Good demonstrating poor reading comprehension if you think that is what the patch notes said. It is actually rather sad how many people are acting like the patch notes said something more than something benign but what is sad is this inability to demonstrate basic reading comprehension was something I completely expected when I read it.
I will help you though on two levels. First every single matchmaker ever designed that uses any metrics to try and create a balanced match will result in a 50/50 win rate. That is a simple byproduct of you ranking to where you belong. Any matchmaker that does not take the entire population and randomly match you with people regardless of skill by your definition would be rigged, which would encompass just about every MP game for the past 30+ years, and therefore that word has no true meaning.
Secondly on to explaining the patch note because it seemed to confuse you and I like to help. When the matchmaker finds you a game it is not going to be able to find you a match where both teams have the exact same SR. That is just simply not going to happen. Therefore one team is going to be favored and one team the underdog, however slightly as if that difference is too large the match will not start. The matchmaker uses the terms âexpectedâ and âuphillâ. The only change is to make it so that you are less likely to be in an âuphillâ match when you are on a loss streak but there is an extra layer to that: it is completely and utterly pointless.
The reason it is completely and utterly pointless is that they have admitted their matchmaker is only able to successfully pick the winner barely over 50% of the time. That means that even if you are favored or an underdog the matches are close enough that they are basically a coin flip and it really is coming down to things like the map skill of the players in the game, the ability to mesh with your team, or play against theirs, and other things that would make each game unique.
Wouldnât be in a losing streak if the game was patched correctly. Heroes are created for 5v5 when the game is originally 6v6. Itâs the patches we donât need itâs the heroes and their abilities that crashes and sabotage the game. You can never balance a rock on a stick but in this case a boulder on a stick. Overwatch one heroes all need rework to fit in the 5v5. We donât need buff or nerf for those hero. Tanks have a poor performance because the absent of the second tank in which what the game was designed to have 222 not 122. 12 tank heroes for one player but only 10 support for two, make it make sense
Insulting my writing means nothing to me. This game has always forced 50/50 and anyone with a brain can see this just because it does not fit your biased opinion does not mean it is not true. Stop defending this and accept what it is which is forced 50/50 even flats said it as well.
I am not insulting your writing, I am stating that you made a fundamental and basic reading comprehension mistake which lead to you being unable to understand what the patch notes said though to be fair several others made the same mistake so you are not alone.
Again though there is a simple truth: EVERY matchmaker ever made has a 50/50 win rate. So lets twist this around, why do you think this game is doing something to force a 50/50 win rate when that would happen without them forcing it all? There is no need to force anything after all so what is the point of having a complicated algorithm to âforceâ a 50/50 win rate when the matchmaking algorithms that have been around for decades would also result in a 50/50 win rate?
How does that work though? You canât put 5 players on loss streaks in a game and get a âpreferred win team,â can you? Assuming all ranks were even. It seems like an overly complicated system and maybe it will work, maybe it wonât. I guess we will see if they keep it.
Again, I donât think thatâs true, because presumably, to be favored, you have to be better than the rest of the people in the lobby (which loss streak players are probably not). Unless they are doing something like putting 5 loss streak gold players against 5 non loss streak bronze. Which, maybe they are.
You are definitely new to competitive gaming if you didnt already know this. This has been a thing for every competitive game for several years now. I remember when it was introduced in COD BO2. BO1 never had it but people like to say it did for whatever reason.
I had over 500k kills on that game between all of my accounts before i moved on to BO2. Best gaming experience of my life.
You should be against it because this also mean that the opposite is true too:
If you are good, and on a win-streak, the game will put you in a team that statistically is more likely to loose. And if you defeat the odds and still win, next game it will put you in a team thats even more likely to loose. Thatâs why you can go from stomping an enemy team to a game where you win by a hair to a game where you get utterly stomped in less than 2-3 games.
Whatâs worse since they removed leveling up lootboxes, you are basically forced to act as a punching bag for the âfavoredâ team for free.
While Devils was a littleâŚdirect in his words, their words were right. 50/50 win rate is the natural state of any well functioning MMR system. Thereâs nothing nefarious and forced about it - if youâre at the correct skill rating, youâll win as many games as youâll lose.
Do you remember all those times you got âReversalâ after getting stomped the enemy team or âUphill Battleâ after stomping the enemy? Those are all games where the favored team got their asses beat. Youâll hardly be a punching bag, the system barely has an idea what itâs doing in the first place.
problem is thatâs like 1 out of a 100 games, because every âuphillâ battle, we used to have a ragequitter/leavers in the last 2 minutes, that instantly meant an automatic loss, because we rarely got a refill that made to the objective/teamfight before the time ran out.
And now with the leaver penalties its even worse, because people who give up will just afk or hide somewhere on the map waiting out the end of the game or to be kicked out for inactivity. And these afk-ers are actively worse than leavers, because we donât get a different player than them for a much longer time
Forced what? Today i lose 80% of the matches⌠if u have 50/50 the game is balanced and u are nearly in your rank place⌠but it donât work in this manner, they continuously test u putting u in bad teams and see what happen, than, they put u in goods team when u get too much loses for not quitting the game for anger⌠in any case the matchmaking is fake and manipulated. Since day one i think this âprivacyâ mode serve only for hide ranks and so hide the matchmaking faults.
You can bet it always was the case.
Imagine them adding match rigging when the the entire community has already been complaining about rigged matches for ages. Makes no sense to be adding it now if it is the last thing the community wants to see.
I donât get why they donât just make it easy and have a win be a simple if you win you get a set amount of points. If you lose you lose points. Not sure why any competitive environment needs these manipulations.
You can if they put more need into MMR matching for matches then in shorter que times. The reason they have this formula in play is specifically to lower que times. If you want closer players being queued up for an individual match, that requires the background system to scour the players in the Server to find 10 players that are similar in MMR. To do that, it will require que times to go up.
So, you have to ask, what is more important - unbalanced games but quick que times or more balanced games and longer que times. You can have both.