Create personal heat bar for competitive games in Season 3:

I think that when playing games, we should be able to know our contribution to the team within our rank:

Each player should have an individual bar ranging from 0 to 100%, that will show his contribution to the team within the rank, so, according to the performance of the role and character the bar will be updated (maybe not every second to save server resources, but once per minute would be ok).

Lets say this is your team:
-Member 1: Gold 1
-Member 2: Silver 3
-Member 3: Silver 5
-Member 4: Gold 3
-Member 5 (you): Platinum 5

So, if everybody is the same rank, they should have 20% contribution to gain enough rank points to remain the same rank, but there are different ranks, so, the system should modify it according to the average rank of the game and tell the players how much they are expected to contribute.

-Member 1: Gold 1 - expected contribution 22%
-Member 2: Silver 3 - expected 18%
-Member 3: Silver 5 - Expected 12%
-Member 4: Gold 3 - Expected 22%
-Member 5 (you): Platinum 5 - Expected 26%

So, if they perform above these expected contribution, they will rank up eventually, and they will know how they are performing regarding their rank.

And, when winning or losing with high difference in expected contribution, players should get get a notification saying that they will earn or lose more sr because of the contribution, and see it represented visually.

2 Likes

define contribution.

2 Likes

I actually like this idea.

Nope. “Contribution” is far too suggestive.

  • Tons of heals? On who and when?
  • Tons of damage? On what and how many kills did you generate?
  • Tons of damage mitigated? Okay, did you just shield bot the whole game as Rein?

Contributions that don’t have numerical stats:

  • Taking space
  • Controlling space/positioning
  • WHEN did you secure an elim (stagger kills are > midfight kills etc)
  • Doing damage while healing isn’t needed

Nothing against the OP for the idea and the thought they put into it. The fact is, a system like this would have all the same failings that the old medals system had - medals wouldn’t tell you the context of the stat. This system would similarly have no way to know if a certain stat was the optimum contribution in a given game.

For me good enough will be if u will see mid rank players with compare to similar MMR. EZ and nice for all, becouse when u below u have hope to get this eazly, when u match u thinc “fine” when u abowe u r hapy :hugs:

Any measurable action that has influence on your team ending up winning the match, well, although not every action is measurable, just imagine now, with the current system, when you save someone as a healer, that is supossed to have some impact within the game as you are more likely to win if u save 8 people than if u save 1, however, sometimes you save someone and 1 second later he dies and still your “save” still counts.

So, it may be difficult to measure this and may even require some light IA (which I dont know if it may be used within the game).

But, taking into account the main objective of the game, the contribution should be measured taking into account both teams and the objective, imagine that the whole team is alive, and you manage to capture a point as tracer without anyone contesting it the other 5 members of the enemy team are alive and unaware that you are capturing it, if she manages to do that, she should have higher contribution, because it is usually more difficult to capture a point if the whole enemy team is alive, and the enemy team should have a slight penalty to elo/or contribution for this (as the main objective of the game is defending the point, and they havent done that as they were destroying the enemy team at their base).

But regards to other measurements, it may be difficult to do so, because sometimes doing 15K damage per 10 minutes in lower ranks, doesn’t necessarily mean that you are playing well, especially if u end up losing because your enemy plays with another strategy not involving pure damage.

I guess I would add contribution if your damage becomes effective, example:
-You deal 1500 damage to reaper and he is still alive → Non effective damage
-You deal 200 damage to reaper and kill him → Effective damage.
-You deal 50 damage to reaper, kill him and then, mercy resurrects him → Non effective damage.

More examples:
-Taking into acount damage or healing dealt while defending the point: It doesn’t matter whether you end up killing someone, so here pure numbers could be taken into account for elo purposes, as you are contesting the objective, overwatch is about this.

True, contributions is a subjective word here. Your Soldier may have 20k dmg, but few crit hits. Your Moira might have 25k healing on the tank while the dps suffer. Your Rein may block 20k dmg while constantly backpedling & never making space. The list goes on & on.

when you consider that context matters, next to nothing can be accurately measured.

but if your team plays well there are less opportunities to save people. ive played games as bap where we roll and I didnt get any immo saves. individual impact is not the whole picture in a team based game.

until the game can understand context, any attempt to use anything other than basic stats for minimal change in result, like pbsr, will be inconsistent at best and farmable at worst.

damage without elims is feeding enemy ults.
that alone should tell you that numbers are misleading.

50 damage for a 30 sec cooldown is non effective damage? you’re delusion at this point dude.