Discussion: Does performance-based SR possible? What’s the potential challenge to execute a performance-based SR system instead of current result-based one?
It’s already there for ranks under Diamond, you win/lose more depending on how bad/good you did but the total bonus isn’t anything big
I’m going to go ahead and assume that English isn’t your first language OP, because you failed to communicate your message here.
I’m going to take a stab and guess that you are questioning the validity of performance based SR. In which case I would say that performance based SR is wrong. I believe only two things should matter:
- Did you win or lose?
- What was the SR of your opponents?
Any other factors, in my opinion, will only end up tainting the results.
Games of this nature have to be result based as it’s the only way to measure if a person is doing all the little stuff that wins games over time.
Going only result based doesn’t work being just because someone does well in stats vs lower level comp doesn’t mean they can/will do well against higher level comp.
Winning is what shows your game play is having true impact.
You have performance based system below diamond.
Its really bad idea to remove pbsr for people below diamond. If you would do that, smurfs/alt account would stay there much longer just like peopke who are getting better.
No it is not, a performance based system will place 2 accounts played by the same person, both played 30 games, in the rank they belong. Very close, or equal in SR.
So without needed to farm so many games, so the unwinnable games -SR dont matter anymore.
A big con for performance based SR would be that your SR would almost never change, except when you really get better. So you could play 100 games and still have the same SR.
Also a reason it will not work is that this is a team based game. Comp should have been clan based. But is played as a solo play game with solo Q. Still if you win or loose. Or even if you play bad or good, is depended a lot on your team mates. A rein that is bubbled at the right times and healed a lot will have lots better stats then a rein who has as off tank a roadhog who is flanking all the time.
So even if it was stat based, your personal rank will still be influenced to much by out of your control outside things. So stat based ranking will not work either.
Of course current SR system works not well either. But remember: comp was created for 6 stacks.(clans). Only after people complaining that they dont have 5 friends to join with comp got changed to solo Q. So the original SR system based on win/loose was created for 6 stacks/clans. And that system would work well for that, just not for solo Q.
You are likely confusing behind the scenes hidden MMR with SR. It’s matter of fact your SR gains/losses under Diamond are affected based on personal performance, based on yet more hidden and unconfirmed stats.
Only a very small %. Most is based on win/loose. Having a lost game because of your team (like someone throws). You will get X amount of - SR. And a very small amount of + SR because your high MMR.
So SR is always for like 90% result based and only like 10% performance based.
It is a personal stat in a team based game, with random teams(that you have 0 control over). So luck(who are your team mates, and has your opponent a better team) is a very big factor. And only way to make this system works is to play so many games that the luck factor is removed. And it can not place someone in the right rank with in like 20 games.
Performance-based SR is interesting, but there are a few problems with it for a game like overwatch. For example, how do you measure disruption, distraction or space-making (all things that can win you games without giving you any stats)?