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Patch 1.21.3 - Page 7

Forum Index > BW General
125 CommentsPost a Reply
Prev 1 5 6 7 All
orvinreyes
Profile Joined June 2007
577 Posts
February 15 2018 17:34 GMT
#121
Guys. Stop whining soon after each matchmaking algo update, it really doesn't help. Systems work and are analyzed better over a period of time so stop posting knee jerk "OMG pls revert" comments every time the algo updates. Give it a few weeks or so. Let the devs do their thing.

Thanks Blizz for your continuous work.
http://youtu.be/LfmrHTdXgK4
iopq
Profile Blog Joined March 2009
United States1049 Posts
Last Edited: 2018-02-16 06:23:41
February 16 2018 06:23 GMT
#122
On February 16 2018 02:13 Jae Zedong wrote:
Show nested quote +
On February 16 2018 00:29 MarcoJ wrote:
On February 15 2018 23:51 iopq wrote:
On February 14 2018 07:18 HaN- wrote:
I think matching people with similar MMR is more important for players on both end of the spectrum: the very high level players and the very low level players, than it is for the other players.

So I think it would be a good solution to make it so that the matchmaking is more strict on matching players of similar MMR for these players and less strict for others.

Another idea would be to allow players to have the options to choose what what they want to prioritize (MMR, Latency, Queues, Rematch) for their matchmaking.

Actually, it's the opposite, the skill difference between 1600 and 2100 is ridiculous, they should never play against each other

2500 vs. 3000 is much closer (Bonyth vs. eonzerg or something like that)


ofc bc you have a normal distribution in mmr


With Elo ratings that isn't the case, not sure what formula Blizzard uses though.

In Chess which uses Elo, the gap between a 1500 and 2000 rated player is equal to a 2000 vs 2500 player in terms of expected win/loss ratio.


Only if the game didn't launch a few months ago and has the ability to have multiple accounts with different ELOs. In actuality, 1500 rated accounts could be really bad or really good. A 1500 rated chess player is probably 1500, since they have just one "account" all their life. A 1500 account in SC can be anything. This is why at around 1500, the skill spread is the widest.
Jae Zedong
Profile Joined September 2016
407 Posts
February 16 2018 08:29 GMT
#123
Okay I see what you mean now.
Tyrant.
saalih905
Profile Joined June 2017
8 Posts
February 16 2018 18:42 GMT
#124
It almost seems as if the dev team for SC:R lacked a lot of insight and have just been fixing issues by waiting for people to complain about them.
TOIHOIs
Profile Joined February 2018
41 Posts
Last Edited: 2018-02-16 20:38:20
February 16 2018 20:37 GMT
#125
On February 17 2018 03:42 saalih905 wrote:
It almost seems as if the dev team for SC:R lacked a lot of insight and have just been fixing issues by waiting for people to complain about them.

Insight of what? Peoples brain? Do you actually believe people know what they want?
iwanabana
Profile Joined August 2015
26 Posts
March 31 2018 20:53 GMT
#126
Dear Blizzard (if anyone's even reading this at all!),

Higher resolution =/= better in-game visual definition, especially when it comes to team colour.

In the past, I can clearly differentiate a red zergling from a brown zergling, or a yellow dragoon from a white one. Hydralisks and Vultures have much better definition pre-remastered. Now, yes, I can see little zergling legs gracefully tracing through the air, but cannot easily know in a ZvZ whose zergling's whose - all there is left is a sleek, very beautifully-drawn mess.

I hope in future modifications there will be more surface area of units (and buildings too) dedicated to really showing the team colour, focusing on having greater contrast between team-colour band/patch and its surrounding "fluff".

Command centers do not necessarily need a big yellow chunk for all teams, nor do carriers absolutely need that beautiful, striking green stripe depicting its inner lining. They're all good details, but it isn't always a visual aid to players and spectators.

Kind of how Comic Sans was devised for easier readability in lower resolution, I wish the art team can take in-game readability / distinguish-ablity in mind: now with the luxury of HD, the temptation of detail is too great, but detail isn't...really the priority
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