The Game is Mostly Luck, But Skill is Still Important

Blizzard needs a new team in order to save this game. These guys probably don’t test nor even paly the game at all. The skill of the game is dying and sadly so is the game. There is way too much on RNG if you compare to other TCG.

Ok this is my very last response because once again you completely miss the entire point of what I said and inject your own opinion into my statement. How about instead of paraphrasing you quote exactly what I said? Because I never said that RNG is more brutal at higher ranks , the entire premise of my post was saying that at higher ranks where both players play optimally then RNG becomes the determining factor in who wins the individual match.

I seriously don’t know why you keep dodging this I have pointed it out to you maybe 7 times now but you keep parroting the exact same argument like I have never replied to you, are you even reading my replies? It’s like you read a completely different argument and are going back and forth with me about it when I literally never said it in the first place, every single one of my replies to you has been I don’t believe that and I never said that.

But it’s not different on low skill opponents. The RNG is still there affecting who will win; their mistakes are similar since their MMR is similar; it’s not like one of them will do more mistakes than the other opponent.

So you have a) RNG being COMMON between 2 opponents in the same game; b) their skill is similar because their MMR is similar and therefore a lot of the time it will feel like the RNG was the determining factor.

PS A little subtlety here (which is more of a sidenote) is that if someone just started playing or they play little then they might climb faster or drop faster because their MMR is not yet as stable as playing 24/7.

I wouldn’t say “optimally,” I’d say “equally.” But that’s a bit of a nitpick.

And there’s almost zero doubt about the “if” here. Both players will be equally skilled because Blizzard matched them on the basis of hundreds, if not thousands, of data points. The most likely cause of unequal play is misclick.

In two modes i think luck has an influence it should have: Arena and Battlegrounds. But only about Arena i wanne complain because its always paid some less RNG influence here would be nice. Especially about drafting. Eg played 3 times Mage (as 1 of the 2 classes) all 3 times i had Kelthuzad the inevitable. First two times i didnt pick him just because i dont wanne rely on luck. Both decks i had so many options for this card. Third i pick it and get just a sekeleton as minion one time. Whole run ruined thx :smiley:

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I disagree with the header. Skill is perhaps: “win more often, get legend faster”, but the decks are so far gone that draw is everything almost always.

I have big doubts that their matchmaking system is that complex. As it was just revealed a week ago or so that Blizzard always treated and is still treating Hearthstone as their “low priority game”. They spend little budget on it and don’t invest much into developing even simple base features.

You can expect the matchmaking to be very rudimentary.

A bigger sample size isn’t more complex.

Developing a subsystem for matchmaking isn’t necessarily a hard job. The structural outline of it can be probably done in a single afternoon (literally) by a single software engineer who know what they’re doing and then maybe a week or so for implementation.

If Blizzard coders can’t do that: it’s possible but it would be a recruitment problem.

A MMR system that’s barebones yes. If you want an actual matchmaking that can determine a players strength through many different variables that distort the true results, like decks played, meta, counter-strength of decks and so on, then it will take much longer and be much more complex.

It’s a bell curve.

Bad players top deck wins or draw order bails out bad choices… or doesn’t and they lose. RNG is the biggest determinant when both players are near zero skill.

Great players who mulligan properly, make correct decisions, and play optimally can lose because they matched a favorable/unfavorable match up or they didn’t draw their outs or their opponents did… making draw order and the match up, rng, the deciding factor.

It’s much more muddy in the middle where mistakes and good play can be more important, players can go up and down based on different factors in different games.

That’s a strawman since I was never thinking of people with near zero skill. What is even that anyway; who has near zero skill; it sounds like prejudice since near zero skill sounds like someone who doesn’t even have basic mental abilities.

Even worse for your argument: very bad skill doesn’t change the situation much; randomness is still a zero sum game in that case after a sum of a lot of games; there’s never equal skill between 2 opponents even if they’re not “pros”.

I don’t think that word means what you think it means.

As if things you didn’t consider are non-existant…

Have you ever seen a bell curve? Do you know what it is? Because the point was the tails - highest and lowest skills - are where rng has the largest impact on outcomes.

If you don’t understand why, that’s something for you to work on in your own time.

Mocking isn’t an argument either. Who told you low skill people aren’t also having the randomness of their games being a zero sum game after a lot of games; you defy basic mathematical logic; and if you try to say “their skill approaches minus infinity so the math breaks down” then you are doing borderline prejudice against people who are not “pros”.

This thread (which is necro’ed btw (we had covered this)) is mainly some people being starstruck by someone who is considered pro and I can’t possibly be right.

Again, just because you lack comprehension of a topic does not mean someone else is wrong.

Does this bother you because you feel called out? Because your statement here is flatly ridiculous. People who just picked up the game have near zero skill, but that’s not an insult.

Someone has the lowest MMR. It’s just a plain fact, but trying to ignore the existence of facts is delusion.

But you’ve totally lost the plot and devolved into what is an actual strawman, which is pretty funny considering your earlier accusation.

These are your words. No one else has used them. Again, it would seem like you feel pretty called out here. That’s not the point.

If you understand the behaviors of samples, you wouldn’t be upset by anything I’ve said here. The tails, the highest and lowest, are not typcial of the majority. In a game like this, RNG has more impact on each gameat the highest and lowest skills than other factors.

This is the last reply I do on this if you don’t change course. Your reply was a spam of narcissism against a strawman (an imaginary person).

You can keep talking to the imaginary person but you’ll only be further wasting everyone’s time.

You’ve literally ignored my arguement to strawman, but then accuse everyone else of having issues.

Dude, nice troll. You got me.

Is this imaginary person with you right now? Do you speak with them often? When did it start, if you recall?

Edit: Multiple players have tried to help you understand the original post and you just refuse. It’s honestly sad how much you’ve missed the point of the topic.

I think you are missing a subtlety here. The distribution of misplays (errors) is going to be fairly random in nature. In this sense, it is not unreasonable to model a players skill as something like

Player_skill = Perfect_play + Random_error_term_due_to_misplays

Perfect_play is the lower bound, say a god-like ability to play the game, and nearly every player can be closely approximated by some variant on the above equation, adjusting the Random_error_term_due_to_misplays appropriately to model their skill.

The really good players minimize the Random_error_term_due_to_misplays significantly more than worse players. In this regime, it follows that the overall winrate is then a linear function

Winrate = Player_skill + RNG_term = Perfect_play + Random_error_term_due_to_misplays + RNG_term.

Deferring to the above model, what Qwark is saying is entirely reasonable.

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Bless you for trying, but I suspect you’re just going to get accused of strawman or being a narcissist, lol.

This is cope. Skill is pretty simple, you win or you don’t. The only real complication is people trying to artificially tank their MMR (deliberately losing, achievement hunting); you want a system that isn’t fooled when people stop trying. But there is no need for additional variables otherwise.