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General Discussion - Page 3359

Forum Index > Dota 2 General
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IRC chatter should remain in IRC - http://webchat.quakenet.org/?channels=tl.dota2

Posts that relate to topics with their own thread, such as in News, Tournaments or Strategy should go in those threads.
cecek
Profile Blog Joined August 2011
Czech Republic18921 Posts
Last Edited: 2013-07-19 10:56:54
July 19 2013 10:53 GMT
#67161
There was also this weird thing in WC3 DotA where neutral creeps aggro acted differently depending if there was or wasn't an observer in the game, it was a huge headache, imo. I think the current system is much better, personally. Although I do think the jungle is too abusable right now, the supports can get a lot of resources from it by stacking, double pulling and all that stuff. It makes the game a little more passive and non-interactive, because why bother ganking when you can just sit in the jungle and get good experience?

I would like a nerf to the jungle, but keep the aggro, it's much more fluid, I think. And everyone's used to it by this point, anyway.
super gg
Qbek
Profile Blog Joined April 2011
Poland12923 Posts
July 19 2013 10:55 GMT
#67162
Coz 2 supports farming 2 camps can get so fat!
This space left intentionally dank /)3(\ http://i.imgur.com/RmeEUcF.png
Sbrubbles
Profile Joined October 2010
Brazil5776 Posts
July 19 2013 11:00 GMT
#67163
We supports also deserve to get fat. Down with the carry bourgeoisie, unite against the tyranny of the cores!
Bora Pain minha porra!
Andre
Profile Blog Joined August 2009
Slovenia3523 Posts
Last Edited: 2013-07-19 11:09:11
July 19 2013 11:08 GMT
#67164
I think it's more problematic when a wisp gets 6 by 6 min just by jungling(radiant side ofc). You gotta do it perfectly sure, but having a support 6 at 6 min with an urn and boots is absurd ;;
You must gather your party before venturing forth.
Souone
Profile Joined July 2012
Brazil470 Posts
Last Edited: 2013-07-19 11:40:17
July 19 2013 11:39 GMT
#67165
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.



Damn, there is some really good info in there, he even (kinda) explains why they don't show the ELO. Good stuff.
Firebolt145
Profile Blog Joined May 2010
Lalalaland34507 Posts
July 19 2013 11:57 GMT
#67166
Good read. Thanks for sharing.
Moderator
Plansix
Profile Blog Joined April 2011
United States60190 Posts
July 19 2013 12:56 GMT
#67167
On July 19 2013 20:39 Souone wrote:
Show nested quote +
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.



Damn, there is some really good info in there, he even (kinda) explains why they don't show the ELO. Good stuff.


It is a really good post and does show why “ladder climbing” is a bad way to encourage people to play the game. Because most player plateau it will just discourage them and provide them with constant negative feedback(being shown that you are not getting better over all is negative for most people). I like the idea of stats like gold per minute, ward placement, heroes spotted, heroes saved, value of stacks(stacks created per match) and so on for personal improvement. It provides better feedback for players and lets them focus on a specific area, rather that some abstract ELO concept that doesn’t help them improve.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
Daray
Profile Blog Joined August 2010
6006 Posts
July 19 2013 13:36 GMT
#67168
It seems that people have REALLY hard time understanding how ELO works. That thread is now plagued with 1 post heroes who whine that they had 1 bad game... i can feel fletcher's pain.
hfglgg
Profile Joined December 2012
Germany5372 Posts
July 19 2013 13:38 GMT
#67169
Those advanced statistics should be seperated by heroes though. No need for "I got 560 gpm, I am carry you 559 scum". Well would probably sufficient if the stats were not public.
Excludos
Profile Blog Joined April 2010
Norway8279 Posts
July 19 2013 13:40 GMT
#67170
I just wish they'd add a feature that could indicate some kind of progression or placement. No, the 3 "brackets" are not enough.
JeeJee
Profile Blog Joined July 2003
Canada5652 Posts
July 19 2013 13:42 GMT
#67171
On July 19 2013 18:23 Andr3 wrote:
+ Show Spoiler +
EDIT: From April 11th: EricTams advised that changes have been made to the matchmaking algorithms to utilize the number of games played amongst other things. Please base your views on matchmaking after this point.

From http://dev.dota2.com/showthread.php?t=29937

So is this still true or was that labelled a bug in the newest patch? Considering people say smurfs get matched up with 400-1000 people in solo queue it would seem that number of games played doesn't matter anymore.


It never really mattered. That post everyone is quoting above is not from Eric tams. Its just some guy. Look through Eric's posts yourself and find the one they are talking about. All Eric said there is wins are used as a confidence factor, if someone plays a lot , they're sure their elo is accurate . apparently that point is 150 games. I think that's a bit conservative personally. I think something like 50 games is accurate but obviously their data is way better than my hunch. I'm sure all they did was take the # of games that takes the majority of players to plateau.

All this aside, why does valve even display people's wins? Seems like all this would be avoided if they hid it. Its not like knowing someone's wins tells you anything about their skill, only their experience on this account.
(\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 ☺)
hfglgg
Profile Joined December 2012
Germany5372 Posts
July 19 2013 13:45 GMT
#67172
On July 19 2013 22:40 Excludos wrote:
I just wish they'd add a feature that could indicate some kind of progression or placement. No, the 3 "brackets" are not enough.


Haven't you read fletchers post? If there is a ranking system that adequately ranks player by skill, most players won't have progression. At one point you'll be most likely among them. And a ranking system with inflationary rankings don't say anything.

So...
Plansix
Profile Blog Joined April 2011
United States60190 Posts
July 19 2013 13:45 GMT
#67173
On July 19 2013 22:38 hfglgg wrote:
Those advanced statistics should be seperated by heroes though. No need for "I got 560 gpm, I am carry you 559 scum". Well would probably sufficient if the stats were not public.

I would sperate it per role. Also, I think it should be viewable of the player only, not the public. Self review it cool, but I don't want people snooping my account to make sure I am able to carry or play mid. People do enough of that right now.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
Excludos
Profile Blog Joined April 2010
Norway8279 Posts
July 19 2013 13:51 GMT
#67174
On July 19 2013 22:45 hfglgg wrote:
Show nested quote +
On July 19 2013 22:40 Excludos wrote:
I just wish they'd add a feature that could indicate some kind of progression or placement. No, the 3 "brackets" are not enough.


Haven't you read fletchers post? If there is a ranking system that adequately ranks player by skill, most players won't have progression. At one point you'll be most likely among them. And a ranking system with inflationary rankings don't say anything.

So...


No he didn't. He said that ELO is a terrible way of showing progression as in most cases, the numbers wont actually increase. He also said:

-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.-

I really think sc2 hit the nail fairly well on the whole progression showing. Even if you ignored the numbers, you'd always know that you where in high-mid-low of A league, and you could see progression by watching you rise through the leagues.
Velr
Profile Blog Joined July 2008
Switzerland10953 Posts
Last Edited: 2013-07-19 14:00:25
July 19 2013 13:58 GMT
#67175
SC2 did it good?

By splitting the System in tons of tiny "ladders" sharing one ELO and an idiotic bonuspool which means that people that don't play enough are not measured even close to their actual skill?

Best system = Flat out Ranking whiteout any fuss... I don't see a single reason to show an Elo if you could just show a Rank...
Plansix
Profile Blog Joined April 2011
United States60190 Posts
July 19 2013 14:00 GMT
#67176
On July 19 2013 22:51 Excludos wrote:
Show nested quote +
On July 19 2013 22:45 hfglgg wrote:
On July 19 2013 22:40 Excludos wrote:
I just wish they'd add a feature that could indicate some kind of progression or placement. No, the 3 "brackets" are not enough.


Haven't you read fletchers post? If there is a ranking system that adequately ranks player by skill, most players won't have progression. At one point you'll be most likely among them. And a ranking system with inflationary rankings don't say anything.

So...


No he didn't. He said that ELO is a terrible way of showing progression as in most cases, the numbers wont actually increase. He also said:

-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.-

I really think sc2 hit the nail fairly well on the whole progression showing. Even if you ignored the numbers, you'd always know that you where in high-mid-low of A league, and you could see progression by watching you rise through the leagues.

But when we get into the debate about Dota 2, it is a team game. You can play well and still not win a match. Someone who is in the 5 position has a lesser impact that the person in the 2 or 1 position. Due to this, you could do very well in a game and still lose it. There is no way of tracking performance in a team game on some ladder without tracking the whole team. The LoL ladder is a terrible place and toxic at hell at lower levels due to people only being concerned with being in the role that has the most influence on the game.

And what happens when a player stops progressing(the thing we never talk about)? What happens when your ladder rank stops going up and you just stay in the same place, while other’s rise. Ladders seem like a great idea for those who want to be part of them. But they should be separate from the game itself, like ICCUP or other systems that track progress.

The game should be the focus of Dota. Winning that one game and then playing the next one. Not that you beat a team/players that are the same rank as you.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
Excludos
Profile Blog Joined April 2010
Norway8279 Posts
Last Edited: 2013-07-19 14:02:53
July 19 2013 14:01 GMT
#67177
On July 19 2013 22:58 Velr wrote:
SC2 did it good?

By splitting the System in tons of tiny "ladders" sharing one ELO and an idiotic bonuspool which means that people that don't play enough are not measured even close to their actual skill?


I have my opinions about the bonus pool as well. But when I played I never looked at the numbers, I only looked at my ladder and world rank. If I was in top 10 Master, I knew I was in high master and among the best 1% of the playerbase. Which for me was a progression from where I started in low diamond (which arguably is the same as master league now) at the beta.

You're right that people who doesn't play enough don't get to see their actual skills, but seriously should that stop the rest of us from being able to? If I play this game actively I want to see my place among the player pool damnit! >.<
Plansix
Profile Blog Joined April 2011
United States60190 Posts
Last Edited: 2013-07-19 14:05:53
July 19 2013 14:05 GMT
#67178
On July 19 2013 23:01 Excludos wrote:
Show nested quote +
On July 19 2013 22:58 Velr wrote:
SC2 did it good?

By splitting the System in tons of tiny "ladders" sharing one ELO and an idiotic bonuspool which means that people that don't play enough are not measured even close to their actual skill?


I have my opinions about the bonus pool as well. But when I played I never looked at the numbers, I only looked at my ladder and world rank. If I was in top 10 Master, I knew I was in high master and among the best 1% of the playerbase. Which for me was a progression from where I started in low diamond (which arguably is the same as master league now) at the beta.

You're right that people who doesn't play enough don't get to see their actual skills, but seriously should that stop the rest of us from being able to? If I play this game actively I want to see my place among the player pool damnit! >.<

You can just join ICCUP or another service and throw your weight in there. That should give you a good idea of how good you are.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
Talron
Profile Joined September 2012
Germany7651 Posts
July 19 2013 14:07 GMT
#67179
On July 19 2013 22:45 Plansix wrote:
Show nested quote +
On July 19 2013 22:38 hfglgg wrote:
Those advanced statistics should be seperated by heroes though. No need for "I got 560 gpm, I am carry you 559 scum". Well would probably sufficient if the stats were not public.

I would sperate it per role. Also, I think it should be viewable of the player only, not the public. Self review it cool, but I don't want people snooping my account to make sure I am able to carry or play mid. People do enough of that right now.

I think another nice thing to add would be a filter. Like you you select your matches of june [or exact date -> date], filter your let's say or even all your individual stats gpm for that month and be able to compare it to for example may. Even filter that per hero, would be freaking awesome.

There's so much valve could do.
EHOME 2010 never forget EHOME.GIGABYTE.AAA B-God In BurNing we trust BurNing your soul DK 2011-2014
Excludos
Profile Blog Joined April 2010
Norway8279 Posts
Last Edited: 2013-07-19 14:09:21
July 19 2013 14:09 GMT
#67180
On July 19 2013 23:05 Plansix wrote:
Show nested quote +
On July 19 2013 23:01 Excludos wrote:
On July 19 2013 22:58 Velr wrote:
SC2 did it good?

By splitting the System in tons of tiny "ladders" sharing one ELO and an idiotic bonuspool which means that people that don't play enough are not measured even close to their actual skill?


I have my opinions about the bonus pool as well. But when I played I never looked at the numbers, I only looked at my ladder and world rank. If I was in top 10 Master, I knew I was in high master and among the best 1% of the playerbase. Which for me was a progression from where I started in low diamond (which arguably is the same as master league now) at the beta.

You're right that people who doesn't play enough don't get to see their actual skills, but seriously should that stop the rest of us from being able to? If I play this game actively I want to see my place among the player pool damnit! >.<

You can just join ICCUP or another service and throw your weight in there. That should give you a good idea of how good you are.


I probably will have to. How does ICCUP work though? I've tried numerous in-house leagues, all equally terrible. As long as a few users at the top are allowed to choose who they play with, you either end up with only terrible matches, or you don't get to play at all because you're "new" there. Not to mention the players at the "top" usually have a really shitty attitude and are about as welcoming as a bunch of south-state rednecks.
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