• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 04:22
CEST 10:22
KST 17:22
  • 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
[ASL20] Ro24 Preview Pt1: Runway132v2 & SC: Evo Complete: Weekend Double Feature4Team Liquid Map Contest #21 - Presented by Monster Energy9uThermal's 2v2 Tour: $15,000 Main Event18Serral wins EWC 202549
Community News
Maestros of The Game—$20k event w/ live finals in Paris20Weekly Cups (Aug 11-17): MaxPax triples again!13Weekly Cups (Aug 4-10): MaxPax wins a triple6SC2's Safe House 2 - October 18 & 195Weekly Cups (Jul 28-Aug 3): herO doubles up6
StarCraft 2
General
What mix of new and old maps do you want in the next 1v1 ladder pool? (SC2) : 2v2 & SC: Evo Complete: Weekend Double Feature Geoff 'iNcontroL' Robinson has passed away The GOAT ranking of GOAT rankings RSL Revival patreon money discussion thread
Tourneys
RSL: Revival, a new crowdfunded tournament series Maestros of The Game—$20k event w/ live finals in Paris Sparkling Tuna Cup - Weekly Open Tournament Monday Nights Weeklies Master Swan Open (Global Bronze-Master 2)
Strategy
Custom Maps
External Content
Mutation # 487 Think Fast Mutation # 486 Watch the Skies Mutation # 485 Death from Below Mutation # 484 Magnetic Pull
Brood War
General
Flash On His 2010 "God" Form, Mind Games, vs JD Joined effort New season has just come in ladder BW General Discussion Flash Announces (and Retracts) Hiatus From ASL
Tourneys
[ASL20] Ro24 Group B [ASL20] Ro24 Group C BWCL Season 63 Announcement [CSLPRO] It's CSLAN Season! - Last Chance
Strategy
Simple Questions, Simple Answers Fighting Spirit mining rates [G] Mineral Boosting Muta micro map competition
Other Games
General Games
Nintendo Switch Thread General RTS Discussion Thread Dawn of War IV Path of Exile Stormgate/Frost Giant Megathread
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Vanilla Mini Mafia
Community
General
Russo-Ukrainian War Thread US Politics Mega-thread The year 2050 Things Aren’t Peaceful in Palestine European Politico-economics QA Mega-thread
Fan Clubs
INnoVation Fan Club SKT1 Classic Fan Club!
Media & Entertainment
Anime Discussion Thread Movie Discussion! [Manga] One Piece [\m/] Heavy Metal Thread
Sports
2024 - 2026 Football Thread TeamLiquid Health and Fitness Initiative For 2023 Formula 1 Discussion
World Cup 2022
Tech Support
High temperatures on bridge(s) Gtx660 graphics card replacement Installation of Windows 10 suck at "just a moment"
TL Community
The Automated Ban List TeamLiquid Team Shirt On Sale
Blogs
Evil Gacha Games and the…
ffswowsucks
Breaking the Meta: Non-Stand…
TrAiDoS
INDEPENDIENTE LA CTM
XenOsky
[Girl blog} My fema…
artosisisthebest
Sharpening the Filtration…
frozenclaw
ASL S20 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 2032 users

General Discussion - Page 53

Forum Index > General Games
Post a Reply
Prev 1 51 52 53 54 55 176 Next
Please be advised:

We will be closing this General thread in 24 hours. It will remain searchable.

After that we will require new threads to discuss topics.

Questions should go in the stickied Q&A thread, screenshots and PotG will go in the PotG sticky, QQ/Rage/Complaints should go in the QQ/Rage thread. If you want to talk about maps or strategies open a new thread.

Any comments or concerns will be logged please forward them to ZeromuS. This new forum is still fluid so we will try this out. General TL rules will still apply to new threads.
Plansix
Profile Blog Joined April 2011
United States60190 Posts
October 29 2015 17:14 GMT
#1041
On October 30 2015 02:09 Gorsameth wrote:
if not via MMR what system would you recommend is used for matchmaking?

Because you want something that attempts to construct reasonable equal teams and seeks to limit one sided stomps.

MMR is far from perfect. It has a ton of flaws. It just happens to be better then the alternatives.

I am not saying it is bad at its job. I am saying its not something that needs to be surfaced for the end user to see improvement. A league or season system is more effective, since they are completing against people who also want to compete. It also resets, allowing people to see how much better they do in the next season or try a new role/hero.

In short: there are better ways to show improvement than just surfacing the match making number that is designed to plateau.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
Hider
Profile Blog Joined May 2010
Denmark9391 Posts
Last Edited: 2015-10-29 17:28:27
October 29 2015 17:14 GMT
#1042
It is a shit system to reflect skill and always has been. Many active dota players mock the MMR system because of it. Just like the SC2 ladder, where people got to Grand master by six poolin


You are looking at extreme outliers. With that type of logic you can defy all types of metricsthat are very valuable in normal circumstances. In fact, there are almost no metrics that reflects everything perfectly evertime. But as long as a metric gives us some extra type of information and we understand its potential flaws so we can take them into account in the overall assesment, it's a useful metric.

And if we look at Starcraft, maybe there is one or 2 guys who actually are slightly inferior than a high master league players in a real macro game. But as someone who actually played against lots of GMs, I can tell you that there almost always is a difference. And you don't get into GM if you are worse than a midmaster.

With regards to MOBA's, if one massed one hero while climbing, then the MMR would ofc just reflects how good you are with that specific champion. Noone will be acquired by a pro team only due to MMR, but it's one of the major criterias that pro teams asses before they decide whether you are worthy of consideration.

Another criteria is ofc that you have a proper hero pool/can play those that are viable in the meta.

But as someone who has no willingness to go pro, but want to have fun and improve at the same time, I am gonna play the heroes that I have fun with and not gonna play the heros that are boring. At the same time I want to be able to measure whether I am getting better playing those heroes. Thus some type of MMR system is of importance for me (I don't need the actual number though - the LOL model is good enough for me).
Requizen
Profile Blog Joined March 2011
United States33802 Posts
October 29 2015 17:18 GMT
#1043
On October 30 2015 02:14 Plansix wrote:
Show nested quote +
On October 30 2015 02:09 Gorsameth wrote:
if not via MMR what system would you recommend is used for matchmaking?

Because you want something that attempts to construct reasonable equal teams and seeks to limit one sided stomps.

MMR is far from perfect. It has a ton of flaws. It just happens to be better then the alternatives.

I am not saying it is bad at its job. I am saying its not something that needs to be surfaced for the end user to see improvement. A league or season system is more effective, since they are completing against people who also want to compete. It also resets, allowing people to see how much better they do in the next season or try a new role/hero.

In short: there are better ways to show improvement than just surfacing the match making number that is designed to plateau.

Why does it matter if it surfaces or not? It literally means nothing other than the level that you're matched at. If you want to track your improvement, you can do so by watching your own games and seeing your decision making and plays. No formula will track that for you. And if you don't care about MMR or rankings or whatever, than you can just not look at the number and play with the focus of improving. Simple as that.

MMR is not designed to plateau. If you improve, you win more games, and it increases. There's no one out there with a vendetta against you going "well let's just match him against shitty/pro players to make sure he never changes".
It's your boy Guzma!
Plansix
Profile Blog Joined April 2011
United States60190 Posts
Last Edited: 2015-10-29 17:22:18
October 29 2015 17:18 GMT
#1044
On October 30 2015 02:14 Hider wrote:
Show nested quote +
It is a shit system to reflect skill and always has been. Many active dota players mock the MMR system because of it. Just like the SC2 ladder, where people got to Grand master by six poolin


What the hell.

You are looking at extreme outliers. In almost all cases, a grandmaster is someone that's noticeably more skilled than a midmaster player. And if you massed one hero in a moba, then the MMR just reflects how good you are with that specific champion. Noone is going to go on a pro team only due to MMR, but it's one of the major crtierias that pro teams asses before they decide whether you are worthy of consideration.

You are correct. Mason in dota had 4K MMR and played with EG at one TI. MMR does not denote skill or reflect if the player is good. It only reflects their ability to win within the match making system against opponents it deems to be similarly skilled.

The argument is: Surfacing MMR is an effective way to show improvement for the end user. I say it isn't because the system is easily gamed and naturally plateaus. It is good at creating levels of skills in the user base, but not good at showing people making the slow climb to becoming better, especially in team games when the player makes of 20% of his/her chance to win.

Or more importantly, that argument does not take into account designing a separate system for competitive players to compare their accomplishments.

On October 30 2015 02:18 Requizen wrote:
Show nested quote +
On October 30 2015 02:14 Plansix wrote:
On October 30 2015 02:09 Gorsameth wrote:
if not via MMR what system would you recommend is used for matchmaking?

Because you want something that attempts to construct reasonable equal teams and seeks to limit one sided stomps.

MMR is far from perfect. It has a ton of flaws. It just happens to be better then the alternatives.

I am not saying it is bad at its job. I am saying its not something that needs to be surfaced for the end user to see improvement. A league or season system is more effective, since they are completing against people who also want to compete. It also resets, allowing people to see how much better they do in the next season or try a new role/hero.

In short: there are better ways to show improvement than just surfacing the match making number that is designed to plateau.

Why does it matter if it surfaces or not?

At the end of the day, there is no proof it helps or hurts the game. There are people in the Dota community who liked the game before MMR was a thing and everyone focused on ranked games. In team games, it only shows your ability to win in solo que games, not with a team.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
Andre
Profile Blog Joined August 2009
Slovenia3523 Posts
October 29 2015 17:21 GMT
#1045
How's Mason a good example of anything? He fools around half the time and other half the time he quits games. Big surprise, if you're not gonna try you're not gonna rise in MMR.

Also, I'm not sure how you think playing 2-3 heroes is gaming the system...by that logic playing mid is gaming the system as well - you're applying more control/impact over a particular game.

MMR= ur ability to win pub dota matches, how it doesnt matter
You must gather your party before venturing forth.
Plansix
Profile Blog Joined April 2011
United States60190 Posts
October 29 2015 17:25 GMT
#1046
On October 30 2015 02:21 Andre wrote:
How's Mason a good example of anything? He fools around half the time and other half the time he quits games. Big surprise, if you're not gonna try you're not gonna rise in MMR.

Also, I'm not sure how you think playing 2-3 heroes is gaming the system...by that logic playing mid is gaming the system as well - you're applying more control/impact over a particular game.

MMR= ur ability to win pub dota matches, how it doesnt matter

So is MMR the best metric for someone to judge their improvement in Dota over all?
I have the Honor to be your Obedient Servant, P.6
TL+ Member
Hider
Profile Blog Joined May 2010
Denmark9391 Posts
Last Edited: 2015-10-29 17:33:23
October 29 2015 17:25 GMT
#1047
You are correct. Mason in dota had 4K MMR and played with EG at one TI. MMR does not denote skill or reflect if the player is good. It only reflects their ability to win within the match making system against opponents it deems to be similarly skilled.

The argument is: Surfacing MMR is an effective way to show improvement for the end user. I say it isn't because the system is easily gamed and naturally plateaus. It is good at creating levels of skills in the user base, but not good at showing people making the slow climb to becoming better, especially in team games when the player makes of 20% of his/her chance to win.


Are you talking about variance?
Surely if you have some lucky teammates that carry you, your short-term ELO can be boosted. But long-term you need to get better to actual climb in MMR/ELO.

It is good at creating levels of skills in the user base, but not good at showing people making the slow climb to becoming better,


Sure it does. If I main Riven in League of Legends and go from gold league to diamond, that's a pretty strong indicator I got better at the champion.

Now obviously if I only played Riven, you could still argue that I am not as good of an overall player as other diamond players that have a wider champion pool, but it definitely measures my own progress.
Andre
Profile Blog Joined August 2009
Slovenia3523 Posts
October 29 2015 17:29 GMT
#1048
On October 30 2015 02:25 Plansix wrote:
Show nested quote +
On October 30 2015 02:21 Andre wrote:
How's Mason a good example of anything? He fools around half the time and other half the time he quits games. Big surprise, if you're not gonna try you're not gonna rise in MMR.

Also, I'm not sure how you think playing 2-3 heroes is gaming the system...by that logic playing mid is gaming the system as well - you're applying more control/impact over a particular game.

MMR= ur ability to win pub dota matches, how it doesnt matter

So is MMR the best metric for someone to judge their improvement in Dota over all?

I'm not sure, it's the only reliable metric we have though. From anecdotal evidence, I've had people on my flist stay at a certain MMR range for ages then climb very quickly to a new MMR and stay there. Short term MMR changes don't really matter though.
You must gather your party before venturing forth.
Redox
Profile Joined October 2010
Germany24794 Posts
Last Edited: 2015-10-29 17:40:11
October 29 2015 17:34 GMT
#1049
On October 30 2015 02:18 Plansix wrote:
The argument is: Surfacing MMR is an effective way to show improvement for the end user. I say it isn't because the system is easily gamed and naturally plateaus.

It plateaus because the player plateaus. That is not the fault of Elo, it shows what it is supposed to.


On October 30 2015 02:18 Plansix wrote:
In team games, it only shows your ability to win in solo que games, not with a team.

Yeah and I only play soloQ games. So showing my ability to win soloQ games is exactly what I want from it. Why? Because it makes me care if I win said soloQ game or not. If the system makes me win 50% of my games no matter what I do and does not reflect me winning n any way, I have no reason to care about winning a particular game. Then I will rather try to get kills or whatever instead of going for objectives which worsens the game experience overall for everyone involved.


Overall Elo gets mostly critized by people that overestimate their own skills cant cant deal with Elo showing a lower number than they feel it should. Basically it is people that care too much about their e-peen that dont want it.


Off-season = best season
Wuster
Profile Joined May 2011
1974 Posts
October 29 2015 17:36 GMT
#1050
On October 30 2015 02:29 Andre wrote:
Show nested quote +
On October 30 2015 02:25 Plansix wrote:
On October 30 2015 02:21 Andre wrote:
How's Mason a good example of anything? He fools around half the time and other half the time he quits games. Big surprise, if you're not gonna try you're not gonna rise in MMR.

Also, I'm not sure how you think playing 2-3 heroes is gaming the system...by that logic playing mid is gaming the system as well - you're applying more control/impact over a particular game.

MMR= ur ability to win pub dota matches, how it doesnt matter

So is MMR the best metric for someone to judge their improvement in Dota over all?

I'm not sure, it's the only reliable metric we have though. From anecdotal evidence, I've had people on my flist stay at a certain MMR range for ages then climb very quickly to a new MMR and stay there. Short term MMR changes don't really matter though.


I think this is the argument against surfacing it. It fluctuates a ton early on and doesn't really tell us much in the long run.

It's a good enough system for matching making, but once you surface it it starts to take on meanings it didn't/shouldn't have. Like that awful Gearscore mod in WoW and it's in-game successor... character iLvl (and I suppose now it's Proving Grounds, although I didn't play much after those were introduced).
Hider
Profile Blog Joined May 2010
Denmark9391 Posts
Last Edited: 2015-10-29 17:39:04
October 29 2015 17:37 GMT
#1051
Yeah and I only play soloQ games. So showing my ability to win soloQ games is exactly what I want from it. Why? Because it makes me care if I win said soloQ game or not. If the system makes me win 50% of my games no matter what I do and does not reflect me winning n any way, I have no reason to care about winning a particular. Then I will rather try to get kills or whatever instead of going for objectives which worsens the game experience overall for everyone involved.


Yes that's my stand to, and I think that Plansix looks at "improvement" from an esports-perspective and not a casual perspective. It seems that the only thing that matters is if youimprove your skillset in a way that's relevant for competitive play.

But what's relevant for most of us is that we improve our skillset so we can climb in soloQ. As long as we have fun in the proces, the gamedesigner has done his job.
Plansix
Profile Blog Joined April 2011
United States60190 Posts
October 29 2015 17:46 GMT
#1052
On October 30 2015 02:37 Hider wrote:
Show nested quote +
Yeah and I only play soloQ games. So showing my ability to win soloQ games is exactly what I want from it. Why? Because it makes me care if I win said soloQ game or not. If the system makes me win 50% of my games no matter what I do and does not reflect me winning n any way, I have no reason to care about winning a particular. Then I will rather try to get kills or whatever instead of going for objectives which worsens the game experience overall for everyone involved.


Yes that's my stand to, and I think that Plansix looks at "improvement" from an esports-perspective and not a casual perspective. It seems that the only thing that matters is if youimprove your skillset in a way that's relevant for competitive play.

But what's relevant for most of us is that we improve our skillset so we can climb in soloQ. As long as we have fun in the proces, the gamedesigner has done his job.

Its also improvement over time and long term. Peoples MMR isn’t going to be reset often because it ruins the player experience for the entire player base. So if someone tries to play a new hero, their MMR does down. Get into a new mode or play style, MMR goes down. So the system punishes players for doing the specific things that will make them better long term.

In your case, a surfaced MMR system would encourage you to play Riven times and never change it up until you are as skilled with another hero. And if that is the case, is there a way to design a better system that doesn’t discourage players from practicing new heroes within the competitive system. Because there are people in dota that say hat the system of surfaced MMR isn't fun, but unranked games have become to clowny for them to enjoy.

Note: And before people say “you just ignore that stuff” remember all the threads about ladder anxiety. That is not an argument that surfaced MMR is the best system to show improvement.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
jcarlsoniv
Profile Blog Joined January 2010
United States27922 Posts
Last Edited: 2015-10-29 17:54:24
October 29 2015 17:53 GMT
#1053
On October 30 2015 02:46 Plansix wrote:
Show nested quote +
On October 30 2015 02:37 Hider wrote:
Yeah and I only play soloQ games. So showing my ability to win soloQ games is exactly what I want from it. Why? Because it makes me care if I win said soloQ game or not. If the system makes me win 50% of my games no matter what I do and does not reflect me winning n any way, I have no reason to care about winning a particular. Then I will rather try to get kills or whatever instead of going for objectives which worsens the game experience overall for everyone involved.


Yes that's my stand to, and I think that Plansix looks at "improvement" from an esports-perspective and not a casual perspective. It seems that the only thing that matters is if youimprove your skillset in a way that's relevant for competitive play.

But what's relevant for most of us is that we improve our skillset so we can climb in soloQ. As long as we have fun in the proces, the gamedesigner has done his job.

Its also improvement over time and long term. Peoples MMR isn’t going to be reset often because it ruins the player experience for the entire player base. So if someone tries to play a new hero, their MMR does down. Get into a new mode or play style, MMR goes down. So the system punishes players for doing the specific things that will make them better long term.


That heavily depends on how you define "punishes the player".

If you're talking about short term MMR drops when trying new things, then yes. However, if the purpose of trying new things is to improve your play holistically, then that short term drop shouldn't matter because, ideally, it would result in long term gains.

MMR benefits from a large number of games. The more games you play, the more accurate your relative MMR will be. If you get better, your number trends upwards.

As for ladder anxiety - I don't disagree with a Normal queue that has hidden MMR and a Ranked queue that makes MMR visible. If you're anxious about rank, play normals - it shouldn't matter to you anyway. If you want to play in a more structured, competitive setting, play ranked.
Soniv ||| Soniv#1962 ||| @jcarlsoniv ||| The Big Golem ||| Join the Glorious Evolution. What's your favorite aminal, a bear? ||| Joe "Don't call me Daniel" "Soniv" "Daniel" Carlsberg LXIX ||| Paging Dr. John Shadow
hariooo
Profile Joined October 2013
Canada2830 Posts
October 29 2015 18:00 GMT
#1054
On October 30 2015 02:25 Plansix wrote:
Show nested quote +
On October 30 2015 02:21 Andre wrote:
How's Mason a good example of anything? He fools around half the time and other half the time he quits games. Big surprise, if you're not gonna try you're not gonna rise in MMR.

Also, I'm not sure how you think playing 2-3 heroes is gaming the system...by that logic playing mid is gaming the system as well - you're applying more control/impact over a particular game.

MMR= ur ability to win pub dota matches, how it doesnt matter

So is MMR the best metric for someone to judge their improvement in Dota over all?


The answer is still yes, obviously. On the balance of probability your MMR is the best single metric indication of your skill level. Trotting out Mason as a counter-example is meaningless when taking a macro view of this topic. That's like saying height doesn't correlate to success in basketball by talking about Nate Robinson.
Plansix
Profile Blog Joined April 2011
United States60190 Posts
October 29 2015 18:02 GMT
#1055
On October 30 2015 02:53 jcarlsoniv wrote:
Show nested quote +
On October 30 2015 02:46 Plansix wrote:
On October 30 2015 02:37 Hider wrote:
Yeah and I only play soloQ games. So showing my ability to win soloQ games is exactly what I want from it. Why? Because it makes me care if I win said soloQ game or not. If the system makes me win 50% of my games no matter what I do and does not reflect me winning n any way, I have no reason to care about winning a particular. Then I will rather try to get kills or whatever instead of going for objectives which worsens the game experience overall for everyone involved.


Yes that's my stand to, and I think that Plansix looks at "improvement" from an esports-perspective and not a casual perspective. It seems that the only thing that matters is if youimprove your skillset in a way that's relevant for competitive play.

But what's relevant for most of us is that we improve our skillset so we can climb in soloQ. As long as we have fun in the proces, the gamedesigner has done his job.

Its also improvement over time and long term. Peoples MMR isn’t going to be reset often because it ruins the player experience for the entire player base. So if someone tries to play a new hero, their MMR does down. Get into a new mode or play style, MMR goes down. So the system punishes players for doing the specific things that will make them better long term.


That heavily depends on how you define "punishes the player".

If you're talking about short term MMR drops when trying new things, then yes. However, if the purpose of trying new things is to improve your play holistically, then that short term drop shouldn't matter because, ideally, it would result in long term gains.

MMR benefits from a large number of games. The more games you play, the more accurate your relative MMR will be. If you get better, your number trends upwards.

As for ladder anxiety - I don't disagree with a Normal queue that has hidden MMR and a Ranked queue that makes MMR visible. If you're anxious about rank, play normals - it shouldn't matter to you anyway. If you want to play in a more structured, competitive setting, play ranked.

So why is it better than a ladder or league system?
I have the Honor to be your Obedient Servant, P.6
TL+ Member
Gorsameth
Profile Joined April 2010
Netherlands21717 Posts
Last Edited: 2015-10-29 18:10:29
October 29 2015 18:09 GMT
#1056
On October 30 2015 03:02 Plansix wrote:
Show nested quote +
On October 30 2015 02:53 jcarlsoniv wrote:
On October 30 2015 02:46 Plansix wrote:
On October 30 2015 02:37 Hider wrote:
Yeah and I only play soloQ games. So showing my ability to win soloQ games is exactly what I want from it. Why? Because it makes me care if I win said soloQ game or not. If the system makes me win 50% of my games no matter what I do and does not reflect me winning n any way, I have no reason to care about winning a particular. Then I will rather try to get kills or whatever instead of going for objectives which worsens the game experience overall for everyone involved.


Yes that's my stand to, and I think that Plansix looks at "improvement" from an esports-perspective and not a casual perspective. It seems that the only thing that matters is if youimprove your skillset in a way that's relevant for competitive play.

But what's relevant for most of us is that we improve our skillset so we can climb in soloQ. As long as we have fun in the proces, the gamedesigner has done his job.

Its also improvement over time and long term. Peoples MMR isn’t going to be reset often because it ruins the player experience for the entire player base. So if someone tries to play a new hero, their MMR does down. Get into a new mode or play style, MMR goes down. So the system punishes players for doing the specific things that will make them better long term.


That heavily depends on how you define "punishes the player".

If you're talking about short term MMR drops when trying new things, then yes. However, if the purpose of trying new things is to improve your play holistically, then that short term drop shouldn't matter because, ideally, it would result in long term gains.

MMR benefits from a large number of games. The more games you play, the more accurate your relative MMR will be. If you get better, your number trends upwards.

As for ladder anxiety - I don't disagree with a Normal queue that has hidden MMR and a Ranked queue that makes MMR visible. If you're anxious about rank, play normals - it shouldn't matter to you anyway. If you want to play in a more structured, competitive setting, play ranked.

So why is it better than a ladder or league system?

Ladder and League systems still use MMR under the hood. They just hide the exact number from the player and fudge it by using broader definitions when displaying it.

I also fully expect a ranked mode in overwatch to use leagues rather then the actual MMR number as per Hearthstone/HotS/SC2
It ignores such insignificant forces as time, entropy, and death
MaestroSC
Profile Blog Joined August 2009
United States2073 Posts
October 29 2015 18:17 GMT
#1057
MMR and ELO dont just give you a metric to measure yourself... they also give you a competitive goal you can set for yourself.

And I dont agree in ANY way whatsoever that resetting a players MMR/ELO is a negative to ANY player.

Everyone LOVES the chance to start over and a clean slate.

Its probably the most popular time of League right after a reset, people are playing more ranked than before a season end, 100%.
Gorsameth
Profile Joined April 2010
Netherlands21717 Posts
Last Edited: 2015-10-29 18:23:31
October 29 2015 18:22 GMT
#1058
On October 30 2015 03:17 MaestroSC wrote:
MMR and ELO dont just give you a metric to measure yourself... they also give you a competitive goal you can set for yourself.

And I dont agree in ANY way whatsoever that resetting a players MMR/ELO is a negative to ANY player.

Everyone LOVES the chance to start over and a clean slate.

Its probably the most popular time of League right after a reset, people are playing more ranked than before a season end, 100%.

League is not a complete reset. it is a sort reset based on brackets.
SIlver gets reset to 1200, Diamond to 1600 ect (numbers fictional)

A full reset is negative because it means for the next few days the Pro's are going to be stomping the Casual's face into the dirt and that makes the Casual want to not play.
It ignores such insignificant forces as time, entropy, and death
Godwrath
Profile Joined August 2012
Spain10127 Posts
October 29 2015 19:08 GMT
#1059
Got beta and played some games. Looks fun, but i will wait until they put a competive mode.
jcarlsoniv
Profile Blog Joined January 2010
United States27922 Posts
Last Edited: 2015-10-29 19:11:39
October 29 2015 19:11 GMT
#1060
On October 30 2015 03:02 Plansix wrote:
Show nested quote +
On October 30 2015 02:53 jcarlsoniv wrote:
On October 30 2015 02:46 Plansix wrote:
On October 30 2015 02:37 Hider wrote:
Yeah and I only play soloQ games. So showing my ability to win soloQ games is exactly what I want from it. Why? Because it makes me care if I win said soloQ game or not. If the system makes me win 50% of my games no matter what I do and does not reflect me winning n any way, I have no reason to care about winning a particular. Then I will rather try to get kills or whatever instead of going for objectives which worsens the game experience overall for everyone involved.


Yes that's my stand to, and I think that Plansix looks at "improvement" from an esports-perspective and not a casual perspective. It seems that the only thing that matters is if youimprove your skillset in a way that's relevant for competitive play.

But what's relevant for most of us is that we improve our skillset so we can climb in soloQ. As long as we have fun in the proces, the gamedesigner has done his job.

Its also improvement over time and long term. Peoples MMR isn’t going to be reset often because it ruins the player experience for the entire player base. So if someone tries to play a new hero, their MMR does down. Get into a new mode or play style, MMR goes down. So the system punishes players for doing the specific things that will make them better long term.


That heavily depends on how you define "punishes the player".

If you're talking about short term MMR drops when trying new things, then yes. However, if the purpose of trying new things is to improve your play holistically, then that short term drop shouldn't matter because, ideally, it would result in long term gains.

MMR benefits from a large number of games. The more games you play, the more accurate your relative MMR will be. If you get better, your number trends upwards.

As for ladder anxiety - I don't disagree with a Normal queue that has hidden MMR and a Ranked queue that makes MMR visible. If you're anxious about rank, play normals - it shouldn't matter to you anyway. If you want to play in a more structured, competitive setting, play ranked.

So why is it better than a ladder or league system?


What makes it worse?

MMR is used for ladder systems' matchmaking, it's just obscured through simpler groupings. Personally, I have no real preference one way or the other, but have absolutely no issues with a more exact visible MMR instead (this is how it was in the early days of League).

Citing ladder anxiety as part of an argument against MMR is meaningless because it would be more or less the same in a ladder system.
Soniv ||| Soniv#1962 ||| @jcarlsoniv ||| The Big Golem ||| Join the Glorious Evolution. What's your favorite aminal, a bear? ||| Joe "Don't call me Daniel" "Soniv" "Daniel" Carlsberg LXIX ||| Paging Dr. John Shadow
Prev 1 51 52 53 54 55 176 Next
Please log in or register to reply.
Live Events Refresh
Next event in 1h 38m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Nina 240
StarCraft: Brood War
Sea 8431
Larva 719
PianO 705
ggaemo 341
Killer 325
Pusan 315
Hyun 271
Soma 143
Sacsri 15
HiyA 14
[ Show more ]
Noble 12
NotJumperer 2
Dota 2
XcaliburYe279
febbydoto15
League of Legends
JimRising 470
Counter-Strike
Stewie2K1287
Super Smash Bros
amsayoshi46
Mew2King14
Heroes of the Storm
Khaldor175
Other Games
summit1g10850
singsing1592
SortOf112
Organizations
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 12 non-featured ]
StarCraft 2
• Berry_CruncH435
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Jankos705
Upcoming Events
Sparkling Tuna Cup
1h 38m
SC Evo League
3h 38m
Chat StarLeague
7h 38m
Razz vs Julia
StRyKeR vs ZZZero
Semih vs TBD
Replay Cast
15h 38m
Afreeca Starleague
1d 1h
Queen vs HyuN
EffOrt vs Calm
Wardi Open
1d 2h
RotterdaM Event
1d 6h
Replay Cast
1d 15h
Afreeca Starleague
2 days
Rush vs TBD
Jaedong vs Mong
Afreeca Starleague
3 days
herO vs TBD
Royal vs Barracks
[ Show More ]
Replay Cast
3 days
The PondCast
4 days
Replay Cast
4 days
LiuLi Cup
5 days
Cosmonarchy
5 days
OyAji vs Sziky
Sziky vs WolFix
WolFix vs OyAji
BSL Team Wars
5 days
Team Hawk vs Team Dewalt
BSL Team Wars
5 days
Team Hawk vs Team Bonyth
SC Evo League
6 days
[BSL 2025] Weekly
6 days
Liquipedia Results

Completed

Jiahua Invitational
uThermal 2v2 Main Event
HCC Europe

Ongoing

Copa Latinoamericana 4
BSL 20 Team Wars
KCM Race Survival 2025 Season 3
BSL 21 Qualifiers
ASL Season 20
CSL Season 18: Qualifier 1
Acropolis #4 - TS1
CSLAN 3
SEL Season 2 Championship
WardiTV Summer 2025
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1
BLAST.tv Austin Major 2025

Upcoming

CSL Season 18: Qualifier 2
CSL 2025 AUTUMN (S18)
LASL Season 20
BSL Season 21
BSL 21 Team A
Chzzk MurlocKing SC1 vs SC2 Cup #2
RSL Revival: Season 2
Maestros of the Game
EC S1
Sisters' Call Cup
IEM Chengdu 2025
PGL Masters Bucharest 2025
MESA Nomadic Masters Fall
Thunderpick World Champ.
CS Asia Championships 2025
Roobet Cup 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
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 © 2025 TLnet. All Rights Reserved.