgur.com/ffvQ7Ul.gifv

In fact, Blizzard can easily fix this: just allow to go that deep by clicking on the Trophy icon itself - boom, done.
http://i.imgur.com/v2fr77x.gifv

-=-=-


To seal the deal, let's say there is this new trophy “5k milestone!” that lasts for some time - till the end of the ongoing season for example. No player will be scared about “losing those 5k bragging rights” anymore.

[image loading]
this screenshot is so relevant again I can’t believe



Imagine as you accomplish 5k, the game gives you a profile border of a specific shiny color - “the bragging rights”. That would be definitely a great trophy to have and especially to manually put onto a profile shelf.

[image loading]
a quick sketch:

a) "Gallery of Triumphs" is simultaneously a button as the entrance to the “shelf”.
b) I can put my previous “bragging rights” (like hats featuring) to show them off within 0 click range.
c) Notice how the background of the “leagues” representing the time a player got them to instantaneously get the idea of “when”.


In conclusion - pretty much everything in dota 2 about user experience can be improved by correct usage of S.A.L.T. What a catchy name it is.

Thanks for reading.

/etofok

Message me all the grammar mistakes (not a native) or improvements via PM to keep the comment section discussion related. If you have any suggestions or questions - just post them. This blog will be buried in a week, meaning there is not a lot of time to ask.
The king, the priest, the rich man—who lives and who dies? Who will the swordsman obey?
NeThZOR
Profile Blog Joined November 2010
South Africa7387 Posts
March 18 2015 21:40 GMT
#2
This is insanely interesting. Valve should definitely implement a ranking system that shows more of a player's achievements.
SuperNova - 2015 | SKT1 fan for years | Dear, FlaSh, PartinG, Soulkey, Naniwa
Yurie
Profile Blog Joined August 2010
11790 Posts
Last Edited: 2015-03-18 21:59:46
March 18 2015 21:47 GMT
#3
Dota used to have achievements. Stuff like killing couriers or heroes. Boring collection stuff just as SC2 does. (They just didn't track the stats needed and removed the achievements instead of enabling them.) So that has been thought of by the developer and discarded.

I can see the problem. I just don't see why your suggestions solve them.

In SC2 I reached diamond in all four categories (highest league at the time) and then quit. If I went back and played now I would be low gold or something. No way in hell am I losing my bragging rights of my account being in the highest leagues when I quit. (Subjective experience.)

Seasons could solve the mmr inflation, that is what I see with it. It could also allow rating inflation inside of the season, always showing that you progress. That I don't like but is nice for the mentality you are describing.



I also have that ladder anxiety to a degree in Dota 2. I've played ~200 unranked without going back to ranked since I am a worse player than I was when I played it then. I would need to play ~10 games each on 2 heroes I would main to climb in mmr after starting ranked again. Which I don't feel like doing. I could play anyhow and drop 200 rating before starting to climb again but just play unranked instead.

A bigger problem for me is that to climb in mmr in an optimal way you need to play in a way that isn't always fun. Specific heroes in specific ways. Even clan wars give bigger variance to your options than ranked AP.

As long as people find the game fun they will play it. I honestly don't care if that is in ranked or unranked, have fun.
Sn0_Man
Profile Blog Joined October 2012
Tebellong44238 Posts
March 18 2015 21:49 GMT
#4
While I agree with a lot of the points and I think that it's well thought out,
nothing is funnier than SC2 people talking about their rank as "High Gold/Low Plat" when they invariably beat a platinum player once and are overall probably in the bottom 1/4 of Gold. Etc.
LiquidDota StaffSCIENTISTS BAFFLED | 3275929302
harodihg
Profile Blog Joined November 2013
Japan1344 Posts
March 18 2015 22:16 GMT
#5
As a 6k player I really like your blog
Agh's ult sniper: Sniper locks eyes with target unit, immobilizing them in horror as he turns the gun on himself. Channeled, lasts 5 seconds.
Ler
Profile Blog Joined August 2012
Germany543 Posts
March 19 2015 00:08 GMT
#6
pretty good post
Twitter: @Ler_GG | Facebook: lergg | youtube: lerlolgg | Twitch.tv/gg_nore | #ArtOfSupport
ahswtini
Profile Blog Joined June 2008
Northern Ireland22208 Posts
March 19 2015 00:58 GMT
#7
I agree that the way riot does the league system, players feel very invested in their accounts, even more so with the new chimp mastery system
"As I've said, balance isn't about strategies or counters, it's about probability and statistics." - paralleluniverse
rabidch
Profile Joined January 2010
United States20289 Posts
March 19 2015 03:51 GMT
#8
cool charts 5/5
LiquidDota StaffOnly a true king can play the King.
etofok
Profile Blog Joined March 2012
138 Posts
Last Edited: 2015-03-19 04:28:10
March 19 2015 04:22 GMT
#9
On March 19 2015 06:47 Yurie wrote:
A bigger problem for me is that to climb in mmr in an optimal way you need to play in a way that isn't always fun. Specific heroes in specific ways. Even clan wars give bigger variance to your options than ranked AP.


There is an interesting remedy to this floating in the air recently: remove AP from ranked and replace it with RD. Personally, I don't think this is the final solution as it is, however this is a step into the right direction and with some tweaks might become a real thing.
The king, the priest, the rich man—who lives and who dies? Who will the swordsman obey?
Kishin2
Profile Joined May 2011
United States7534 Posts
March 19 2015 07:52 GMT
#10
I like most of these ideas.
nojok
Profile Joined May 2011
France15845 Posts
March 19 2015 08:15 GMT
#11
I've never found seasons useful, I prefer when it does not change. Ladder is fine the way it is, some people will only act more like brats if they see they're in a division higher, even if it's the same MMR. I couldn't care less about trophies and achievement, besides we already have hats which are kinda the same thing.

The good old time when you just called your skill level to gather for a pickup on IRC, it was more accurate than MMR. People did not lie.
"Back then teams that won were credited, now it's called throw. I think it's sad." - Kuroky - Flap Flap Wings!
harodihg
Profile Blog Joined November 2013
Japan1344 Posts
Last Edited: 2015-03-19 08:40:31
March 19 2015 08:39 GMT
#12
I think a system where peoples Mmr automatically reset and made Them do calibration exactly 1 year after their last calibration would be good - I don't like seasons either - but it would also help prevent inflation and account buying and a whole slough of issues
Agh's ult sniper: Sniper locks eyes with target unit, immobilizing them in horror as he turns the gun on himself. Channeled, lasts 5 seconds.
Velr
Profile Blog Joined July 2008
Switzerland10665 Posts
March 19 2015 08:47 GMT
#13
I have to Play on W-Lan since 4 weeks (200ms+, sometimes freezes....).

-600 Rating.

FUNTIMES.


At least i tend to crush my lanes now when my Wlan for some reason isn't fucking with me :p.
shad2810
Profile Joined August 2013
Malaysia2682 Posts
March 19 2015 10:53 GMT
#14
I like this idea 10/10
Valve make this happen please
Proud owner of Fnatic and Clutch Gamers's Discussion Page
StarMoon
Profile Joined April 2011
Canada682 Posts
March 19 2015 11:45 GMT
#15
Excellent post and great idea.

Hey Valve, here's your next compendium stretch goals!
makmeatt
Profile Blog Joined June 2011
2024 Posts
March 19 2015 14:40 GMT
#16
While I admire the work you put into it (initially I wanted to only skim over it as I find the subject a waste of time, but decided to read through and wasn't disappointed), I can't help but wonder how much more reinforcement people need to entertain themselves by playing video games. As if being a casual gamer is a symbol of social status.
"Silver Edge can't break my hope" - Kryptt 2016 || "Chrono is not a debuff, you just get rekt" - Guru 2016
etofok
Profile Blog Joined March 2012
138 Posts
Last Edited: 2015-03-19 16:07:40
March 19 2015 15:39 GMT
#17
On March 19 2015 23:40 makmeatt wrote:
While I admire the work you put into it (initially I wanted to only skim over it as I find the subject a waste of time, but decided to read through and wasn't disappointed), I can't help but wonder how much more reinforcement people need to entertain themselves by playing video games.



There is only one answer at any given time: more. It's not necessarily a bad thing, because there are a lot of games to compete with as a developer, hence once you stop being entertaining, people will stop playing your game which is especially detrimental to a free to play game that thrives on longevity. It's like evolution. Of course there are drawbacks in forms of oversimplifying everything for instance, but unfortunately you can't compete with human nature if you want to appeal to a broader audience.
The king, the priest, the rich man—who lives and who dies? Who will the swordsman obey?
Yurie
Profile Blog Joined August 2010
11790 Posts
Last Edited: 2015-03-19 17:19:30
March 19 2015 17:17 GMT
#18
On March 19 2015 17:15 nojok wrote:
The good old time when you just called your skill level to gather for a pickup on IRC, it was more accurate than MMR. People did not lie.


When I played cws ms+ was harder than hs. Don't know why really. Maybe I only played hs when we were on a roll.

People didn't lie unless MYM or other high profile teams at the time were searching. Then you lied to get to play them. ^^ Though only once, just wanted to say you had played them, then you went and did your own thing. Just as a lot of now 5k players played pubs with pros in the beta up to ti2 due to the low player pool, it is a bragging right thing for a while.
SnowfaLL
Profile Joined December 2008
Canada730 Posts
March 19 2015 19:06 GMT
#19
I totally agree with seasons. It also helps with the issue of people who abused their accounts to get higher MMR (zeus tbd players while the bug was active) along with people buying accounts.. After the season, they'd have to buy another account which might affect less people doing it. Great idea!

I also have that issue.. I was 4970, and then I somehow am back down to 4300 now.. The new patch just became so frustrating, because I was a 100% support player, and in the pre-"carry" patch, I actually had a huge impact on the game. Now, supports really are useless because as long as you pick sniper, troll, axe and jugg on your team, hold out for 40 minutes (with 3 more glyffs available and one fight can feed a carry 2k+ gold) its pointless to even pick support under 5k games. Anyways, my point being, Seasons to mix things up + achievements to prove you reach a certain rank (just like SC2 does) is what this game needs. Right now, I don't see a point really playing much anymore, especially since the bought accounts are just too much, and very rarely do I get a full game of 10 players who are legit 4k+
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makmeatt
Profile Blog Joined June 2011
2024 Posts
March 20 2015 01:21 GMT
#20
On March 20 2015 00:39 etofok wrote:
Show nested quote +
On March 19 2015 23:40 makmeatt wrote:
While I admire the work you put into it (initially I wanted to only skim over it as I find the subject a waste of time, but decided to read through and wasn't disappointed), I can't help but wonder how much more reinforcement people need to entertain themselves by playing video games.



There is only one answer at any given time: more. It's not necessarily a bad thing, because there are a lot of games to compete with as a developer, hence once you stop being entertaining, people will stop playing your game which is especially detrimental to a free to play game that thrives on longevity. It's like evolution. Of course there are drawbacks in forms of oversimplifying everything for instance, but unfortunately you can't compete with human nature if you want to appeal to a broader audience.

I don't think this applies to DotA though. It used to be a niche game, and for a good reason. The only reason it's gotten such a following is the hype behind it. While I can understand where you are coming from - that the sane thing to do is to ride that bubble and not let it pop - it's not the gameplay itself that magnetizes the masses, but all the fluff built around it: hats, events, ESPORTS, all that. No matter what you do, when another well hyped title comes along, the casual scene will die out and we'll be left with Brazil after the mundial (no offense meant to anyone, hope you get my analogy). SC2 suffered a fate that doesn't seem to be applying to DotA just yet (Valve's all to thank for that, like it or not), but it's coming.
So yeah, it's evolution - but it really doesn't have to leave wreckage behind it. Those who will keep on playing will most likely be those who won't care two shits about such fluff.
"Silver Edge can't break my hope" - Kryptt 2016 || "Chrono is not a debuff, you just get rekt" - Guru 2016
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