Fooling the MMR or how to fix the Matchmaking - Page 5
Forum Index > SC2 General |
FrogsAreDogs
Canada181 Posts
| ||
duckk
United States622 Posts
On December 31 2014 01:01 Zulu23 wrote: People Tanking down the MMR are killing the game, because they are simply destroying the fun on the game for the other player... Why? Playing versus a obvius much to good opponent is a waste of time... Sadly you see I only right after the score screen in the profile of the opponent.... I mean 300APM in Gold leauge is supisions, and then 7x Master it was a game lost from the start... This behavour kills the enthusiasm in the community, and the game will not be uphold for 5000 professional players. apm's probably the worst used indicator of skill. I have a friend in silver whos lowest minute is 300 and average is like 370. I played a korean gm protoss who had 102 apm in a ~12 minute game. Something somewhat interesting is my unranked mmr has not moved ever? However during the start of new seasons or if i get removed from league my unranked opponents are closer to my real mmr. If they made a better way for players to warmup or offrace on ladder there wouldnt be as many games instantly over on the loadscreen. | ||
![]()
digmouse
China6329 Posts
| ||
nanaoei
3358 Posts
the more i think about it, the more needless it all seems-- separate graphics for each rank, an MMR rating, and an entire system shaped around it. if you think about it as well (especially as someone who comes from an era of PC gaming where matchmaking wasnt a thing) it is kind of absurd. carrying that general idea forward, each time you click play, youre reserving yourself to the fact that you dont know who youre going to be playing. instead, you should be quite happy that theres even a feature to let you quickplay against someone who is relatively around your calculated MMR. i like the way it is now because its different and i get to be lazy while getting something done (practice). we formed gaming groups, had personal boycotts against certain players, and advertised ourselves for casual or practice games. then you got to know the other players and what their general level of play was at, and went from there. that was part of the process that separated casual from non-casual. good players seek good--so on and so forth. this was wholely your judgement and part of the community aspect of which you cannot measure in todays style of convenience gaming. in the past you did not just press the button and hope to hit someone you could have a tightly contested game with. you joined a game lobby or chat channel to organize a game with someone and to get the practice that you wanted to get, learning about your opponent in the process. malicious intent is going to be around in any online game at any time. i understand how frustrating it might be to log in and waste time like this, but thats not the reason why you should give up on your experiences with a game when it seems that nothing is going the way it was designed to. the only reason why you should give up is if you can no longer reliably have fun while youre playing under good conditions, and as long as the game allows it, i dont see why you dont try forming your own groups or playing amongst new ingame friends in order to make use of those conditons. that is what confuses me the most--the system might be utter garbage, but why dont you rely on yourself to be able to get the games that you want | ||
| ||