On July 19 2013 10:33 Doraemon wrote:
did you know dota2 is a sequel to a mod-map in WC3 called dota?
did you know dota2 is a sequel to a mod-map in WC3 called dota?
fun fact: dota stands for defense of the ancients
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rabidch
United States20289 Posts
July 19 2013 01:43 GMT
#67121
On July 19 2013 10:33 Doraemon wrote: Show nested quote + On July 19 2013 09:55 icystorage wrote: King Leoric the Skeleton King is a (mini)boss in Diablo! mind = blown!! also The Butcher!! did you know dota2 is a sequel to a mod-map in WC3 called dota? fun fact: dota stands for defense of the ancients | ||
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canikizu
4860 Posts
July 19 2013 01:47 GMT
#67122
On July 19 2013 10:43 rabidch wrote: Show nested quote + On July 19 2013 10:33 Doraemon wrote: On July 19 2013 09:55 icystorage wrote: King Leoric the Skeleton King is a (mini)boss in Diablo! mind = blown!! also The Butcher!! did you know dota2 is a sequel to a mod-map in WC3 called dota? fun fact: dota stands for defense of the ancients i always thought it means defense of the asians? | ||
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Najda
United States3765 Posts
July 19 2013 01:48 GMT
#67123
On July 19 2013 10:33 Doraemon wrote: Show nested quote + On July 19 2013 09:55 icystorage wrote: King Leoric the Skeleton King is a (mini)boss in Diablo! mind = blown!! also The Butcher!! did you know dota2 is a sequel to a mod-map in WC3 called dota? Lol I had that realization too not that long ago | ||
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FuzzyJAM
Scotland9300 Posts
July 19 2013 02:00 GMT
#67124
Seems like if you remove aggro but then do something to get it again before it's fired a shot it keeps on you even when it should be changing to a creep that's closer and doing the same thing. Or am I stupid and that's how it's supposed to be and I've somehow not noticed? | ||
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Cool Cat
United States1644 Posts
July 19 2013 02:12 GMT
#67125
edit: i think it's the time it takes your hero to turn and try to attack the ally but i could be wrong; basically you're issuing a command before your hero has turned and tried to attack is my guess | ||
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Mithhaike
Singapore2759 Posts
July 19 2013 02:32 GMT
#67126
On July 19 2013 11:00 FuzzyJAM wrote: Is tower aggro messed up right now? Seems like if you remove aggro but then do something to get it again before it's fired a shot it keeps on you even when it should be changing to a creep that's closer and doing the same thing. Or am I stupid and that's how it's supposed to be and I've somehow not noticed? Now that you mention it, I've been having trouble removing tower aggro recently. Hmm. Or are you asking about the mechanics to remove aggro? Kinda hard to understand what you've said. For removing aggro under a tower, just attack-click any ally creep to do it. What i am having trouble is that the aggro removal mechanics seems to be bugging out, quite a few times i've ensured that i've a-clicked an ally creep but the tower still targets me. Didn't thought much of it until your post | ||
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Nevuk
United States16280 Posts
July 19 2013 02:57 GMT
#67127
Also towers are a bit screwy on their attack time still. | ||
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FuzzyJAM
Scotland9300 Posts
July 19 2013 03:03 GMT
#67128
On July 19 2013 11:32 Mithhaike wrote: Show nested quote + On July 19 2013 11:00 FuzzyJAM wrote: Is tower aggro messed up right now? Seems like if you remove aggro but then do something to get it again before it's fired a shot it keeps on you even when it should be changing to a creep that's closer and doing the same thing. Or am I stupid and that's how it's supposed to be and I've somehow not noticed? Now that you mention it, I've been having trouble removing tower aggro recently. Hmm. Or are you asking about the mechanics to remove aggro? Kinda hard to understand what you've said. For removing aggro under a tower, just attack-click any ally creep to do it. What i am having trouble is that the aggro removal mechanics seems to be bugging out, quite a few times i've ensured that i've a-clicked an ally creep but the tower still targets me. Didn't thought much of it until your post I know how it works, I was asking if it was bugged because it seems to not be resetting properly. Second paragraph was just a disclaimer in case I'm stupid lol. | ||
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Najda
United States3765 Posts
July 19 2013 03:14 GMT
#67129
On July 19 2013 11:00 FuzzyJAM wrote: Is tower aggro messed up right now? Seems like if you remove aggro but then do something to get it again before it's fired a shot it keeps on you even when it should be changing to a creep that's closer and doing the same thing. Or am I stupid and that's how it's supposed to be and I've somehow not noticed? I think that's how it's supposed to be. I've noticed that to be the case for a while now, so it hasn't been changed recently. | ||
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Jinxed
United States6450 Posts
July 19 2013 03:19 GMT
#67130
On July 19 2013 11:57 Nevuk wrote: Best trolly lane is omniknight + pudge. Also towers are a bit screwy on their attack time still. Went up against that as a solo razor. I think I carried that game pretty well iirc. | ||
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Emnjay808
United States10666 Posts
July 19 2013 04:17 GMT
#67131
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anonymitylol
Canada4477 Posts
July 19 2013 04:26 GMT
#67132
same thing happened yesterday with people arguing over whether Sniper is a good mid or not, funny shit | ||
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Sterlymobile
United States1009 Posts
July 19 2013 04:51 GMT
#67133
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LSB
United States5171 Posts
July 19 2013 05:22 GMT
#67134
http://dev.dota2.com/search.php?do=finduser&userid=469173&contenttype=vBForum_Post&showposts=1 + Show Spoiler + >Match ID: 246510650 All 10 players in this game were in the 93rd-94th percentile MMR range. The difference in Elo's between the highest and lowest player was 50 Elo points. The "noob" with only 13 wins actually had the highest Elo of any player in the match. (This was a smurf.) They did play poorly in this match, but in the previous match (246456658), in which they played against several 4000 Elo players, they had 13 kills and 1 death. >Match ID: 246567215 The 14-win player did have the highest MMR in the game. However, it probably wasn't really high enough to push him into smurf territory. So this was not a great match. There was a player who had waited 5 minutes, which is why a match of this relatively low quality was accepted. Thanks for reporting this. It's very helpful. We're trying to find a way to provide more information about matchmaking, both how it works in general, and also why particular matches were formed. We're looking for a way to do this that does not lead to abusive behaviour now, where any lopsided game is immediately blamed on the person with the lowest win count, as opposed to, for example, somebody playing a hero they aren't familiar with or just having a bad game. This blame is often misplaced, but it's understandable since the win count is the only piece of data currently available. >I still got 600 win vs 60 win players. If you post a match ID, I might be able to help explain why it decided to form the match. Either it will help us improve the tuning, or there's probably some piece of data that makes it make sense that we are not exposing. We are looking for a way to provide information to players to help them understand why matches were formed in a way that doesn't lead to abuse of whoever the "worst" player is (according to whatever metric is preferable to the person giving the abuse). In the meantime, walking through some particular matches will help us better understand where it's still getting things wrong, or educate players about how it's making its decisions. Just to clarify, there was never any "win rate" calculation. Ever. It is true that a goal of matchmaking is to make even teams, so that the odds of the Radiant winning any given match is 50%. The matchmaker also will raise your Elo and try to put you in players of equivalent skill, which indirectly tries to get the win rate to 50%. However, it has never looked at your historical win rate and, for example, put you in a game where it knew that you were expected to lose, to end a winning streak, or given you a stomp to end a losing streak. >246572710 The game looks pretty balanced to me. The Elos are all relatively close. Here are the Elo's on the two teams: R D 3172 3047 2918 2958 2810 2804 2788 2720 2409 2508 Now it's a pretty big spread between 2409 and 3172, and it is a legitimate question to ask why in the world would we put people together with that big of a skill differential. The answer is that we didn't. The Radiant had a 4-stack which covered that range (the highest and lowest Elos on the Radiant were in the same party). We matched them with two 2-stacks on the Dire. One of the two-stacks had the highest and lowest Elos for the Dire, and the other two stack was in 2 of the middle slots. You were a single who was also in the middle, and there was also a single on the Radiant, also in the middle of the Elo range. So, the average Elos of all the parties were pretty close. And, player-by-player, each team had somebody on the opposing team of roughly equal skill. Given that 4 stack with the big skill spread, I think it's hard to come up with a better way to get them into a game. Would you mind being a bit more specific about what you think could have been better? Note: all of the players had sufficient experience such that we rely almost entirely on Elo. (We do not consider a player with 75 wins to be a "noob".) In this match, there was no correlation between the Win count and the Elo. Perhaps 75 is too low of a number? We have some pretty good data that suggests that it's not. But averages and numbers often don't tell the whole story. "Noob" is a relative term. We don't consider a person with 150 games to be a "noob". We have some good data that by 75 wins (approx 150 games), Elo is pretty accurate, and so we rely on it almost exclusively at around that point. If you are getting matched with those players, it should be because your Elo is approximately the same. Parties can complicate things considerably. I might be able to provide further insight into why it thought the match would be a good one if you provide a MatchID. Is 75 the wrong number? Should a person with 2000 wins complain about playing with you, since you are a "noob" with only 1000 wins? Hi Luna, I think I already did: It was not a great match. Your party of two didn't have any inexperienced players in it, and so you shouldn't have been matched with inexperienced players. (The other experienced players WERE parties with newer players, though.) The 14-win player is borderline smurf, and there might need to be a number that needs some tuning. And he was partied with an experienced player (whose Elo was 1000 points lower, BTW), but still, if you are not partied with an inexperienced player, in general you should not play with an inexperienced player. I think that the reason that it formed the match is that somebody had been waiting a while, and it needed to fill that last slot, and your party was the best it could find. We're still working on how it decides when to give up. >246581071 Congrats! You don't have a crappy Elo, and can feel free to keep playing Dota! Your Elo was right in the middle in this game. You were on the Dire. The Dire had a 2-stack that had an Elo spread of 1000 points. The guy with 150 wins was the bottom half of that party, and the other "noob" with "only" 298 wins was the player in this match with the highest Elo. We paired them against a corresponding party with an Elo spread that was approximately the same on the Radiant. In summary, it is true that you were matched with a player with an Elo lower than yours, because he was in a party with an average Elo approximately equal to yours. This means that you were also matched with a skilled teammate to compensate for the lower skilled player on your team. (But you didn't know that, because win count is the only metric you have to evaluate the skill of the players in your game, and win count is really not useful past a certain number of wins.) Furthermore, the match was fair because team you played against had a very similar situation. Comparing player-by-player, the teams were balanced, and the match was just about as good as could be formed based on Elo, given the fact that we allow parties to be made with players with differing skill level. Parties CAN cause players with differing skill to be put into the same game. There is no way around that, however, in most cases the matchmaker now does a significantly better job of matching up parties to make equitable teams than it did before. If you want to avoid this situation and not matched with parties, try the solo queue. We've solved several problems that were causing long wait times and low quality matches. (We should have mentioned that in the patch notes.) If you party with a noob, it is very likely that you will get matched with a noob. (Very likely it will find another party containing a noob and a player of approximately your skill level and put them on the other team.) If that situation is not ideal, might I ask who you think you should play against? Yes, we use a Elo-type system. We have data that shows that it correlates well with a number of quality metrics. Showing players their Elo has proven to cause a lot of unwanted behaviour. (The same problems exist in Chess.) We know that there really is value in knowing how the match was formed, and even in knowing which players were the best, and also who was partied up with whom. It helps to analyze your own skill and try to understand how to get better. We are actively working to try to figure out what data we CAN provide to players (perhaps after the match) to help them do this analysis, without causing too many of the undesirable effects I mentioned. Right now, if there's a steamroll, people look at the only data available to them, which is totally understandable. Also, I believe that there have been problems in the past where it was not doing a good enough job segregating truly inexperienced players from experienced players. We've improved on that. However, our definition of "new player" probably doesn't match exactly with many players. (Their definition is often: "the other guy has fewer wins that I do.") And we have to deal with smurfs and players coming in from other games in the genre, where win count is definitely totally unrelated to the skill level of the player. Just one last comment on this. Elo is a TERRIBLE way to give players a sense of "progress." Many (most?) people reach a plateau, and their Elo stabilizes. It is simply not mathematically possible for Elo to keep increasing in general for players indefinitely as more and more games are played. Given this reality, if players used Elo to measure "progress", we would constantly be reminding them that they are NOT making any. That would be really bad. | ||
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Kishin2
United States7534 Posts
July 19 2013 05:42 GMT
#67135
On July 19 2013 14:22 LSB wrote: Fletcher has been posting a bit about the dota ELO system. Although a lot of the information is pretty obvious I think it would be useful pasted somewhere for myself in case I lose the link http://dev.dota2.com/search.php?do=finduser&userid=469173&contenttype=vBForum_Post&showposts=1 + Show Spoiler + >Match ID: 246510650 All 10 players in this game were in the 93rd-94th percentile MMR range. The difference in Elo's between the highest and lowest player was 50 Elo points. The "noob" with only 13 wins actually had the highest Elo of any player in the match. (This was a smurf.) They did play poorly in this match, but in the previous match (246456658), in which they played against several 4000 Elo players, they had 13 kills and 1 death. >Match ID: 246567215 The 14-win player did have the highest MMR in the game. However, it probably wasn't really high enough to push him into smurf territory. So this was not a great match. There was a player who had waited 5 minutes, which is why a match of this relatively low quality was accepted. Thanks for reporting this. It's very helpful. We're trying to find a way to provide more information about matchmaking, both how it works in general, and also why particular matches were formed. We're looking for a way to do this that does not lead to abusive behaviour now, where any lopsided game is immediately blamed on the person with the lowest win count, as opposed to, for example, somebody playing a hero they aren't familiar with or just having a bad game. This blame is often misplaced, but it's understandable since the win count is the only piece of data currently available. >I still got 600 win vs 60 win players. If you post a match ID, I might be able to help explain why it decided to form the match. Either it will help us improve the tuning, or there's probably some piece of data that makes it make sense that we are not exposing. We are looking for a way to provide information to players to help them understand why matches were formed in a way that doesn't lead to abuse of whoever the "worst" player is (according to whatever metric is preferable to the person giving the abuse). In the meantime, walking through some particular matches will help us better understand where it's still getting things wrong, or educate players about how it's making its decisions. Just to clarify, there was never any "win rate" calculation. Ever. It is true that a goal of matchmaking is to make even teams, so that the odds of the Radiant winning any given match is 50%. The matchmaker also will raise your Elo and try to put you in players of equivalent skill, which indirectly tries to get the win rate to 50%. However, it has never looked at your historical win rate and, for example, put you in a game where it knew that you were expected to lose, to end a winning streak, or given you a stomp to end a losing streak. >246572710 The game looks pretty balanced to me. The Elos are all relatively close. Here are the Elo's on the two teams: R D 3172 3047 2918 2958 2810 2804 2788 2720 2409 2508 Now it's a pretty big spread between 2409 and 3172, and it is a legitimate question to ask why in the world would we put people together with that big of a skill differential. The answer is that we didn't. The Radiant had a 4-stack which covered that range (the highest and lowest Elos on the Radiant were in the same party). We matched them with two 2-stacks on the Dire. One of the two-stacks had the highest and lowest Elos for the Dire, and the other two stack was in 2 of the middle slots. You were a single who was also in the middle, and there was also a single on the Radiant, also in the middle of the Elo range. So, the average Elos of all the parties were pretty close. And, player-by-player, each team had somebody on the opposing team of roughly equal skill. Given that 4 stack with the big skill spread, I think it's hard to come up with a better way to get them into a game. Would you mind being a bit more specific about what you think could have been better? Note: all of the players had sufficient experience such that we rely almost entirely on Elo. (We do not consider a player with 75 wins to be a "noob".) In this match, there was no correlation between the Win count and the Elo. Perhaps 75 is too low of a number? We have some pretty good data that suggests that it's not. But averages and numbers often don't tell the whole story. "Noob" is a relative term. We don't consider a person with 150 games to be a "noob". We have some good data that by 75 wins (approx 150 games), Elo is pretty accurate, and so we rely on it almost exclusively at around that point. If you are getting matched with those players, it should be because your Elo is approximately the same. Parties can complicate things considerably. I might be able to provide further insight into why it thought the match would be a good one if you provide a MatchID. Is 75 the wrong number? Should a person with 2000 wins complain about playing with you, since you are a "noob" with only 1000 wins? Hi Luna, I think I already did: It was not a great match. Your party of two didn't have any inexperienced players in it, and so you shouldn't have been matched with inexperienced players. (The other experienced players WERE parties with newer players, though.) The 14-win player is borderline smurf, and there might need to be a number that needs some tuning. And he was partied with an experienced player (whose Elo was 1000 points lower, BTW), but still, if you are not partied with an inexperienced player, in general you should not play with an inexperienced player. I think that the reason that it formed the match is that somebody had been waiting a while, and it needed to fill that last slot, and your party was the best it could find. We're still working on how it decides when to give up. >246581071 Congrats! You don't have a crappy Elo, and can feel free to keep playing Dota! Your Elo was right in the middle in this game. You were on the Dire. The Dire had a 2-stack that had an Elo spread of 1000 points. The guy with 150 wins was the bottom half of that party, and the other "noob" with "only" 298 wins was the player in this match with the highest Elo. We paired them against a corresponding party with an Elo spread that was approximately the same on the Radiant. In summary, it is true that you were matched with a player with an Elo lower than yours, because he was in a party with an average Elo approximately equal to yours. This means that you were also matched with a skilled teammate to compensate for the lower skilled player on your team. (But you didn't know that, because win count is the only metric you have to evaluate the skill of the players in your game, and win count is really not useful past a certain number of wins.) Furthermore, the match was fair because team you played against had a very similar situation. Comparing player-by-player, the teams were balanced, and the match was just about as good as could be formed based on Elo, given the fact that we allow parties to be made with players with differing skill level. Parties CAN cause players with differing skill to be put into the same game. There is no way around that, however, in most cases the matchmaker now does a significantly better job of matching up parties to make equitable teams than it did before. If you want to avoid this situation and not matched with parties, try the solo queue. We've solved several problems that were causing long wait times and low quality matches. (We should have mentioned that in the patch notes.) If you party with a noob, it is very likely that you will get matched with a noob. (Very likely it will find another party containing a noob and a player of approximately your skill level and put them on the other team.) If that situation is not ideal, might I ask who you think you should play against? Yes, we use a Elo-type system. We have data that shows that it correlates well with a number of quality metrics. Showing players their Elo has proven to cause a lot of unwanted behaviour. (The same problems exist in Chess.) We know that there really is value in knowing how the match was formed, and even in knowing which players were the best, and also who was partied up with whom. It helps to analyze your own skill and try to understand how to get better. We are actively working to try to figure out what data we CAN provide to players (perhaps after the match) to help them do this analysis, without causing too many of the undesirable effects I mentioned. Right now, if there's a steamroll, people look at the only data available to them, which is totally understandable. Also, I believe that there have been problems in the past where it was not doing a good enough job segregating truly inexperienced players from experienced players. We've improved on that. However, our definition of "new player" probably doesn't match exactly with many players. (Their definition is often: "the other guy has fewer wins that I do.") And we have to deal with smurfs and players coming in from other games in the genre, where win count is definitely totally unrelated to the skill level of the player. Just one last comment on this. Elo is a TERRIBLE way to give players a sense of "progress." Many (most?) people reach a plateau, and their Elo stabilizes. It is simply not mathematically possible for Elo to keep increasing in general for players indefinitely as more and more games are played. Given this reality, if players used Elo to measure "progress", we would constantly be reminding them that they are NOT making any. That would be really bad. That's hilarious. Valve's smurf detection is too good now. My 9 win smurf got into a game with 400-1000+ win players. Shit's broken. | ||
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hfglgg
Germany5372 Posts
July 19 2013 05:44 GMT
#67136
On July 19 2013 13:26 anonymitylol wrote: so I'm watching my friend's game right now and everybody in allchat is arguing over whether Abaddon is a support or carry, and 8/10 people in the game think he's a carry ROFL same thing happened yesterday with people arguing over whether Sniper is a good mid or not, funny shit After i doubted yesterday that people exist who think necro is a support, I got one of them in my games yesterday. He only had 100 wins and was bitching about playing mid with a support, built random items and was quite bad overall. I blame the matchmaking bug for it, but apparently there are guys who are willing to play necro as a support. | ||
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MVTaylor
United Kingdom2893 Posts
July 19 2013 06:32 GMT
#67137
Just got him in All Random. How the fuck is that guy even remotely balanced? If you go full aura bitch on him you're providing arguably the best utility in the game to your team while being really fucking hard to kill, or at least to the extent that if they want to bring you down your team is going to clean them up while they do it. I really cannot see him being added to CM for a long, long time. Other than the obvious "don't attack him when his ult is up" what are good counters? I have like an 80% WR on my support / aura Omni but I'd just drop him in a second for Abaddon. | ||
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tapes
487 Posts
July 19 2013 06:35 GMT
#67138
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r.Evo
Germany14081 Posts
July 19 2013 06:48 GMT
#67139
On July 19 2013 15:35 tapes wrote: Isn't Abaddon already in CM? No. Troll warlord isn't either =( ... | ||
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Velr
Switzerland10953 Posts
July 19 2013 07:21 GMT
#67140
On July 19 2013 15:32 MVTaylor wrote: Okay so I never played original dota and haven't played Dota2 much since the Abaddon patch. Just got him in All Random. How the fuck is that guy even remotely balanced? If you go full aura bitch on him you're providing arguably the best utility in the game to your team while being really fucking hard to kill, or at least to the extent that if they want to bring you down your team is going to clean them up while they do it. I really cannot see him being added to CM for a long, long time. Other than the obvious "don't attack him when his ult is up" what are good counters? I have like an 80% WR on my support / aura Omni but I'd just drop him in a second for Abaddon. Well.. And thats like all he does. Shield has short range and frostmourne needs him to hit stuff... How is a support supposed to work whiteout something like his Ult? His DMG is pretty low, he has no disable, coil, while a good spell, is not enough to allow him to stay away from battle... Being a support that can't be taken out of a battle immediatly is kinda his only "real" perk?... | ||
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