• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 04:18
CEST 10:18
KST 17:18
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
Serral wins HomeStory Cup 2914Serral wins Maestros of the Game 243ByuL, and the Limitations of Standard Play3Team Liquid Map Contest #22: Results and Winners7Code S Season 2 (2026): RO4 and Finals Preview12
Community News
IntoTheTV X SOOP SC2 League : Weekly & Monthly4Clem: "I don't have that much hope in Blizzard"2ZeroSpace Early Access is Now Live!21Weekly Cups (July 13-19): Terran & Protoss rise; Zerg falters2Balance hotfix patch 5.0.16b (July 16)90
StarCraft 2
General
Balance hotfix patch 5.0.16b (July 16) How would you feel about frequent/monthly balance patches for SC2? Reynor: GSL Loss Wasn't About Preparation Format Clem: "I don't have that much hope in Blizzard" Weekly Cups (July 13-19): Terran & Protoss rise; Zerg falters
Tourneys
IntoTheTV X SOOP SC2 League : Weekly & Monthly INu's Battles#18 - Cure, herO, Rogue & ByuN RSL Revival: Season 6 - Qualifiers and Main Event Master Swan Open (Global Bronze-Master 2) WardiTV Summer Cup 2026
Strategy
[G] Having the right mentality to improve
Custom Maps
[M] (2) Industrial Park New Map Maker - Looking for Advice - Love or Hate
External Content
Mutation # 535 Assembly of Vengeance The PondCast: SC2 News & Results Mutation # 534 Burning Evacuation Mutation # 533 Die Together
Brood War
General
BW General Discussion How Famous was FlaSh before his Debut? Animated Gateway BGH Auto Balance -> http://bghmmr.eu/ HORROR STARCRAFT MOVIE
Tourneys
Small VOD Thread 2.0 Escore Tournament - Season 3 [Megathread] Daily Proleagues [IPSL] Spring 2026 Grand Finals - This Weekend!
Strategy
Simple Questions, Simple Answers PvT advise for noobs Fighting Spirit mining rates Creating a full chart of Zerg builds
Other Games
General Games
ZeroSpace Early Access is Now Live! General RTS Discussion Thread Path of Exile Nintendo Switch Thread Diablo IV
Dota 2
Looking for a Dota Mentor Official 'what is Dota anymore' discussion
League of Legends
TSM pausing esports and CLG Dead
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Community Thread TL Mafia Power Rank NeO.D_StephenKing vs This Guy From 1 Million Dance Vanilla Mini Mafia
Community
General
US Politics Mega-thread Artificial Intelligence Thread Russo-Ukrainian War Thread How to buy a book - shipping from Korea to Europe The Games Industry And ATVI
Fan Clubs
The IdrA Fan Club The HerO Fan Club!
Media & Entertainment
Anime Discussion Thread Series you have seen recently... Movie Discussion! [Req][Books] Good Fantasy/SciFi books
Sports
2024 - 2026 Football Thread TeamLiquid Health and Fitness Initiative For 2023 Formula 1 Discussion MLB/Baseball 2023 McBoner: A hockey love story
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread Simple Questions Simple Answers FPS when play League Of Legend on laptop
TL Community
Northern Ireland Global Starcraft The Automated Ban List
Blogs
How Games can Help with Majo…
TrAiDoS
Hello guys!
LIN1s
ASL S22 English Commentary…
namkraft
Poker (part 2)
Nebuchad
An Exploration of th…
waywardstrategy
Customize Sidebar...

Website Feedback

Closed Threads



Active: 3718 users

Ranked matchmaking coming to Dota 2 - Page 66

Forum Index > Closed
2303 CommentsPost a Reply
Prev 1 64 65 66 67 68 116 Next
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.
synapse
Profile Blog Joined January 2009
China13814 Posts
December 26 2013 18:26 GMT
#1301
On December 27 2013 03:15 MidgetExplosion wrote:
My personal problem with MMR is that it doesn't suit my particular play style. I hate playing high-risk, high-reward heroes. I like to play hero's that I can always help my team out consistently and not heavily impact anything in my game whether it be for good or for bad. I'm not a play-maker, and I don't like to lead or make plays or play aggressive by myself, and I don't like to "pub stomp" with a shadow blade and stupid shit like that... I find that stuff retarded, I want to try-hard and play like a professional team. I'm always in position to help, map is always warded/de-warded, item choices are always to help my team/give the other team headaches, etc. The problem is that I don't like to fail or be the reason why my team loses, and so then it follows that I also cannot be the reason they win either. So even though I am a very good technical player, I will never be anywhere near the top of MMR because of the way I like to play the game. I always like to play smart, low-risk DOTA. The way MMR is designed it will never be able to accurately place me due to this fact. I believe it assumes the kind of DOTA I play is wrong DOTA, so since I play like that I must be bad... But that just simply isn't true.

I don't see how you came to the conclusion that you'll never rise in MMR because you play a more supporting role on a team....
:)
Excalibur_Z
Profile Joined October 2002
United States12248 Posts
December 26 2013 18:30 GMT
#1302
On December 27 2013 03:15 MidgetExplosion wrote:
My personal problem with MMR is that it doesn't suit my particular play style. I hate playing high-risk, high-reward heroes. I like to play hero's that I can always help my team out consistently and not heavily impact anything in my game whether it be for good or for bad. I'm not a play-maker, and I don't like to lead or make plays or play aggressive by myself, and I don't like to "pub stomp" with a shadow blade and stupid shit like that... I find that stuff retarded, I want to try-hard and play like a professional team. I'm always in position to help, map is always warded/de-warded, item choices are always to help my team/give the other team headaches, etc. The problem is that I don't like to fail or be the reason why my team loses, and so then it follows that I also cannot be the reason they win either. So even though I am a very good player, I will never be anywhere near the top of MMR because of the way I like to play the game. I always like to play smart, low-risk DOTA. The way MMR is designed it will never be able to accurately place me due to this fact. I believe it assumes that kind of DOTA is wrong DOTA, so since I play like that I must be bad... But that just simply isn't true. I'm a helper, and I do it quite well. High or Low MMR means nothing to my play style.


The thing is, even as a hard support, you can still be a play-maker in a pub game. In fact, supports are often the ones responsible for judging when a carry is able to farm safely and deciding when and where to orchestrate ganks around the map. You're the one buying Smoke and keeping your team safe and the other team scared. In many pub games it's not uncommon for the carry to have very little impact because the game is already decided at the roam-and-gank phase. "Guys I got a 12-minute battlefury!" "Great, doesn't matter though, we've already taken out 4 of their towers and we control their woods." If you're limiting yourself as support to just stacking and pulling and warding, you're holding yourself back from what you could truly be contributing to the team.
Moderator
MidgetExplosion
Profile Joined February 2013
United States137 Posts
Last Edited: 2013-12-26 18:41:07
December 26 2013 18:40 GMT
#1303
On December 27 2013 03:30 Excalibur_Z wrote:
Show nested quote +
On December 27 2013 03:15 MidgetExplosion wrote:
My personal problem with MMR is that it doesn't suit my particular play style. I hate playing high-risk, high-reward heroes. I like to play hero's that I can always help my team out consistently and not heavily impact anything in my game whether it be for good or for bad. I'm not a play-maker, and I don't like to lead or make plays or play aggressive by myself, and I don't like to "pub stomp" with a shadow blade and stupid shit like that... I find that stuff retarded, I want to try-hard and play like a professional team. I'm always in position to help, map is always warded/de-warded, item choices are always to help my team/give the other team headaches, etc. The problem is that I don't like to fail or be the reason why my team loses, and so then it follows that I also cannot be the reason they win either. So even though I am a very good player, I will never be anywhere near the top of MMR because of the way I like to play the game. I always like to play smart, low-risk DOTA. The way MMR is designed it will never be able to accurately place me due to this fact. I believe it assumes that kind of DOTA is wrong DOTA, so since I play like that I must be bad... But that just simply isn't true. I'm a helper, and I do it quite well. High or Low MMR means nothing to my play style.


The thing is, even as a hard support, you can still be a play-maker in a pub game. In fact, supports are often the ones responsible for judging when a carry is able to farm safely and deciding when and where to orchestrate ganks around the map. You're the one buying Smoke and keeping your team safe and the other team scared. In many pub games it's not uncommon for the carry to have very little impact because the game is already decided at the roam-and-gank phase. "Guys I got a 12-minute battlefury!" "Great, doesn't matter though, we've already taken out 4 of their towers and we control their woods." If you're limiting yourself as support to just stacking and pulling and warding, you're holding yourself back from what you could truly be contributing to the team.


That's just my point, I'm not a play-maker. I don't like to play risky and so I just let my team do what they're gonna do, and then I back them up and make whatever they're going to do easier for them to do it. So if what they decide to do is awful, I back awful up. If what they decide to do is amazing, I back amazing up. It's just the way I play, I let them decide and I go with it. It always works REALLY well when I'm with a 5-man with a captain and we're playing CM. I shine like mad in those games because I'm always in position to help.
Comeh
Profile Blog Joined July 2008
United States18919 Posts
December 26 2013 19:16 GMT
#1304
On December 27 2013 03:40 MidgetExplosion wrote:
Show nested quote +
On December 27 2013 03:30 Excalibur_Z wrote:
On December 27 2013 03:15 MidgetExplosion wrote:
My personal problem with MMR is that it doesn't suit my particular play style. I hate playing high-risk, high-reward heroes. I like to play hero's that I can always help my team out consistently and not heavily impact anything in my game whether it be for good or for bad. I'm not a play-maker, and I don't like to lead or make plays or play aggressive by myself, and I don't like to "pub stomp" with a shadow blade and stupid shit like that... I find that stuff retarded, I want to try-hard and play like a professional team. I'm always in position to help, map is always warded/de-warded, item choices are always to help my team/give the other team headaches, etc. The problem is that I don't like to fail or be the reason why my team loses, and so then it follows that I also cannot be the reason they win either. So even though I am a very good player, I will never be anywhere near the top of MMR because of the way I like to play the game. I always like to play smart, low-risk DOTA. The way MMR is designed it will never be able to accurately place me due to this fact. I believe it assumes that kind of DOTA is wrong DOTA, so since I play like that I must be bad... But that just simply isn't true. I'm a helper, and I do it quite well. High or Low MMR means nothing to my play style.


The thing is, even as a hard support, you can still be a play-maker in a pub game. In fact, supports are often the ones responsible for judging when a carry is able to farm safely and deciding when and where to orchestrate ganks around the map. You're the one buying Smoke and keeping your team safe and the other team scared. In many pub games it's not uncommon for the carry to have very little impact because the game is already decided at the roam-and-gank phase. "Guys I got a 12-minute battlefury!" "Great, doesn't matter though, we've already taken out 4 of their towers and we control their woods." If you're limiting yourself as support to just stacking and pulling and warding, you're holding yourself back from what you could truly be contributing to the team.


That's just my point, I'm not a play-maker. I don't like to play risky and so I just let my team do what they're gonna do, and then I back them up and make whatever they're going to do easier for them to do it. So if what they decide to do is awful, I back awful up. If what they decide to do is amazing, I back amazing up. It's just the way I play, I let them decide and I go with it. It always works REALLY well when I'm with a 5-man with a captain and we're playing CM. I shine like mad in those games because I'm always in position to help.

There's nothing wrong with not being a shot caller, but you should try and find opportunities where you can. Being completely defensive is okay up to a point, but eventually you'll limit yourself by not trying to take advantage of situations.
ヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノDELETE ICEFROGヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(
Coil1
Profile Joined January 2013
128 Posts
December 26 2013 19:19 GMT
#1305
On December 27 2013 03:30 Excalibur_Z wrote:
Show nested quote +
On December 27 2013 03:15 MidgetExplosion wrote:
My personal problem with MMR is that it doesn't suit my particular play style. I hate playing high-risk, high-reward heroes. I like to play hero's that I can always help my team out consistently and not heavily impact anything in my game whether it be for good or for bad. I'm not a play-maker, and I don't like to lead or make plays or play aggressive by myself, and I don't like to "pub stomp" with a shadow blade and stupid shit like that... I find that stuff retarded, I want to try-hard and play like a professional team. I'm always in position to help, map is always warded/de-warded, item choices are always to help my team/give the other team headaches, etc. The problem is that I don't like to fail or be the reason why my team loses, and so then it follows that I also cannot be the reason they win either. So even though I am a very good player, I will never be anywhere near the top of MMR because of the way I like to play the game. I always like to play smart, low-risk DOTA. The way MMR is designed it will never be able to accurately place me due to this fact. I believe it assumes that kind of DOTA is wrong DOTA, so since I play like that I must be bad... But that just simply isn't true. I'm a helper, and I do it quite well. High or Low MMR means nothing to my play style.


The thing is, even as a hard support, you can still be a play-maker in a pub game. In fact, supports are often the ones responsible for judging when a carry is able to farm safely and deciding when and where to orchestrate ganks around the map. You're the one buying Smoke and keeping your team safe and the other team scared. In many pub games it's not uncommon for the carry to have very little impact because the game is already decided at the roam-and-gank phase. "Guys I got a 12-minute battlefury!" "Great, doesn't matter though, we've already taken out 4 of their towers and we control their woods." If you're limiting yourself as support to just stacking and pulling and warding, you're holding yourself back from what you could truly be contributing to the team.

Yea, buy smoke when you already have to buy 2 sets of wards, chick, crow and then boots. GL leaving the lane for 30 seconds to smoke without the carry killing himself.
SkelA
Profile Blog Joined January 2007
Macedonia13081 Posts
December 26 2013 19:23 GMT
#1306
First game i get a dumbass timber maxing whirling as offlaner , gets it at lvl 1 and feeds like hell and 2nd game we are actually making a comeback then boom CM leaves the game... no chance to get even close to 50% winratio haha. Guess im stuck in "elo hell" huh? :D
Stork and KHAN fan till 2012 ...
Jinxed
Profile Blog Joined May 2011
United States6450 Posts
December 26 2013 19:28 GMT
#1307
On December 27 2013 03:40 MidgetExplosion wrote:
Show nested quote +
On December 27 2013 03:30 Excalibur_Z wrote:
On December 27 2013 03:15 MidgetExplosion wrote:
My personal problem with MMR is that it doesn't suit my particular play style. I hate playing high-risk, high-reward heroes. I like to play hero's that I can always help my team out consistently and not heavily impact anything in my game whether it be for good or for bad. I'm not a play-maker, and I don't like to lead or make plays or play aggressive by myself, and I don't like to "pub stomp" with a shadow blade and stupid shit like that... I find that stuff retarded, I want to try-hard and play like a professional team. I'm always in position to help, map is always warded/de-warded, item choices are always to help my team/give the other team headaches, etc. The problem is that I don't like to fail or be the reason why my team loses, and so then it follows that I also cannot be the reason they win either. So even though I am a very good player, I will never be anywhere near the top of MMR because of the way I like to play the game. I always like to play smart, low-risk DOTA. The way MMR is designed it will never be able to accurately place me due to this fact. I believe it assumes that kind of DOTA is wrong DOTA, so since I play like that I must be bad... But that just simply isn't true. I'm a helper, and I do it quite well. High or Low MMR means nothing to my play style.


The thing is, even as a hard support, you can still be a play-maker in a pub game. In fact, supports are often the ones responsible for judging when a carry is able to farm safely and deciding when and where to orchestrate ganks around the map. You're the one buying Smoke and keeping your team safe and the other team scared. In many pub games it's not uncommon for the carry to have very little impact because the game is already decided at the roam-and-gank phase. "Guys I got a 12-minute battlefury!" "Great, doesn't matter though, we've already taken out 4 of their towers and we control their woods." If you're limiting yourself as support to just stacking and pulling and warding, you're holding yourself back from what you could truly be contributing to the team.


That's just my point, I'm not a play-maker. I don't like to play risky and so I just let my team do what they're gonna do, and then I back them up and make whatever they're going to do easier for them to do it. So if what they decide to do is awful, I back awful up. If what they decide to do is amazing, I back amazing up. It's just the way I play, I let them decide and I go with it. It always works REALLY well when I'm with a 5-man with a captain and we're playing CM. I shine like mad in those games because I'm always in position to help.


This is called being bad. How can you claim you should be rising in rank if you're constantly relying on being carried in games? You're practically admitting that you have no impact on the game which is a terrible mentality to have while playing. Especially in a support role where you can control the flow of the game right from minute one.

Just because you prefer a style of play doesn't make you good and doesn't mean you should be rewarded for it.
LiquidDota Staff"LeLoup is a great name pls undo." -Liquid`Nazgul
juracule
Profile Joined November 2013
292 Posts
December 26 2013 19:38 GMT
#1308
On December 27 2013 03:02 Excalibur_Z wrote:
Show nested quote +
On December 27 2013 02:47 juracule wrote:
On December 27 2013 01:58 Excalibur_Z wrote:
On December 27 2013 01:25 juracule wrote:
The biggest problem imo at the moment is, actually, the fact they enforce a 50% winrate. Normally you would want to find people who are all of equal skill rating and as a result get perfectly even teams so the chance of either team winning becomes 50%. Obviously this is not possible. So there are two things you can do; you can enforce the 50% winrate but by doing this you will handicap the best player in a particular game; he will get matched with people who have a lower average winrate/rating than that of the enemy team. Or you can make the teams randomized within a certain poule which might make games less uneven, but at least they are fair for everyone, instead of punishing the good players and coddling to the worst players.
Currently the better you get the harder you are gonna get dragged down (talking about solo queuing).


Everybody knows this is not true and it's been discussed to death in this thread already.

Elaborate on that what is not true? Valve has said themselves they enforce a 50% winrate for either team. Everything what on wrote on that topic is just logical reasoning going from there.

EDIT:
You're confusing personal winrate with the winrate of a team. From valve's blog post:
"The teams are balanced. (Each team has a 50% chance to win.)"


"Enforce" or "force" is the key functional word. "Forcing a 50% win rate" means that you won your last game, now you're going to lose your next game so you stay at 50%. People rationalize this by thinking they are grouped with teammates with much lower MMRs in order to influence the outcome of the game. In fact, you said this yourself. That is not the case. If you read through their matchmaking post, it's extremely clear.

They target as small a skill variance as possible. The one time you may have a wider variance is when player stacks are involved. I have friends who are better than me and friends that are worse, and sometimes to no small degree. Pretty much the only time you're going to have players with a significant MMR difference in the same game is if they queued up as a group that way. That doesn't mean the outcome is predetermined though, because statistically the averages for both teams will make a competitive match. Also, in case you haven't noticed, you have no control over this anymore (the option to queue only against other solo-queuers was removed). Take a look at the example game that Valve provided so you can get an idea.

No, it means that both teams have a 50% chance to win, which is impossible to see in a result as that would be a draw. Again you're confusing personal winrate with the winrate of a team. The only way to get equal winrates for both sides of the teams is that you're matching the best player in a game with players who's average is lower than the average of the opponents, NO MATTER HOW SMALL THE DIFFERENCE IN MMR. The removal of solo queue just fucked matchmaking up even more.
The difference in MMR is mainly dependent on how long you're searching (and stacks, obviously).
But ok, since you don't believe me, lets look at the game provided by valve, seeing as that's what you wanted.
Average MMR of the teammates of the guy with (adjusted) MMR of 3062: 2610
Average MMR of the opponents of the guy with MMR of 3062: 2703
In other words, the guy with a MMR of 3062 has to carry his team that 100 MMR difference harder.
Balance, valve cries. Unfair to that player, I cry. The scrubs get carried through games, the good player is dragged down having to do that.


Both teams have a 50% chance to win is literally what valve has said.
dae
Profile Joined June 2010
Canada1600 Posts
December 26 2013 19:45 GMT
#1309
On December 27 2013 04:38 juracule wrote:
Show nested quote +
On December 27 2013 03:02 Excalibur_Z wrote:
On December 27 2013 02:47 juracule wrote:
On December 27 2013 01:58 Excalibur_Z wrote:
On December 27 2013 01:25 juracule wrote:
The biggest problem imo at the moment is, actually, the fact they enforce a 50% winrate. Normally you would want to find people who are all of equal skill rating and as a result get perfectly even teams so the chance of either team winning becomes 50%. Obviously this is not possible. So there are two things you can do; you can enforce the 50% winrate but by doing this you will handicap the best player in a particular game; he will get matched with people who have a lower average winrate/rating than that of the enemy team. Or you can make the teams randomized within a certain poule which might make games less uneven, but at least they are fair for everyone, instead of punishing the good players and coddling to the worst players.
Currently the better you get the harder you are gonna get dragged down (talking about solo queuing).


Everybody knows this is not true and it's been discussed to death in this thread already.

Elaborate on that what is not true? Valve has said themselves they enforce a 50% winrate for either team. Everything what on wrote on that topic is just logical reasoning going from there.

EDIT:
You're confusing personal winrate with the winrate of a team. From valve's blog post:
"The teams are balanced. (Each team has a 50% chance to win.)"


"Enforce" or "force" is the key functional word. "Forcing a 50% win rate" means that you won your last game, now you're going to lose your next game so you stay at 50%. People rationalize this by thinking they are grouped with teammates with much lower MMRs in order to influence the outcome of the game. In fact, you said this yourself. That is not the case. If you read through their matchmaking post, it's extremely clear.

They target as small a skill variance as possible. The one time you may have a wider variance is when player stacks are involved. I have friends who are better than me and friends that are worse, and sometimes to no small degree. Pretty much the only time you're going to have players with a significant MMR difference in the same game is if they queued up as a group that way. That doesn't mean the outcome is predetermined though, because statistically the averages for both teams will make a competitive match. Also, in case you haven't noticed, you have no control over this anymore (the option to queue only against other solo-queuers was removed). Take a look at the example game that Valve provided so you can get an idea.

No, it means that both teams have a 50% chance to win, which is impossible to see in a result as that would be a draw. Again you're confusing personal winrate with the winrate of a team. The only way to get equal winrates for both sides of the teams is that you're matching the best player in a game with players who's average is lower than the average of the opponents, NO MATTER HOW SMALL THE DIFFERENCE IN MMR. The removal of solo queue just fucked matchmaking up even more.
The difference in MMR is mainly dependent on how long you're searching (and stacks, obviously).
But ok, since you don't believe me, lets look at the game provided by valve, seeing as that's what you wanted.
Average MMR of the teammates of the guy with (adjusted) MMR of 3062: 2610
Average MMR of the opponents of the guy with MMR of 3062: 2703
In other words, the guy with a MMR of 3062 has to carry his team that 100 MMR difference harder.
Balance, valve cries. Unfair to that player, I cry. The scrubs get carried through games, the good player is dragged down having to do that.


Both teams have a 50% chance to win is literally what valve has said.


What do you want? That each team has 5 players with exactly the same MMR?

Do you want to sit in queue for 50 minutes+ for each game to try and achieve this perfection of mathmaking?

What your asking for isn't feasible.

Also, the difference 100 MMR makes in skill is pretty much negliable anyways, since it is within the normal deviance of someones rating (Your rating flucuates up and down a decent amount without any change in skill by you).

Your really saying that someone with 3100 mmr is a "good player" while 3000 is a "scrub"?

Thats 3 games difference in MMR....
SheaR619
Profile Joined October 2010
United States2399 Posts
December 26 2013 19:53 GMT
#1310
On December 27 2013 04:38 juracule wrote:
Show nested quote +
On December 27 2013 03:02 Excalibur_Z wrote:
On December 27 2013 02:47 juracule wrote:
On December 27 2013 01:58 Excalibur_Z wrote:
On December 27 2013 01:25 juracule wrote:
The biggest problem imo at the moment is, actually, the fact they enforce a 50% winrate. Normally you would want to find people who are all of equal skill rating and as a result get perfectly even teams so the chance of either team winning becomes 50%. Obviously this is not possible. So there are two things you can do; you can enforce the 50% winrate but by doing this you will handicap the best player in a particular game; he will get matched with people who have a lower average winrate/rating than that of the enemy team. Or you can make the teams randomized within a certain poule which might make games less uneven, but at least they are fair for everyone, instead of punishing the good players and coddling to the worst players.
Currently the better you get the harder you are gonna get dragged down (talking about solo queuing).


Everybody knows this is not true and it's been discussed to death in this thread already.

Elaborate on that what is not true? Valve has said themselves they enforce a 50% winrate for either team. Everything what on wrote on that topic is just logical reasoning going from there.

EDIT:
You're confusing personal winrate with the winrate of a team. From valve's blog post:
"The teams are balanced. (Each team has a 50% chance to win.)"


"Enforce" or "force" is the key functional word. "Forcing a 50% win rate" means that you won your last game, now you're going to lose your next game so you stay at 50%. People rationalize this by thinking they are grouped with teammates with much lower MMRs in order to influence the outcome of the game. In fact, you said this yourself. That is not the case. If you read through their matchmaking post, it's extremely clear.

They target as small a skill variance as possible. The one time you may have a wider variance is when player stacks are involved. I have friends who are better than me and friends that are worse, and sometimes to no small degree. Pretty much the only time you're going to have players with a significant MMR difference in the same game is if they queued up as a group that way. That doesn't mean the outcome is predetermined though, because statistically the averages for both teams will make a competitive match. Also, in case you haven't noticed, you have no control over this anymore (the option to queue only against other solo-queuers was removed). Take a look at the example game that Valve provided so you can get an idea.

No, it means that both teams have a 50% chance to win, which is impossible to see in a result as that would be a draw. Again you're confusing personal winrate with the winrate of a team. The only way to get equal winrates for both sides of the teams is that you're matching the best player in a game with players who's average is lower than the average of the opponents, NO MATTER HOW SMALL THE DIFFERENCE IN MMR. The removal of solo queue just fucked matchmaking up even more.
The difference in MMR is mainly dependent on how long you're searching (and stacks, obviously).
But ok, since you don't believe me, lets look at the game provided by valve, seeing as that's what you wanted.
Average MMR of the teammates of the guy with (adjusted) MMR of 3062: 2610
Average MMR of the opponents of the guy with MMR of 3062: 2703
In other words, the guy with a MMR of 3062 has to carry his team that 100 MMR difference harder.
Balance, valve cries. Unfair to that player, I cry. The scrubs get carried through games, the good player is dragged down having to do that.


Both teams have a 50% chance to win is literally what valve has said.


I agree with Dae, 100 MMR isnt that big of a difference. I am sure valve are aware of that problem which you are force to "carry" your team but honestly, 100 MMR isn that big of a difference. If the difference were 500 MMR, then you can argue that. For the fastest que time and most even game, a 100 MMR difference is pretty fine imo.
I may not be the best, but i will be some day...
ChunderBoy
Profile Joined August 2011
3242 Posts
December 26 2013 19:57 GMT
#1311
valve enforced my winrate to 76% by giving my the worst teammates possible
"mmr is a social construct" - tumblr
DrPandaPhD
Profile Joined November 2011
5188 Posts
December 26 2013 19:59 GMT
#1312
People need to realize stomps happens in games which are supposed to be even. An amazing example is Na'Vi vs iG in Winner Bracket Semi-final at TI2.

Na'vi got absolutely demolished game 1. Didn't get a single kill and lost at 16min. And then they won the other 2 games. Just because you got stomped doesn't mean the skill-level was hugely different. It just what happens in Dota sometimes. Small mistakes can snowball really fast. And the next game vs the same opponents it's maybe them who makes the small mistakes that snowballs really hard.

So stomps =! Unfair teams a lot of the times.
리노크 👑
cecek
Profile Blog Joined August 2011
Czech Republic18921 Posts
December 26 2013 20:02 GMT
#1313
Fata has 6146 solo rating. Highest recorded, yet? source
super gg
Vikeif
Profile Joined September 2009
126 Posts
December 26 2013 20:05 GMT
#1314
On December 27 2013 04:38 juracule wrote:
...
The difference in MMR is mainly dependent on how long you're searching (and stacks, obviously).
But ok, since you don't believe me, lets look at the game provided by valve, seeing as that's what you wanted.
Average MMR of the teammates of the guy with (adjusted) MMR of 3062: 2610
Average MMR of the opponents of the guy with MMR of 3062: 2703
In other words, the guy with a MMR of 3062 has to carry his team that 100 MMR difference harder.
Balance, valve cries. Unfair to that player, I cry. The scrubs get carried through games, the good player is dragged down having to do that.


Both teams have a 50% chance to win is literally what valve has said.


I don't your analysis is accurate, you are comparing the average of 3062's team against the average of the entire opposing team. I think this would be an invalid comparison at best, it would be more enlightening to do the same analysis for the other team (with 3003 as the best guy) and compare the results:

Average (adjusted) MMR of 3062's teammates: 2610
Average (adjusted) MMR of 3003's teammates: 2628

Average (adusted) MMR of 3062's team: 2700
Average (adjusted) MMR of 3003's team: 2703


The MMR difference between the teammates of the respective "best" player on each team is 18. Doing your analysis of how much carrying needs to be done by each best player we would have 3062 needing to carry a 93 MMR difference and 3003 carrying a 72 difference. So 3062 would need to carry 23 more MMR worth (whatever that means) in the game relative to how much 3003 would have to carry to pick up the slack from his scrub teammates. A difference is there but with 100 MMR not being that much of a difference, how much is 23?
Eschew obfuscation
Blitzkrieg0
Profile Blog Joined August 2010
United States13132 Posts
Last Edited: 2013-12-26 20:22:16
December 26 2013 20:08 GMT
#1315
On December 27 2013 04:38 juracule wrote:
Show nested quote +
On December 27 2013 03:02 Excalibur_Z wrote:
On December 27 2013 02:47 juracule wrote:
On December 27 2013 01:58 Excalibur_Z wrote:
On December 27 2013 01:25 juracule wrote:
The biggest problem imo at the moment is, actually, the fact they enforce a 50% winrate. Normally you would want to find people who are all of equal skill rating and as a result get perfectly even teams so the chance of either team winning becomes 50%. Obviously this is not possible. So there are two things you can do; you can enforce the 50% winrate but by doing this you will handicap the best player in a particular game; he will get matched with people who have a lower average winrate/rating than that of the enemy team. Or you can make the teams randomized within a certain poule which might make games less uneven, but at least they are fair for everyone, instead of punishing the good players and coddling to the worst players.
Currently the better you get the harder you are gonna get dragged down (talking about solo queuing).


Everybody knows this is not true and it's been discussed to death in this thread already.

Elaborate on that what is not true? Valve has said themselves they enforce a 50% winrate for either team. Everything what on wrote on that topic is just logical reasoning going from there.

EDIT:
You're confusing personal winrate with the winrate of a team. From valve's blog post:
"The teams are balanced. (Each team has a 50% chance to win.)"


"Enforce" or "force" is the key functional word. "Forcing a 50% win rate" means that you won your last game, now you're going to lose your next game so you stay at 50%. People rationalize this by thinking they are grouped with teammates with much lower MMRs in order to influence the outcome of the game. In fact, you said this yourself. That is not the case. If you read through their matchmaking post, it's extremely clear.

They target as small a skill variance as possible. The one time you may have a wider variance is when player stacks are involved. I have friends who are better than me and friends that are worse, and sometimes to no small degree. Pretty much the only time you're going to have players with a significant MMR difference in the same game is if they queued up as a group that way. That doesn't mean the outcome is predetermined though, because statistically the averages for both teams will make a competitive match. Also, in case you haven't noticed, you have no control over this anymore (the option to queue only against other solo-queuers was removed). Take a look at the example game that Valve provided so you can get an idea.

No, it means that both teams have a 50% chance to win, which is impossible to see in a result as that would be a draw.


So if I flip a fair coin it means that it lands on the edge so that it is neither heads nor tails every time? A 50% chance to win doesn't result in a draw in a game where a draw isn't possible.

But ok, since you don't believe me, lets look at the game provided by valve, seeing as that's what you wanted.
Average MMR of the teammates of the guy with (adjusted) MMR of 3062: 2610
Average MMR of the opponents of the guy with MMR of 3062: 2703
In other words, the guy with a MMR of 3062 has to carry his team that 100 MMR difference harder.
Balance, valve cries. Unfair to that player, I cry. The scrubs get carried through games, the good player is dragged down having to do that.


If I had two teams; one of them is five players who have 2k rating. The other team is four players with 1k rating and the other player has 6k rating. Both teams have an average MMR of 2k, but would you really expect the result to be a 50/50 chance? MMR systems aren't linear and simply averaging the MMRs and matching them together doesn't result in even games which is why they're adjusted. To call this unfair shows a lack of understanding of how the system works.
I'll always be your shadow and veil your eyes from states of ain soph aur.
juracule
Profile Joined November 2013
292 Posts
December 26 2013 20:28 GMT
#1316
On December 27 2013 04:45 dae wrote:
Show nested quote +
On December 27 2013 04:38 juracule wrote:
On December 27 2013 03:02 Excalibur_Z wrote:
On December 27 2013 02:47 juracule wrote:
On December 27 2013 01:58 Excalibur_Z wrote:
On December 27 2013 01:25 juracule wrote:
The biggest problem imo at the moment is, actually, the fact they enforce a 50% winrate. Normally you would want to find people who are all of equal skill rating and as a result get perfectly even teams so the chance of either team winning becomes 50%. Obviously this is not possible. So there are two things you can do; you can enforce the 50% winrate but by doing this you will handicap the best player in a particular game; he will get matched with people who have a lower average winrate/rating than that of the enemy team. Or you can make the teams randomized within a certain poule which might make games less uneven, but at least they are fair for everyone, instead of punishing the good players and coddling to the worst players.
Currently the better you get the harder you are gonna get dragged down (talking about solo queuing).


Everybody knows this is not true and it's been discussed to death in this thread already.

Elaborate on that what is not true? Valve has said themselves they enforce a 50% winrate for either team. Everything what on wrote on that topic is just logical reasoning going from there.

EDIT:
You're confusing personal winrate with the winrate of a team. From valve's blog post:
"The teams are balanced. (Each team has a 50% chance to win.)"


"Enforce" or "force" is the key functional word. "Forcing a 50% win rate" means that you won your last game, now you're going to lose your next game so you stay at 50%. People rationalize this by thinking they are grouped with teammates with much lower MMRs in order to influence the outcome of the game. In fact, you said this yourself. That is not the case. If you read through their matchmaking post, it's extremely clear.

They target as small a skill variance as possible. The one time you may have a wider variance is when player stacks are involved. I have friends who are better than me and friends that are worse, and sometimes to no small degree. Pretty much the only time you're going to have players with a significant MMR difference in the same game is if they queued up as a group that way. That doesn't mean the outcome is predetermined though, because statistically the averages for both teams will make a competitive match. Also, in case you haven't noticed, you have no control over this anymore (the option to queue only against other solo-queuers was removed). Take a look at the example game that Valve provided so you can get an idea.

No, it means that both teams have a 50% chance to win, which is impossible to see in a result as that would be a draw. Again you're confusing personal winrate with the winrate of a team. The only way to get equal winrates for both sides of the teams is that you're matching the best player in a game with players who's average is lower than the average of the opponents, NO MATTER HOW SMALL THE DIFFERENCE IN MMR. The removal of solo queue just fucked matchmaking up even more.
The difference in MMR is mainly dependent on how long you're searching (and stacks, obviously).
But ok, since you don't believe me, lets look at the game provided by valve, seeing as that's what you wanted.
Average MMR of the teammates of the guy with (adjusted) MMR of 3062: 2610
Average MMR of the opponents of the guy with MMR of 3062: 2703
In other words, the guy with a MMR of 3062 has to carry his team that 100 MMR difference harder.
Balance, valve cries. Unfair to that player, I cry. The scrubs get carried through games, the good player is dragged down having to do that.


Both teams have a 50% chance to win is literally what valve has said.


What do you want? That each team has 5 players with exactly the same MMR?

Do you want to sit in queue for 50 minutes+ for each game to try and achieve this perfection of mathmaking?

What your asking for isn't feasible.

Also, the difference 100 MMR makes in skill is pretty much negliable anyways, since it is within the normal deviance of someones rating (Your rating flucuates up and down a decent amount without any change in skill by you).

Your really saying that someone with 3100 mmr is a "good player" while 3000 is a "scrub"?

Thats 3 games difference in MMR....

The point of what I said is that one player gets the short end of the stick. He simply has to carry people that are worse than him and his opponents.
What I want is fair games. Stop trying to enforce a 50% winrate in terms of matches and randomize teams instead so that games are fair for everyone. Sure, they might be more uneven, but at least they're fair for everyone involved. Right now they're punishing good players, because the better you get the more troublesome this problem becomes.
Blitzkrieg0
Profile Blog Joined August 2010
United States13132 Posts
Last Edited: 2013-12-26 20:31:48
December 26 2013 20:31 GMT
#1317
On December 27 2013 05:28 juracule wrote:
Show nested quote +
On December 27 2013 04:45 dae wrote:
On December 27 2013 04:38 juracule wrote:
On December 27 2013 03:02 Excalibur_Z wrote:
On December 27 2013 02:47 juracule wrote:
On December 27 2013 01:58 Excalibur_Z wrote:
On December 27 2013 01:25 juracule wrote:
The biggest problem imo at the moment is, actually, the fact they enforce a 50% winrate. Normally you would want to find people who are all of equal skill rating and as a result get perfectly even teams so the chance of either team winning becomes 50%. Obviously this is not possible. So there are two things you can do; you can enforce the 50% winrate but by doing this you will handicap the best player in a particular game; he will get matched with people who have a lower average winrate/rating than that of the enemy team. Or you can make the teams randomized within a certain poule which might make games less uneven, but at least they are fair for everyone, instead of punishing the good players and coddling to the worst players.
Currently the better you get the harder you are gonna get dragged down (talking about solo queuing).


Everybody knows this is not true and it's been discussed to death in this thread already.

Elaborate on that what is not true? Valve has said themselves they enforce a 50% winrate for either team. Everything what on wrote on that topic is just logical reasoning going from there.

EDIT:
You're confusing personal winrate with the winrate of a team. From valve's blog post:
"The teams are balanced. (Each team has a 50% chance to win.)"


"Enforce" or "force" is the key functional word. "Forcing a 50% win rate" means that you won your last game, now you're going to lose your next game so you stay at 50%. People rationalize this by thinking they are grouped with teammates with much lower MMRs in order to influence the outcome of the game. In fact, you said this yourself. That is not the case. If you read through their matchmaking post, it's extremely clear.

They target as small a skill variance as possible. The one time you may have a wider variance is when player stacks are involved. I have friends who are better than me and friends that are worse, and sometimes to no small degree. Pretty much the only time you're going to have players with a significant MMR difference in the same game is if they queued up as a group that way. That doesn't mean the outcome is predetermined though, because statistically the averages for both teams will make a competitive match. Also, in case you haven't noticed, you have no control over this anymore (the option to queue only against other solo-queuers was removed). Take a look at the example game that Valve provided so you can get an idea.

No, it means that both teams have a 50% chance to win, which is impossible to see in a result as that would be a draw. Again you're confusing personal winrate with the winrate of a team. The only way to get equal winrates for both sides of the teams is that you're matching the best player in a game with players who's average is lower than the average of the opponents, NO MATTER HOW SMALL THE DIFFERENCE IN MMR. The removal of solo queue just fucked matchmaking up even more.
The difference in MMR is mainly dependent on how long you're searching (and stacks, obviously).
But ok, since you don't believe me, lets look at the game provided by valve, seeing as that's what you wanted.
Average MMR of the teammates of the guy with (adjusted) MMR of 3062: 2610
Average MMR of the opponents of the guy with MMR of 3062: 2703
In other words, the guy with a MMR of 3062 has to carry his team that 100 MMR difference harder.
Balance, valve cries. Unfair to that player, I cry. The scrubs get carried through games, the good player is dragged down having to do that.


Both teams have a 50% chance to win is literally what valve has said.


What do you want? That each team has 5 players with exactly the same MMR?

Do you want to sit in queue for 50 minutes+ for each game to try and achieve this perfection of mathmaking?

What your asking for isn't feasible.

Also, the difference 100 MMR makes in skill is pretty much negliable anyways, since it is within the normal deviance of someones rating (Your rating flucuates up and down a decent amount without any change in skill by you).

Your really saying that someone with 3100 mmr is a "good player" while 3000 is a "scrub"?

Thats 3 games difference in MMR....

The point of what I said is that one player gets the short end of the stick. He simply has to carry people that are worse than him and his opponents.
What I want is fair games. Stop trying to enforce a 50% winrate in terms of matches and randomize teams instead so that games are fair for everyone. Sure, they might be more uneven, but at least they're fair for everyone involved. Right now they're punishing good players, because the better you get the more troublesome this problem becomes.


You should only end up as that guy if you stack with friends significantly worse than you. Then yes; it is indeed your duty to carry your friends.
I'll always be your shadow and veil your eyes from states of ain soph aur.
juracule
Profile Joined November 2013
292 Posts
December 26 2013 20:36 GMT
#1318
On December 27 2013 05:08 Blitzkrieg0 wrote:
Show nested quote +
On December 27 2013 04:38 juracule wrote:
On December 27 2013 03:02 Excalibur_Z wrote:
On December 27 2013 02:47 juracule wrote:
On December 27 2013 01:58 Excalibur_Z wrote:
On December 27 2013 01:25 juracule wrote:
The biggest problem imo at the moment is, actually, the fact they enforce a 50% winrate. Normally you would want to find people who are all of equal skill rating and as a result get perfectly even teams so the chance of either team winning becomes 50%. Obviously this is not possible. So there are two things you can do; you can enforce the 50% winrate but by doing this you will handicap the best player in a particular game; he will get matched with people who have a lower average winrate/rating than that of the enemy team. Or you can make the teams randomized within a certain poule which might make games less uneven, but at least they are fair for everyone, instead of punishing the good players and coddling to the worst players.
Currently the better you get the harder you are gonna get dragged down (talking about solo queuing).


Everybody knows this is not true and it's been discussed to death in this thread already.

Elaborate on that what is not true? Valve has said themselves they enforce a 50% winrate for either team. Everything what on wrote on that topic is just logical reasoning going from there.

EDIT:
You're confusing personal winrate with the winrate of a team. From valve's blog post:
"The teams are balanced. (Each team has a 50% chance to win.)"


"Enforce" or "force" is the key functional word. "Forcing a 50% win rate" means that you won your last game, now you're going to lose your next game so you stay at 50%. People rationalize this by thinking they are grouped with teammates with much lower MMRs in order to influence the outcome of the game. In fact, you said this yourself. That is not the case. If you read through their matchmaking post, it's extremely clear.

They target as small a skill variance as possible. The one time you may have a wider variance is when player stacks are involved. I have friends who are better than me and friends that are worse, and sometimes to no small degree. Pretty much the only time you're going to have players with a significant MMR difference in the same game is if they queued up as a group that way. That doesn't mean the outcome is predetermined though, because statistically the averages for both teams will make a competitive match. Also, in case you haven't noticed, you have no control over this anymore (the option to queue only against other solo-queuers was removed). Take a look at the example game that Valve provided so you can get an idea.

No, it means that both teams have a 50% chance to win, which is impossible to see in a result as that would be a draw.


So if I flip a fair coin it means that it lands on the edge so that it is neither heads nor tails every time? A 50% chance to win doesn't result in a draw in a game where a draw isn't possible.

Show nested quote +
But ok, since you don't believe me, lets look at the game provided by valve, seeing as that's what you wanted.
Average MMR of the teammates of the guy with (adjusted) MMR of 3062: 2610
Average MMR of the opponents of the guy with MMR of 3062: 2703
In other words, the guy with a MMR of 3062 has to carry his team that 100 MMR difference harder.
Balance, valve cries. Unfair to that player, I cry. The scrubs get carried through games, the good player is dragged down having to do that.


If I had two teams; one of them is five players who have 2k rating. The other team is four players with 1k rating and the other player has 6k rating. Both teams have an average MMR of 2k, but would you really expect the result to be a 50/50 chance? MMR systems aren't linear and simply averaging the MMRs and matching them together doesn't result in even games which is why they're adjusted. To call this unfair shows a lack of understanding of how the system works.

I'm advocating AGAINST making matches even on the basis of MMR. Read what I said another 10 times and then come back to me. My entire point was that you get matched with worse teammates than opponents if you are the better player. I don't know how to make this even clearer to you than I have already done.
In fact, your suggestion shows what I mean very clearly. The guy with 6000 MMR is being dragged down by his teammates who have an average MMR of 1000 while his opponents have an average MMR of 2k.
If you flip a fair coin twice in a row will you get both heads and tails? Not necessarily, there is a chance of 50% that heads or tails will happen but that doesn't mean it will actually happen to be the case that you get both on consecutive tries. You cannot see a chance of something to happen by just looking at the result of two games which was what the other poster was implying. At least I think you're someone else than him, dont feel like going thru the hassle of checking on my phone.
Blitzkrieg0
Profile Blog Joined August 2010
United States13132 Posts
December 26 2013 20:52 GMT
#1319
On December 27 2013 05:36 juracule wrote:
Show nested quote +
On December 27 2013 05:08 Blitzkrieg0 wrote:
On December 27 2013 04:38 juracule wrote:
On December 27 2013 03:02 Excalibur_Z wrote:
On December 27 2013 02:47 juracule wrote:
On December 27 2013 01:58 Excalibur_Z wrote:
On December 27 2013 01:25 juracule wrote:
The biggest problem imo at the moment is, actually, the fact they enforce a 50% winrate. Normally you would want to find people who are all of equal skill rating and as a result get perfectly even teams so the chance of either team winning becomes 50%. Obviously this is not possible. So there are two things you can do; you can enforce the 50% winrate but by doing this you will handicap the best player in a particular game; he will get matched with people who have a lower average winrate/rating than that of the enemy team. Or you can make the teams randomized within a certain poule which might make games less uneven, but at least they are fair for everyone, instead of punishing the good players and coddling to the worst players.
Currently the better you get the harder you are gonna get dragged down (talking about solo queuing).


Everybody knows this is not true and it's been discussed to death in this thread already.

Elaborate on that what is not true? Valve has said themselves they enforce a 50% winrate for either team. Everything what on wrote on that topic is just logical reasoning going from there.

EDIT:
You're confusing personal winrate with the winrate of a team. From valve's blog post:
"The teams are balanced. (Each team has a 50% chance to win.)"


"Enforce" or "force" is the key functional word. "Forcing a 50% win rate" means that you won your last game, now you're going to lose your next game so you stay at 50%. People rationalize this by thinking they are grouped with teammates with much lower MMRs in order to influence the outcome of the game. In fact, you said this yourself. That is not the case. If you read through their matchmaking post, it's extremely clear.

They target as small a skill variance as possible. The one time you may have a wider variance is when player stacks are involved. I have friends who are better than me and friends that are worse, and sometimes to no small degree. Pretty much the only time you're going to have players with a significant MMR difference in the same game is if they queued up as a group that way. That doesn't mean the outcome is predetermined though, because statistically the averages for both teams will make a competitive match. Also, in case you haven't noticed, you have no control over this anymore (the option to queue only against other solo-queuers was removed). Take a look at the example game that Valve provided so you can get an idea.

No, it means that both teams have a 50% chance to win, which is impossible to see in a result as that would be a draw.


So if I flip a fair coin it means that it lands on the edge so that it is neither heads nor tails every time? A 50% chance to win doesn't result in a draw in a game where a draw isn't possible.

But ok, since you don't believe me, lets look at the game provided by valve, seeing as that's what you wanted.
Average MMR of the teammates of the guy with (adjusted) MMR of 3062: 2610
Average MMR of the opponents of the guy with MMR of 3062: 2703
In other words, the guy with a MMR of 3062 has to carry his team that 100 MMR difference harder.
Balance, valve cries. Unfair to that player, I cry. The scrubs get carried through games, the good player is dragged down having to do that.


If I had two teams; one of them is five players who have 2k rating. The other team is four players with 1k rating and the other player has 6k rating. Both teams have an average MMR of 2k, but would you really expect the result to be a 50/50 chance? MMR systems aren't linear and simply averaging the MMRs and matching them together doesn't result in even games which is why they're adjusted. To call this unfair shows a lack of understanding of how the system works.

I'm advocating AGAINST making matches even on the basis of MMR. Read what I said another 10 times and then come back to me. My entire point was that you get matched with worse teammates than opponents if you are the better player. I don't know how to make this even clearer to you than I have already done.
In fact, your suggestion shows what I mean very clearly. The guy with 6000 MMR is being dragged down by his teammates who have an average MMR of 1000 while his opponents have an average MMR of 2k.
If you flip a fair coin twice in a row will you get both heads and tails? Not necessarily, there is a chance of 50% that heads or tails will happen but that doesn't mean it will actually happen to be the case that you get both on consecutive tries. You cannot see a chance of something to happen by just looking at the result of two games which was what the other poster was implying. At least I think you're someone else than him, dont feel like going thru the hassle of checking on my phone.


I'm curious how you would make matches without MMR. You could always go play Bnet pubs I suppose.

You're making an assumption about that game and adjusting off that. We just assume that the coin is fair and make our adjustments off that. Over time the system will adjust the MMR and you will reach the level that you are supposed to based on all these guesses even if the coin isn't in fact fair for that game. This won't actually matter once enough games are played.

Knowing that the coin is fair doesn't actually matter. Most statistics are based around making an assumption and then determining if you'd expect that result to happen by random chance. There are going to be unfair coins in our sampling, but their results are not going to have long lasting impacts on the overall system.
I'll always be your shadow and veil your eyes from states of ain soph aur.
Vikeif
Profile Joined September 2009
126 Posts
December 26 2013 20:56 GMT
#1320
Eh randomizing teams for everyone just sounds like dota1 style matchmaking, chaotically fair, but everyone that has played those games know how those games went
Eschew obfuscation
Prev 1 64 65 66 67 68 116 Next
Please log in or register to reply.
Live Events Refresh
Next event in 1h 42m
[ Submit Event ]
Live Streams
Refresh
StarCraft: Brood War
BeSt 2990
Hm[arnc] 616
Hyuk 512
Leta 219
Light 132
Dewaltoss 111
Mini 83
Mind 77
Soma 72
Larva 51
[ Show more ]
Bale 42
ZergMaN 30
NaDa 26
Hyun 20
ajuk12(nOOB) 6
Counter-Strike
ceh9678
shoxiejesuss670
Sick133
Other Games
gofns6172
FrodaN749
CosmosSc2 59
Trikslyr17
Organizations
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 13 non-featured ]
StarCraft 2
• Berry_CruncH340
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• WagamamaTV173
• lizZardDota2158
Upcoming Events
Escore
1h 42m
CrankTV Team League
2h 42m
WardiTV Summer Champion…
3h 42m
Big Brain Bouts
7h 42m
Soulspirit vs goblin
TriGGeR vs Bunny
OSC
13h 42m
Korean StarCraft League
18h 42m
Afreeca Starleague
19h 42m
RSL Revival
1d
Serral vs SHIN
herO vs Solar
Online Event
1d 6h
Replay Cast
1d 15h
[ Show More ]
RSL Revival
2 days
Clem vs ByuN
Rogue vs Lambo
OSC
2 days
WardiTV Weekly
3 days
Sparkling Tuna Cup
4 days
INu's Battles
4 days
Cure vs herO
ByuN vs Rogue
PiGosaur Cup
4 days
The PondCast
5 days
Kung Fu Cup
5 days
Patches Events
5 days
Replay Cast
6 days
CrankTV Team League
6 days
Replay Cast
6 days
Liquipedia Results

Completed

Proleague 2026-07-22
HSC XXIX
Eternal Conflict S2 E3

Ongoing

CSL 2026 Summer (S21)
KCM Race Survival 2026 Season 3
Escore Tournament S3: W4
RSL Revival: Season 6
CranK Gathers Season 4: BW vs SC2 Team League
SCTL 2026 Spring
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026

Upcoming

ASL S22 SEASON OPEN Day 2
Escore Tournament S3: W5
ASL Season 22: Qualifier #1
ASL Season 22: Qualifier #2
CSLAN 4
ASL Season 22
Blizzard Classic Cup 2026
HSC XXX
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
Light Tournament 2026
Eternal Conflict S2 Finale
ESL Pro League Season 24
Stake Ranked Episode 4
Logitech G Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #5
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.