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Ranked matchmaking coming to Dota 2 - Page 16

Forum Index > Closed
2303 CommentsPost a Reply
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Please keep the QQ to a minimum if you do not like this update. We are happy to hear your reasoning for not liking a ranked system, but no "OMG VOLVO WHY" posts.
Appendix
Profile Joined July 2009
Sweden979 Posts
December 08 2013 11:08 GMT
#301
I feel like people put too high expectations on this. Some people might become a little more serious, but I see no reason for ranked not to become the same as matchmaking is today. You won't be able to report people for more things than you already can, and you having a visible number to yourself won't affect how your teammates react to your yelling. I know I will go about business as usual.
BreAKerTV
Profile Blog Joined November 2011
Taiwan1658 Posts
December 08 2013 11:48 GMT
#302
I don't mean to offend anyone by asking this question, but do you guys think that this will make skill discrepancies more transparent and do you guys think this will make newer, stronger players more noticeable, and thus help grow the DoTA scene a bit more?
Retired caster / streamer "BingeHD". Digital Nomad.
govie
Profile Blog Joined November 2012
9334 Posts
Last Edited: 2013-12-08 12:23:02
December 08 2013 12:06 GMT
#303
On December 08 2013 20:48 Enders116 wrote:
I don't mean to offend anyone by asking this question, but do you guys think that this will make skill discrepancies more transparent and do you guys think this will make newer, stronger players more noticeable, and thus help grow the DoTA scene a bit more?


Is there a correlation between scenegrowth and skillbalanced matchmaking? Does making new stronger and weaker players more noticable make a scene grow more? Will making skilldiscrepancies more transparant help fuel scenegrowth? dont think so.

I think Dota2 has alot more viewers+scene then sc2 atm and didnt ever have skillbalanced matchmaking + transparancy as sc2 does. I dont even like the bronze to masters transparancy. It gives me a feeling of one individual being less worthy then another, it reminds me of badtimes in humanity. Even on TL-forums someone that was in goldleague, may post a guide and we all know which reactions will be posted. U dont know shit, below masters is a bad guide etcetcetc.

In a way, keeping the skilllevel private (also for the user) is a good way to ensure that people play for fun. Its a win/win/win. 1. U get skillbalanced matchmaking 2. u dont know the level or ur skill and can only guess, resulting in a less toxic community 3. and less toxic gamingenviroment, as in sc2 i only wanted to win to advance, if i lost i got toxic of the game or even teammates. As teammates influence your mmr indirectly/directly. So maybe MMR or MMR+transparancy results in a more toxic gamingcommunity?

The two NBA teams in states with legal weed are called the Nuggets and the Blazers...
Jetaap
Profile Blog Joined November 2010
France4814 Posts
Last Edited: 2013-12-08 12:31:08
December 08 2013 12:30 GMT
#304
On December 08 2013 21:06 govie wrote:
Show nested quote +
On December 08 2013 20:48 Enders116 wrote:
I don't mean to offend anyone by asking this question, but do you guys think that this will make skill discrepancies more transparent and do you guys think this will make newer, stronger players more noticeable, and thus help grow the DoTA scene a bit more?


Is there a correlation between scenegrowth and skillbalanced matchmaking? Does making new stronger and weaker players more noticable make a scene grow more? Will making skilldiscrepancies more transparant help fuel scenegrowth? dont think so.

I think Dota2 has alot more viewers+scene then sc2 atm and didnt ever have skillbalanced matchmaking + transparancy as sc2 does. I dont even like the bronze to masters transparancy. It gives me a feeling of one individual being less worthy then another, it reminds me of badtimes in humanity. Even on TL-forums someone that was in goldleague, may post a guide and we all know which reactions will be posted. U dont know shit, below masters is a bad guide etcetcetc.

In a way, keeping the skilllevel private (also for the user) is a good way to ensure that people play for fun. Its a win/win/win. 1. U get skillbalanced matchmaking 2. u dont know the level or ur skill and can only guess, resulting in a less toxic community 3. and less toxic gamingenviroment, as in sc2 i only wanted to win to advance, if i lost i got toxic of the game or even teammates. As teammates influence your mmr indirectly/directly. So maybe MMR or MMR+transparancy results in a more toxic gamingcommunity?


I'm sorry but the world works in such a way that people have different level of expertise on any given subject, and the opinions of people with the highest expertise will be more respected and listened to. I don't see how it could possibly be seen as a bad thing.
Also you're throwing the word toxic around way too much: "i got toxic of the game or even teamates" what does that even mean.
govie
Profile Blog Joined November 2012
9334 Posts
Last Edited: 2013-12-08 13:26:36
December 08 2013 12:43 GMT
#305
On December 08 2013 21:30 Jetaap wrote:
Show nested quote +
On December 08 2013 21:06 govie wrote:
On December 08 2013 20:48 Enders116 wrote:
I don't mean to offend anyone by asking this question, but do you guys think that this will make skill discrepancies more transparent and do you guys think this will make newer, stronger players more noticeable, and thus help grow the DoTA scene a bit more?


Is there a correlation between scenegrowth and skillbalanced matchmaking? Does making new stronger and weaker players more noticable make a scene grow more? Will making skilldiscrepancies more transparant help fuel scenegrowth? dont think so.

I think Dota2 has alot more viewers+scene then sc2 atm and didnt ever have skillbalanced matchmaking + transparancy as sc2 does. I dont even like the bronze to masters transparancy. It gives me a feeling of one individual being less worthy then another, it reminds me of badtimes in humanity. Even on TL-forums someone that was in goldleague, may post a guide and we all know which reactions will be posted. U dont know shit, below masters is a bad guide etcetcetc.

In a way, keeping the skilllevel private (also for the user) is a good way to ensure that people play for fun. Its a win/win/win. 1. U get skillbalanced matchmaking 2. u dont know the level or ur skill and can only guess, resulting in a less toxic community 3. and less toxic gamingenviroment, as in sc2 i only wanted to win to advance, if i lost i got toxic of the game or even teammates. As teammates influence your mmr indirectly/directly. So maybe MMR or MMR+transparancy results in a more toxic gamingcommunity?


I'm sorry but the world works in such a way that people have different level of expertise on any given subject, and the opinions of people with the highest expertise will be more respected and listened to. I don't see how it could possibly be seen as a bad thing.
Also you're throwing the word toxic around way too much: "i got toxic of the game or even teamates" what does that even mean.


What i ment is that in sc2, alot of people wanted to advance in leagues or maybe win/loss ratios. In dota2 if i want to advance my play, i guess i need to win teamgames. To win games i need good teammates which i have no control over. i.e if i have a 10 - 0 riki on my allpick team at 15 minutes, i will have a good kda myself, pretty sure of that.

I think it could be possible that transparancy in skill for the individual (also your own skillnumber MMR), could, maybe even will, fuel a more toxic gamingenviroment.

As it is alot easier to blame others, we all know that. In an individual game like sc2, a skilltransparancy works well because u measure yourself and only yourself. U alone have influence on ur skillnumber MMR. In dota2, teammates also influence my skillnumber MMR. Ofc. an individual MMR can add something to a scene or teamgame, but I also expect alot more badmanner in games after the introduction of MMR-transparancy. Hopefully it wont be alot more.
The two NBA teams in states with legal weed are called the Nuggets and the Blazers...
Baarn
Profile Joined April 2010
United States2702 Posts
December 08 2013 12:43 GMT
#306
On December 08 2013 13:28 Pokebunny wrote:
Show nested quote +
On December 08 2013 09:22 Baarn wrote:
On December 08 2013 04:20 Pokebunny wrote:
On December 08 2013 01:00 Baarn wrote:
On December 07 2013 12:24 Heyoka wrote:
On December 07 2013 12:17 LeLoup wrote:
On December 07 2013 12:15 Heyoka wrote:
Now what we need is an actual team ladder where winners get invites to a TI4 qual.


That... actually sounds pretty awful. How about a team ladder that is just more than average MMRs first?


Can you explain what sounds awful about this? How does turning TI into something more than an invite-only event make it worse?


Because you'll get stomped once you face the pro teams and that's just not entertaining to watch.

Why wouldn't pro teams play TMM ladder if it had that as a prize? Basically every team that isn't invited to the qualifier will play.


Sure it'd be nice to have a separate qualifier for those teams to build more hype for the ti4 and add some more storylines. I'm just saying from an amateur perspective it would be a hard road. Hell even for pro teams. I don't want to beat anybody up that has aspirations to play on that level. It's a lot different game than sc2. Egos clash and teams drop players. Look at ti3 with invited pro teams that had stable rosters up until right before the event and they had drama? Dota is a hard game.

Obviously, but even for the amateur teams who didn't win - if the ladder was super competitive, even top 10 teams might get noticed, etc. The amateur scene is dota right now is pretty challenging and competitive and there is very little recognition.


That scene you can find competing at lan events for cash and prizes in the US. The more semi pro and pro teams have tournaments in SEA to make it more sustainable for them and for teams to get noticed. I don't know what EU scene is like so I can't comment on that.

In league where the new unrecognized teams qualify for LCS it's still very hard to get known and those teams aren't anywhere near SKT1 in coordination. I think it would be more of the same with TI4. MUFC got some recognition for their appearance, I'll give you that, but it wasn't positive. That team is now more or less defunct.

What the ladder does is present an opportunity for smaller tournaments to form in regions they don't now to help amateur and even semi pro teams get some recognition and maybe create some sustainability for them to keep playing. Maybe in the future Valve will get more involved financially in the amateur scene to give teams a chance to become pro? Gotta wait and see what the future the holds. :D
There's no S in KT. :P
teddyoojo
Profile Blog Joined June 2011
Germany22369 Posts
December 08 2013 16:43 GMT
#307
EU has starladder, thats one really good thing for the amateur scene (even tho its mostly the cis amateur scene, there are also few non cis amateur teams)
Esports historian since 2000. Creator of 'The Universe' and 'The best scrambled Eggs 2013'. Host of 'Star Wars Marathon 2015'. Thinker of 'teddyoojo's Thoughts'. Earths and Moons leading CS:GO expert. Lord of the Rings.
epok
Profile Joined September 2013
United States117 Posts
December 08 2013 16:44 GMT
#308
Valve already does a great job of giving small amateur-oriented tournaments a lot of stuff to hand out. I'd like to see them work on some integral features for dota that would work better for teams. At the very least, they should clear out TMM teams that haven't played in 6 months..
superstartran
Profile Joined March 2010
United States4013 Posts
Last Edited: 2013-12-08 16:53:29
December 08 2013 16:51 GMT
#309
On December 08 2013 21:06 govie wrote:
Show nested quote +
On December 08 2013 20:48 Enders116 wrote:
I don't mean to offend anyone by asking this question, but do you guys think that this will make skill discrepancies more transparent and do you guys think this will make newer, stronger players more noticeable, and thus help grow the DoTA scene a bit more?


Is there a correlation between scenegrowth and skillbalanced matchmaking? Does making new stronger and weaker players more noticable make a scene grow more? Will making skilldiscrepancies more transparant help fuel scenegrowth? dont think so.

I think Dota2 has alot more viewers+scene then sc2 atm and didnt ever have skillbalanced matchmaking + transparancy as sc2 does. I dont even like the bronze to masters transparancy. It gives me a feeling of one individual being less worthy then another, it reminds me of badtimes in humanity. Even on TL-forums someone that was in goldleague, may post a guide and we all know which reactions will be posted. U dont know shit, below masters is a bad guide etcetcetc.

In a way, keeping the skilllevel private (also for the user) is a good way to ensure that people play for fun. Its a win/win/win. 1. U get skillbalanced matchmaking 2. u dont know the level or ur skill and can only guess, resulting in a less toxic community 3. and less toxic gamingenviroment, as in sc2 i only wanted to win to advance, if i lost i got toxic of the game or even teammates. As teammates influence your mmr indirectly/directly. So maybe MMR or MMR+transparancy results in a more toxic gamingcommunity?





Stop with the bullshit please. The reason why people say gold users shouldn't be posting guides is because if you aren't at a high level, you really have no business talking 'strategy.' Your basic mechanics aren't even solid yet. There is no such thing as a below Masters Level player with solid fundamentals. Pure bullshit.


On December 08 2013 21:43 govie wrote:
Show nested quote +
On December 08 2013 21:30 Jetaap wrote:
On December 08 2013 21:06 govie wrote:
On December 08 2013 20:48 Enders116 wrote:
I don't mean to offend anyone by asking this question, but do you guys think that this will make skill discrepancies more transparent and do you guys think this will make newer, stronger players more noticeable, and thus help grow the DoTA scene a bit more?


Is there a correlation between scenegrowth and skillbalanced matchmaking? Does making new stronger and weaker players more noticable make a scene grow more? Will making skilldiscrepancies more transparant help fuel scenegrowth? dont think so.

I think Dota2 has alot more viewers+scene then sc2 atm and didnt ever have skillbalanced matchmaking + transparancy as sc2 does. I dont even like the bronze to masters transparancy. It gives me a feeling of one individual being less worthy then another, it reminds me of badtimes in humanity. Even on TL-forums someone that was in goldleague, may post a guide and we all know which reactions will be posted. U dont know shit, below masters is a bad guide etcetcetc.

In a way, keeping the skilllevel private (also for the user) is a good way to ensure that people play for fun. Its a win/win/win. 1. U get skillbalanced matchmaking 2. u dont know the level or ur skill and can only guess, resulting in a less toxic community 3. and less toxic gamingenviroment, as in sc2 i only wanted to win to advance, if i lost i got toxic of the game or even teammates. As teammates influence your mmr indirectly/directly. So maybe MMR or MMR+transparancy results in a more toxic gamingcommunity?


I'm sorry but the world works in such a way that people have different level of expertise on any given subject, and the opinions of people with the highest expertise will be more respected and listened to. I don't see how it could possibly be seen as a bad thing.
Also you're throwing the word toxic around way too much: "i got toxic of the game or even teamates" what does that even mean.


What i ment is that in sc2, alot of people wanted to advance in leagues or maybe win/loss ratios. In dota2 if i want to advance my play, i guess i need to win teamgames. To win games i need good teammates which i have no control over. i.e if i have a 10 - 0 riki on my allpick team at 15 minutes, i will have a good kda myself, pretty sure of that.

I think it could be possible that transparancy in skill for the individual (also your own skillnumber MMR), could, maybe even will, fuel a more toxic gamingenviroment.

As it is alot easier to blame others, we all know that. In an individual game like sc2, a skilltransparancy works well because u measure yourself and only yourself. U alone have influence on ur skillnumber MMR. In dota2, teammates also influence my skillnumber MMR. Ofc. an individual MMR can add something to a scene or teamgame, but I also expect alot more badmanner in games after the introduction of MMR-transparancy. Hopefully it wont be alot more.



Bullshit statement #2. With a large enough sample size (which does take quite a few games, but is feasible), your teammates have 0 influence on your ability to win games. Why? Because eventually you will have enough good teammates to cancel out the bad ones, and as such you are the sole determining factor whether or not your skill factor goes up or not.

I don't mean to antagonize, but these bullshit statements only come from people who simply refuse to admit that the skill measurement is going to knock them back down to reality.
govie
Profile Blog Joined November 2012
9334 Posts
Last Edited: 2013-12-08 17:09:42
December 08 2013 17:09 GMT
#310
On December 09 2013 01:51 superstartran wrote:
Show nested quote +
On December 08 2013 21:06 govie wrote:
On December 08 2013 20:48 Enders116 wrote:
I don't mean to offend anyone by asking this question, but do you guys think that this will make skill discrepancies more transparent and do you guys think this will make newer, stronger players more noticeable, and thus help grow the DoTA scene a bit more?


Is there a correlation between scenegrowth and skillbalanced matchmaking? Does making new stronger and weaker players more noticable make a scene grow more? Will making skilldiscrepancies more transparant help fuel scenegrowth? dont think so.

I think Dota2 has alot more viewers+scene then sc2 atm and didnt ever have skillbalanced matchmaking + transparancy as sc2 does. I dont even like the bronze to masters transparancy. It gives me a feeling of one individual being less worthy then another, it reminds me of badtimes in humanity. Even on TL-forums someone that was in goldleague, may post a guide and we all know which reactions will be posted. U dont know shit, below masters is a bad guide etcetcetc.

In a way, keeping the skilllevel private (also for the user) is a good way to ensure that people play for fun. Its a win/win/win. 1. U get skillbalanced matchmaking 2. u dont know the level or ur skill and can only guess, resulting in a less toxic community 3. and less toxic gamingenviroment, as in sc2 i only wanted to win to advance, if i lost i got toxic of the game or even teammates. As teammates influence your mmr indirectly/directly. So maybe MMR or MMR+transparancy results in a more toxic gamingcommunity?





Stop with the bullshit please. The reason why people say gold users shouldn't be posting guides is because if you aren't at a high level, you really have no business talking 'strategy.' Your basic mechanics aren't even solid yet. There is no such thing as a below Masters Level player with solid fundamentals. Pure bullshit.


Show nested quote +
On December 08 2013 21:43 govie wrote:
On December 08 2013 21:30 Jetaap wrote:
On December 08 2013 21:06 govie wrote:
On December 08 2013 20:48 Enders116 wrote:
I don't mean to offend anyone by asking this question, but do you guys think that this will make skill discrepancies more transparent and do you guys think this will make newer, stronger players more noticeable, and thus help grow the DoTA scene a bit more?


Is there a correlation between scenegrowth and skillbalanced matchmaking? Does making new stronger and weaker players more noticable make a scene grow more? Will making skilldiscrepancies more transparant help fuel scenegrowth? dont think so.

I think Dota2 has alot more viewers+scene then sc2 atm and didnt ever have skillbalanced matchmaking + transparancy as sc2 does. I dont even like the bronze to masters transparancy. It gives me a feeling of one individual being less worthy then another, it reminds me of badtimes in humanity. Even on TL-forums someone that was in goldleague, may post a guide and we all know which reactions will be posted. U dont know shit, below masters is a bad guide etcetcetc.

In a way, keeping the skilllevel private (also for the user) is a good way to ensure that people play for fun. Its a win/win/win. 1. U get skillbalanced matchmaking 2. u dont know the level or ur skill and can only guess, resulting in a less toxic community 3. and less toxic gamingenviroment, as in sc2 i only wanted to win to advance, if i lost i got toxic of the game or even teammates. As teammates influence your mmr indirectly/directly. So maybe MMR or MMR+transparancy results in a more toxic gamingcommunity?


I'm sorry but the world works in such a way that people have different level of expertise on any given subject, and the opinions of people with the highest expertise will be more respected and listened to. I don't see how it could possibly be seen as a bad thing.
Also you're throwing the word toxic around way too much: "i got toxic of the game or even teamates" what does that even mean.


What i ment is that in sc2, alot of people wanted to advance in leagues or maybe win/loss ratios. In dota2 if i want to advance my play, i guess i need to win teamgames. To win games i need good teammates which i have no control over. i.e if i have a 10 - 0 riki on my allpick team at 15 minutes, i will have a good kda myself, pretty sure of that.

I think it could be possible that transparancy in skill for the individual (also your own skillnumber MMR), could, maybe even will, fuel a more toxic gamingenviroment.

As it is alot easier to blame others, we all know that. In an individual game like sc2, a skilltransparancy works well because u measure yourself and only yourself. U alone have influence on ur skillnumber MMR. In dota2, teammates also influence my skillnumber MMR. Ofc. an individual MMR can add something to a scene or teamgame, but I also expect alot more badmanner in games after the introduction of MMR-transparancy. Hopefully it wont be alot more.



Bullshit statement #2. With a large enough sample size (which does take quite a few games, but is feasible), your teammates have 0 influence on your ability to win games. Why? Because eventually you will have enough good teammates to cancel out the bad ones, and as such you are the sole determining factor whether or not your skill factor goes up or not.

I don't mean to antagonize, but these bullshit statements only come from people who simply refuse to admit that the skill measurement is going to knock them back down to reality.


Not really, Mr. bullshit

I dont give a fuck about rankings, but i do care about a nice game with out morons and retards ruining it. I think the gamingatmossphere ingame will be less forgiving and less fun if the MMR is visible and it becomes a goal for certain people.

Go bullshit this plz.
The two NBA teams in states with legal weed are called the Nuggets and the Blazers...
aintz
Profile Joined August 2010
Canada5624 Posts
December 08 2013 17:09 GMT
#311
people who are skill have high impact in games reguardless of the hero/role they are playing and what his teammates are doing.
superstartran
Profile Joined March 2010
United States4013 Posts
Last Edited: 2013-12-08 17:22:28
December 08 2013 17:20 GMT
#312
On December 09 2013 02:09 govie wrote:
Show nested quote +
On December 09 2013 01:51 superstartran wrote:
On December 08 2013 21:06 govie wrote:
On December 08 2013 20:48 Enders116 wrote:
I don't mean to offend anyone by asking this question, but do you guys think that this will make skill discrepancies more transparent and do you guys think this will make newer, stronger players more noticeable, and thus help grow the DoTA scene a bit more?


Is there a correlation between scenegrowth and skillbalanced matchmaking? Does making new stronger and weaker players more noticable make a scene grow more? Will making skilldiscrepancies more transparant help fuel scenegrowth? dont think so.

I think Dota2 has alot more viewers+scene then sc2 atm and didnt ever have skillbalanced matchmaking + transparancy as sc2 does. I dont even like the bronze to masters transparancy. It gives me a feeling of one individual being less worthy then another, it reminds me of badtimes in humanity. Even on TL-forums someone that was in goldleague, may post a guide and we all know which reactions will be posted. U dont know shit, below masters is a bad guide etcetcetc.

In a way, keeping the skilllevel private (also for the user) is a good way to ensure that people play for fun. Its a win/win/win. 1. U get skillbalanced matchmaking 2. u dont know the level or ur skill and can only guess, resulting in a less toxic community 3. and less toxic gamingenviroment, as in sc2 i only wanted to win to advance, if i lost i got toxic of the game or even teammates. As teammates influence your mmr indirectly/directly. So maybe MMR or MMR+transparancy results in a more toxic gamingcommunity?





Stop with the bullshit please. The reason why people say gold users shouldn't be posting guides is because if you aren't at a high level, you really have no business talking 'strategy.' Your basic mechanics aren't even solid yet. There is no such thing as a below Masters Level player with solid fundamentals. Pure bullshit.


On December 08 2013 21:43 govie wrote:
On December 08 2013 21:30 Jetaap wrote:
On December 08 2013 21:06 govie wrote:
On December 08 2013 20:48 Enders116 wrote:
I don't mean to offend anyone by asking this question, but do you guys think that this will make skill discrepancies more transparent and do you guys think this will make newer, stronger players more noticeable, and thus help grow the DoTA scene a bit more?


Is there a correlation between scenegrowth and skillbalanced matchmaking? Does making new stronger and weaker players more noticable make a scene grow more? Will making skilldiscrepancies more transparant help fuel scenegrowth? dont think so.

I think Dota2 has alot more viewers+scene then sc2 atm and didnt ever have skillbalanced matchmaking + transparancy as sc2 does. I dont even like the bronze to masters transparancy. It gives me a feeling of one individual being less worthy then another, it reminds me of badtimes in humanity. Even on TL-forums someone that was in goldleague, may post a guide and we all know which reactions will be posted. U dont know shit, below masters is a bad guide etcetcetc.

In a way, keeping the skilllevel private (also for the user) is a good way to ensure that people play for fun. Its a win/win/win. 1. U get skillbalanced matchmaking 2. u dont know the level or ur skill and can only guess, resulting in a less toxic community 3. and less toxic gamingenviroment, as in sc2 i only wanted to win to advance, if i lost i got toxic of the game or even teammates. As teammates influence your mmr indirectly/directly. So maybe MMR or MMR+transparancy results in a more toxic gamingcommunity?


I'm sorry but the world works in such a way that people have different level of expertise on any given subject, and the opinions of people with the highest expertise will be more respected and listened to. I don't see how it could possibly be seen as a bad thing.
Also you're throwing the word toxic around way too much: "i got toxic of the game or even teamates" what does that even mean.


What i ment is that in sc2, alot of people wanted to advance in leagues or maybe win/loss ratios. In dota2 if i want to advance my play, i guess i need to win teamgames. To win games i need good teammates which i have no control over. i.e if i have a 10 - 0 riki on my allpick team at 15 minutes, i will have a good kda myself, pretty sure of that.

I think it could be possible that transparancy in skill for the individual (also your own skillnumber MMR), could, maybe even will, fuel a more toxic gamingenviroment.

As it is alot easier to blame others, we all know that. In an individual game like sc2, a skilltransparancy works well because u measure yourself and only yourself. U alone have influence on ur skillnumber MMR. In dota2, teammates also influence my skillnumber MMR. Ofc. an individual MMR can add something to a scene or teamgame, but I also expect alot more badmanner in games after the introduction of MMR-transparancy. Hopefully it wont be alot more.



Bullshit statement #2. With a large enough sample size (which does take quite a few games, but is feasible), your teammates have 0 influence on your ability to win games. Why? Because eventually you will have enough good teammates to cancel out the bad ones, and as such you are the sole determining factor whether or not your skill factor goes up or not.

I don't mean to antagonize, but these bullshit statements only come from people who simply refuse to admit that the skill measurement is going to knock them back down to reality.


Not really, Mr. bullshit

I dont give a fuck about rankings, but i do care about a nice game with out morons and retards ruining it. I think the gamingatmossphere ingame will be less forgiving and less fun if the MMR is visible and it becomes a goal for certain people.

Go bullshit this plz.


The way Valve has done it prevents anyone from seeing your MMR, so why the fuck would you care? It's not like ranked is required, it is a completely optional mode. It's a mode where people want to play semi-serious without having some jackass random on the 5th pick, which to the vast majority of people extremely bad mannered.


And yes all your statements that I quoted above are wrong. Based on facts. Period. That's why they are bullshit statements.
aintz
Profile Joined August 2010
Canada5624 Posts
December 08 2013 17:22 GMT
#313
if i posted like you superstartran id get banned for 1 month lol.
superstartran
Profile Joined March 2010
United States4013 Posts
Last Edited: 2013-12-08 17:27:26
December 08 2013 17:26 GMT
#314
On December 09 2013 02:22 aintz wrote:
if i posted like you superstartran id get banned for 1 month lol.



There's nothing wrong with the way I'm posting. I'm merely pointing out that you are wrong. Sure, I may come of as slightly elitist and bit of a douchebag, but the fact of the matter is you are wrong. And I don't mean wrong by opinion, I mean you are wrong based on facts.


1) Gold level players have no right to post a guide because any strategy they come up with is going to be fundamentally flawed, and will be crushed by any player with solid basic fundamentals and strong mechanics. This is a fact. It may seem elitist, but that's how the real world works too. Experts (masters players and up) will be given more power because they are experts in their field, and the amateur player (gold level player) will be ignored for the most part until he can prove that his theory actually works (which usually means he's really not a gold level player and really a masters league +)

2) Teammates do not matter in a large enough sample size. This is just basic statistics 101. As long as your sample size is large enough, you will eliminate most factors as long as the control is based on something reasonable (which it is, it is mostly based on W/L percentage, win more, your skill factor goes up, lose alot, your skill factor goes down).


You can argue till your face is blue, it will not change the fact that you are factually wrong. Neither of those are opinions, those are facts.
Alur
Profile Blog Joined March 2008
Denmark3900 Posts
December 08 2013 17:32 GMT
#315
On December 09 2013 02:26 superstartran wrote:
Show nested quote +
On December 09 2013 02:22 aintz wrote:
if i posted like you superstartran id get banned for 1 month lol.



There's nothing wrong with the way I'm posting. I'm merely pointing out that you are wrong. Sure, I may come of as slightly elitist and bit of a douchebag, but the fact of the matter is you are wrong. And I don't mean wrong by opinion, I mean you are wrong based on facts.


1) Gold level players have no right to post a guide because any strategy they come up with is going to be fundamentally flawed, and will be crushed by any player with solid basic fundamentals and strong mechanics. This is a fact. It may seem elitist, but that's how the real world works too. Experts (masters players and up) will be given more power because they are experts in their field, and the amateur player (gold level player) will be ignored for the most part until he can prove that his theory actually works (which usually means he's really not a gold level player and really a masters league +)

2) Teammates do not matter in a large enough sample size. This is just basic statistics 101. As long as your sample size is large enough, you will eliminate most factors as long as the control is based on something reasonable (which it is, it is mostly based on W/L percentage, win more, your skill factor goes up, lose alot, your skill factor goes down).


You can argue till your face is blue, it will not change the fact that you are factually wrong. Neither of those are opinions, those are facts.


I think you're confusing aintz for govie.
AKA No can Dazzle | https://www.youtube.com/watch?v=PlTpX7z3Pok
TL+ Member
aintz
Profile Joined August 2010
Canada5624 Posts
December 08 2013 17:32 GMT
#316
do you even read whos posting before you quote and say they are wrong? lol.
Alur
Profile Blog Joined March 2008
Denmark3900 Posts
December 08 2013 17:34 GMT
#317
On December 09 2013 02:32 aintz wrote:
do you even read whos posting before you quote and say they are wrong? lol.

Some might say he's factually wrong :D
AKA No can Dazzle | https://www.youtube.com/watch?v=PlTpX7z3Pok
TL+ Member
superstartran
Profile Joined March 2010
United States4013 Posts
Last Edited: 2013-12-08 17:39:48
December 08 2013 17:36 GMT
#318
On December 09 2013 02:34 Alur wrote:
Show nested quote +
On December 09 2013 02:32 aintz wrote:
do you even read whos posting before you quote and say they are wrong? lol.

Some might say he's factually wrong :D



Indeed. Point still stands. I sometimes lose my mind when people say shit like


"TEAMMATES ARE GOING TO DRAG MY SKILL RATING DOWN"
Alur
Profile Blog Joined March 2008
Denmark3900 Posts
December 08 2013 17:42 GMT
#319
On December 09 2013 02:36 superstartran wrote:
Show nested quote +
On December 09 2013 02:34 Alur wrote:
On December 09 2013 02:32 aintz wrote:
do you even read whos posting before you quote and say they are wrong? lol.

Some might say he's factually wrong :D



Indeed. Point still stands. I sometimes lose my mind when people say shit like


"TEAMMATES ARE GOING TO DRAG MY SKILL RATING DOWN"

You should refrain from reading the QQ thread after the patch then, looking forward to "Elo hell" posts.
AKA No can Dazzle | https://www.youtube.com/watch?v=PlTpX7z3Pok
TL+ Member
aintz
Profile Joined August 2010
Canada5624 Posts
December 08 2013 18:26 GMT
#320
On December 09 2013 02:34 Alur wrote:
Show nested quote +
On December 09 2013 02:32 aintz wrote:
do you even read whos posting before you quote and say they are wrong? lol.

Some might say he's factually wrong :D


quality post 5/5 commended.



sometimes you do lose cuz of awful teammates but nobody stops you from making friends and stacking!
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