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Ranked matchmaking coming to Dota 2 - Page 98

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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.
Laserist
Profile Joined September 2011
Turkey4269 Posts
January 10 2014 10:41 GMT
#1941
On January 10 2014 19:35 nojok wrote:
Show nested quote +
On January 10 2014 18:39 Velr wrote:
Some of my nicest laning phases i had with complete strangers and 0 communication aside from pinging… If you hit the jackpot and get a lanemate(s) that has about the same idea of how to play a lane there is normally not much communication needed… Same goes for Whisp + X.

This, it's really important to have the same way to approach the lane.

And indeed wisp + X can work really well, I instant random my hero every game, I hit tiny and one guy did the same and got wisp. He did not do the farm bitching, I understand it's fucking boring to tether to someone who is just farming, but he pinged nicely and let me a good 5 seconds before any relocate (including channeling time) so he got me very fat (785 gpm in a 30 minutes game).


Well, this is completely different to play ursa-wisp with a friend for countless games. Also there is a higher chance that wisp sucks to play and relocate into 5 man etc.. or never relocate all.
“Are you with the Cartel? Because you’re definitely an Angel.”
nojok
Profile Joined May 2011
France15845 Posts
January 10 2014 11:34 GMT
#1942
On January 10 2014 19:41 Laserist wrote:
Show nested quote +
On January 10 2014 19:35 nojok wrote:
On January 10 2014 18:39 Velr wrote:
Some of my nicest laning phases i had with complete strangers and 0 communication aside from pinging… If you hit the jackpot and get a lanemate(s) that has about the same idea of how to play a lane there is normally not much communication needed… Same goes for Whisp + X.

This, it's really important to have the same way to approach the lane.

And indeed wisp + X can work really well, I instant random my hero every game, I hit tiny and one guy did the same and got wisp. He did not do the farm bitching, I understand it's fucking boring to tether to someone who is just farming, but he pinged nicely and let me a good 5 seconds before any relocate (including channeling time) so he got me very fat (785 gpm in a 30 minutes game).


Well, this is completely different to play ursa-wisp with a friend for countless games. Also there is a higher chance that wisp sucks to play and relocate into 5 man etc.. or never relocate all.

That's the same for every hard to play hero, chances are higher people are not good with it. And wisp is very hard to play.
"Back then teams that won were credited, now it's called throw. I think it's sad." - Kuroky - Flap Flap Wings!
TrainSamurai
Profile Joined November 2010
339 Posts
Last Edited: 2014-01-12 01:55:21
January 12 2014 01:52 GMT
#1943
Anyone else following Juice's experiment?

http://www.playdota.com/forums/showthread.php?t=1398477

After a 22 game winstreak he went from 2.9k to 3.4k . If things keep going at this rate I think we can agree that:

1. Recalibration just doesn't happen or is not working as intended.
2. Juice doesn't seem to think personal performance count for shit outside of calibration.

I think that makes sense in a way. Uncertainty increases when you have a suprising outcome, but if the system can give you a 50/50 matchup then no outcome is "suprising". So yes it would take Juice unreasonably long to get back to 5.5k :/
LoL is the greatest thing to happen to ESPORS. LoL is the KING of ESPORTS
Blitzkrieg0
Profile Blog Joined August 2010
United States13132 Posts
Last Edited: 2014-01-12 02:25:26
January 12 2014 02:15 GMT
#1944
On January 12 2014 10:52 TrainSamurai wrote:
Anyone else following Juice's experiment?

http://www.playdota.com/forums/showthread.php?t=1398477

After a 22 game winstreak he went from 2.9k to 3.4k . If things keep going at this rate I think we can agree that:

1. Recalibration just doesn't happen or is not working as intended.
2. Juice doesn't seem to think personal performance count for shit outside of calibration.

I think that makes sense in a way. Uncertainty increases when you have a suprising outcome, but if the system can give you a 50/50 matchup then no outcome is "suprising". So yes it would take Juice unreasonably long to get back to 5.5k :/


The system shouldn't need to change that drastically so it doesn't. A 3k player simply doesn't magically become a 5.5k player overnight. Perhaps valve will mess with how uncertainty works in the future to solve this issue, but it'd theoretically only be useful for boosters so why bother.

I'd also point out that a 49.9:51.1 match with the 49.9 side winning would increase the uncertainty (although probably by a very tiny amount). The game makes as close to a 50:50 outcome as possible, but the odds of it being that exactly are infinitely small. A record of what his uncertainly was after each game would be very interesting as well.
I'll always be your shadow and veil your eyes from states of ain soph aur.
JeeJee
Profile Blog Joined July 2003
Canada5652 Posts
Last Edited: 2014-01-12 02:33:28
January 12 2014 02:32 GMT
#1945
On January 12 2014 11:15 Blitzkrieg0 wrote:
Show nested quote +
On January 12 2014 10:52 TrainSamurai wrote:
Anyone else following Juice's experiment?

http://www.playdota.com/forums/showthread.php?t=1398477

After a 22 game winstreak he went from 2.9k to 3.4k . If things keep going at this rate I think we can agree that:

1. Recalibration just doesn't happen or is not working as intended.
2. Juice doesn't seem to think personal performance count for shit outside of calibration.

I think that makes sense in a way. Uncertainty increases when you have a suprising outcome, but if the system can give you a 50/50 matchup then no outcome is "suprising". So yes it would take Juice unreasonably long to get back to 5.5k :/


The system shouldn't need to change that drastically so it doesn't. A 3k player simply doesn't magically become a 5.5k player overnight. Perhaps valve will mess with how uncertainty works in the future to solve this issue, but it'd theoretically only be useful for boosters so why bother.

I'd also point out that a 49.9:51.1 match with the 49.9 side winning would increase the uncertainty (although probably by a very tiny amount). The game makes as close to a 50:50 outcome as possible, but the odds of it being that exactly are infinitely small. A record of what his uncertainly was after each game would be very interesting as well.


To be honest, having read TSR's alg, I don't quite get it. Uncertainty is defined as decreasing with every outcome. To stop it decreasing to 0, it is increased slightly at the beginning of each match. It is this factor that probably has to be tweaked. You'd probably need to look at the streak and adjust it accordingly. If you won 10 in a row, system should become concerned about not placing you correctly, and bump your uncertainty every match accordingly. Until you lose.

Then again, you're completely right that people don't magically improve 2.5k rating points. It's almost entirely irrelevant outside of initial calibration (which follows its own rules)

e: I'm assuming dota has TSR-like alg, which is reasonable I feel.
(\o/)  If you want it, you find a way. Otherwise you find excuses. No exceptions.
 /_\   aka Shinbi (requesting a name change since 27/05/09 ☺)
Erasme
Profile Blog Joined February 2011
Bahamas15899 Posts
January 12 2014 02:45 GMT
#1946
slowing grinding to my true rating yolo
5.5k here i am
https://www.youtube.com/watch?v=d7lxwFEB6FI “‘Drain the swamp’? Stupid saying, means nothing, but you guys loved it so I kept saying it.”
Belisarius
Profile Joined November 2010
Australia6233 Posts
Last Edited: 2014-01-12 02:47:02
January 12 2014 02:46 GMT
#1947
I do think the initial calibration is probably a bit too important if that's the only time they keep the uncertainty high.

There's (anecdotally) been a lot of people on significant win and loss streaks. A lot more, I feel, than there were pre-ranked. I can't help but think a lot of people probably didn't get correctly reevaluated in placement, and so are now grinding up or down to where they're supposed to be.
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2014-01-12 03:06:24
January 12 2014 03:02 GMT
#1948
On January 12 2014 11:15 Blitzkrieg0 wrote:
The system shouldn't need to change that drastically so it doesn't. A 3k player simply doesn't magically become a 5.5k player overnight. Perhaps valve will mess with how uncertainty works in the future to solve this issue, but it'd theoretically only be useful for boosters so why bother.

I'd actually disagree with that. While large increases in skill don't happen quickly, the reverse can happen in the case of a player who stops playing for a very long time and is hugely *over-represented* by his MMR when he comes back. Unless decay happens when a player is inactive, but Valve has not mentioned that this is the case, and even then a large uncertainty change is needed to re-calibrate his skill level because not everyone loses their touch at an equal rate when they're away from the game for a long time.

On January 12 2014 11:46 Belisarius wrote:
I do think the initial calibration is probably a bit too important if that's the only time they keep the uncertainty high.

There's (anecdotally) been a lot of people on significant win and loss streaks. A lot more, I feel, than there were pre-ranked. I can't help but think a lot of people probably didn't get correctly reevaluated in placement, and so are now grinding up or down to where they're supposed to be.

Uncertainty still was't that high in placements to be honest. Even if you started at your appropriate MMR and went on a 10-game loss streak, you're only 500 MMR below, which really is not all that much. People just make it out to be much more than it is.
Moderator
kaztah
Profile Joined September 2010
Norway1221 Posts
Last Edited: 2014-01-12 03:25:02
January 12 2014 03:23 GMT
#1949
Drastic skill increase could happen though. You just stop playing ranked and play "normals" long enough. So it should be taken into consideration.

Or you could play ranked of party forever and then go back to solo or vice versa.
I speak fluent sarcasm.
SnowfaLL
Profile Joined December 2008
Canada730 Posts
January 12 2014 04:58 GMT
#1950
On January 12 2014 10:52 TrainSamurai wrote:
Anyone else following Juice's experiment?

http://www.playdota.com/forums/showthread.php?t=1398477

After a 22 game winstreak he went from 2.9k to 3.4k . If things keep going at this rate I think we can agree that:

1. Recalibration just doesn't happen or is not working as intended.
2. Juice doesn't seem to think personal performance count for shit outside of calibration.

I think that makes sense in a way. Uncertainty increases when you have a suprising outcome, but if the system can give you a 50/50 matchup then no outcome is "suprising". So yes it would take Juice unreasonably long to get back to 5.5k :/


I think he proved it for the mid role, but my question/concern comes from other roles. Can you take EGM or LaNm, give them a 2.5k account and have them climb it to 5.5k just playing the 4 or 5 pos? I think that wouldn't be possible. Or it'd take a very long time.

Mid has the biggest impact in the game, so of course he'll climb faster.. I suspect his little project will start to dramatically slow down around 4k because teams are usually a bit more "aware" of how much teamwork effects the game, and you can't just yolo 1v5 like in the 3k's. We'll see.
Favorites: Moon, Grubby, Naniwa, TAiLS, viOLeT, DongRaeGu
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2014-01-12 05:13:11
January 12 2014 05:07 GMT
#1951
On January 12 2014 13:58 SnowfaLL wrote:
I think he proved it for the mid role, but my question/concern comes from other roles. Can you take EGM or LaNm, give them a 2.5k account and have them climb it to 5.5k just playing the 4 or 5 pos? I think that wouldn't be possible. Or it'd take a very long time.

If you gave EGM or Lanm a 2.5k account and told them they had to grind to 5.5k, they'd probably do it on mid heroes anyway.

Supports being weaker at carrying ladder games is only natural within how pub games work, and this is not just true in DotA, but in the genre as a whole. But I don't see how this is a problem.

On January 12 2014 13:58 SnowfaLL wrote:
Mid has the biggest impact in the game, so of course he'll climb faster.. I suspect his little project will start to dramatically slow down around 4k because teams are usually a bit more "aware" of how much teamwork effects the game, and you can't just yolo 1v5 like in the 3k's. We'll see.

But his teammates become better as well. He's unable to get such an enormous advantage, but the amount of advantage you'd need to actually secure wins will be far less.

He won't keep up such an enormous winstreak, but I would expect him to climb at a comfortable rate until he's ~500 rating away from his real rating.
Moderator
SnowfaLL
Profile Joined December 2008
Canada730 Posts
January 12 2014 05:23 GMT
#1952
its just unfortunate that if you enjoy/want to play support, but you also want to climb ladder.. You can't really do both.

I will say at 4200, at least 70% of my games are decent games; even having a few base races and generally pretty even, but I just find it so hard to compete vs 4-5 man stacks when im a solo support. Climbing wont be attainable unless I get extremely lucky with games or switch to mid/carry
Favorites: Moon, Grubby, Naniwa, TAiLS, viOLeT, DongRaeGu
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2014-01-12 05:28:35
January 12 2014 05:28 GMT
#1953
You can, it's just slower.

As long as you're better than everyone else playing support in your MMR, you will continue to raise rating in the long run.
Moderator
DrPandaPhD
Profile Joined November 2011
5188 Posts
January 12 2014 12:21 GMT
#1954
There is a guy at 5k+ who only plays treant protector. And that is like the most passive support in the game. Sing has faced him multiple times on his stream.

Also D3xtrs wisp account still has the 2nd highest winrate in the game http://dotabuff.com/players/86736893.

paS wins a high percentage of his pubs playing support http://dotabuff.com/players/31078647

And then there is my friend (just to show its possible to do it as a nonpro) who climbed pretty high as a support player http://dotabuff.com/players/29735591

You can obviously climb as a support..
리노크 👑
zezamer
Profile Joined March 2011
Finland5701 Posts
January 12 2014 12:37 GMT
#1955
bla bla blah blah
just play better your rating will rise
Andre
Profile Blog Joined August 2009
Slovenia3523 Posts
January 12 2014 12:47 GMT
#1956
On January 12 2014 21:21 DrPandaPhD wrote:
There is a guy at 5k+ who only plays treant protector. And that is like the most passive support in the game. Sing has faced him multiple times on his stream.

Also D3xtrs wisp account still has the 2nd highest winrate in the game http://dotabuff.com/players/86736893.

paS wins a high percentage of his pubs playing support http://dotabuff.com/players/31078647

And then there is my friend (just to show its possible to do it as a nonpro) who climbed pretty high as a support player http://dotabuff.com/players/29735591

You can obviously climb as a support..

I would wager that TP guy would be higher rated if he'd play more impactful heroes, same for all the people you listed.

I don't know about your friend but both paS and D3xter have the majority of their games played with friends. If you're gonna be supporting in a stack it's gonna be much easier to climb that way.

MMR is basically the representation of how much impact you have in a game, and the way support is that impact is mostly relevant in the early phases of the game(not always and it depends on hero ofc, but generally speaking). While the mid role will have the opportunity of being relevant throughout the whole game and having more "space" to dictate the flow of the game.

What I'd like to say is that the mid role specifically, will grant you a slightly higher MMR than other roles IF&when you get it on the level of your other roles. Same principle applies for other roles(say offlaner>support).

Think of it this way, say we get a real ladder some day and see people's rankings. Which roles do you think the top100 people on the ladder would mostly play in a solo-queue pub environment?
You must gather your party before venturing forth.
Erasme
Profile Blog Joined February 2011
Bahamas15899 Posts
January 12 2014 13:12 GMT
#1957
brown ur lower mmr go mid dont pick support ffs
https://www.youtube.com/watch?v=d7lxwFEB6FI “‘Drain the swamp’? Stupid saying, means nothing, but you guys loved it so I kept saying it.”
govie
Profile Blog Joined November 2012
9334 Posts
January 12 2014 13:28 GMT
#1958
On January 12 2014 21:21 DrPandaPhD wrote:
There is a guy at 5k+ who only plays treant protector. And that is like the most passive support in the game. Sing has faced him multiple times on his stream.

Also D3xtrs wisp account still has the 2nd highest winrate in the game http://dotabuff.com/players/86736893.

paS wins a high percentage of his pubs playing support http://dotabuff.com/players/31078647

And then there is my friend (just to show its possible to do it as a nonpro) who climbed pretty high as a support player http://dotabuff.com/players/29735591

You can obviously climb as a support..


Dont mix winrates in with mmr.

The problem is not that there arent many supports in a specific mmr range. The "maybe" problem is that clinbing the mmr ladder solo is way slower as a support, then as a carry or a mid. Yango "the walkin/talkin dotadatabase" even aknowledged that in this thread if i am correct. Most carries in lower mmr ranges cant even convert more farm into more lasthits even without having an enemy in the lane etcetc. The uncertainly of having "a fool of a took" in your lane is pretty damn high in lower mmr ranges. The supportrole i need to play feels different then what i see in high mmr ranges or on twitch. After raging about these experiences for a few weeks, i accepted it and am changing my heropicks slowly because of it.

Now, i try not to pick my favorite crystal maiden, windrunner or ogre magi anymore, but heros like venomancer or sjaman who to a certain extent can garantuee a tier1 tower early. Our team could snowball from that easy gained goldadvantage, even "those fools of tooks". Also omniknight in low mmr range seems potent, because his ultimate is simply amazing against rightclick heros who i see alot in my mmr range or help "fools of tooks" survive in battles. Ofcourse high-mmr-people must think that i am insane but /care, a man's gotta do what a man's gotta do to climb the social-mmr-statusbar. So in general, i can say that the introduction of mmr is slowly changing my heropicks as a supportplayer, to maximize my early game-impact in almost garantueed ounces o' gold.
The two NBA teams in states with legal weed are called the Nuggets and the Blazers...
makmeatt
Profile Blog Joined June 2011
2024 Posts
Last Edited: 2014-01-12 13:33:43
January 12 2014 13:32 GMT
#1959
I'm having harder and harder time reading through all of this. It's like people didn't care much about getting better and were just looking to be pleased or stimulated easily and quickly--
"Silver Edge can't break my hope" - Kryptt 2016 || "Chrono is not a debuff, you just get rekt" - Guru 2016
maru~
Profile Joined February 2013
2345 Posts
January 12 2014 13:36 GMT
#1960
On January 12 2014 12:02 TheYango wrote:
Show nested quote +
On January 12 2014 11:46 Belisarius wrote:
I do think the initial calibration is probably a bit too important if that's the only time they keep the uncertainty high.

There's (anecdotally) been a lot of people on significant win and loss streaks. A lot more, I feel, than there were pre-ranked. I can't help but think a lot of people probably didn't get correctly reevaluated in placement, and so are now grinding up or down to where they're supposed to be.

Uncertainty still was't that high in placements to be honest. Even if you started at your appropriate MMR and went on a 10-game loss streak, you're only 500 MMR below, which really is not all that much. People just make it out to be much more than it is.

Climbing 500 mmr even with a decent winrate is about ~200 games. That's a fair amount I'd say, especially if you have other obligations such as work.
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