I had this happen to me back in OW1 when I had 2 accounts.
I don’t think it was a forced loss streak, but more a problem to do with how I was playing.
If you’re used to playing in diamond or above, playing in that same style in lower ranks usually sees you losing. You get used to being able to push and rely on a support to keep you up, you get used to a team knowing when to be aggressive and doing so all at the same time etc.
You then expect those things in say, plat, and end up dying or having to back down because your teammates aren’t on the same page.
Also a load of goofy crap that wouldn’t happen or go unpunished in higher ranks actually works and catches you off guard. For example a Cass popping high noon on a flank should be insta-dead, but in gold kills all 4 of your allies.
As long as you have reason and proof on your side, I believe that the vast majority will side with you.
But what they did from the beginning was to say, “Trust us”, “We can’t tell you how it works in detail”, “You don’t want that” and so on.
And we had to watch how great games turned into … bad games.
It’s not that they’re screwing up, they’re screwing up with a special kind of boldness.
Perhaps Twitter is the ideal platform to convey this kind of attitude.
Most of us have not yet had the opportunity to participate in the development of a complex matchmaker that serves millions of players.
But here’s are two questions that an actual matchmaking developer or a mathematician might be able to answer:
Is it possible for a matchmaking service to operate completely transparently without compromising integrity?
So you would have mathematically verifiable, detailed values that are visible to everyone so that you can check whether the team composition was optimal at the point of creating the match?
Is it possible to carry out a transparent evaluation of players based solely on public criteria? I know the common reason given here on the forum is that players would exploit these criteria if they were public.
But isn’t it bad matchmaking if you have to hide your rating criteria? Doesn’t that mean that your game wouldn’t work if everyone played it at the best possible level?
As I understand it, all of the matches would have to improve in quality if the evaluation criteria were public.
The system is extremely complicated and there is a lot more going on here than I am going to spell out. So please don’t take this as the comprehensive guide to how MMR is calculated in Overwatch. There is definitely a lot more going on under the hood.
Yeah, I notice just whiplash matchmaking. You are getting rolled or you are the one rolling, and it rarely it goes toe to toe. So after winning a bunch of matches, you get horrible unwinnable matches afterward. Not even marginally harder, but straight out impossible.
Thanks for finding that, but did you read that whole post?
Litterally the next paragraph is him explain MMR.
But saying
Is just a lie.
He litterally gave a simplfied version of how it worked. He did tell us how it works. Granted he didnt get technical about it, but very few people need the full data around it.
Its like I said
We had people like jeff explain stuff on the forums orgianlly, becuase the forums were good back then.
Overtime we become more and more toxic and the devs started posting less and less.
The devs still give info out, they just dont do it on the forums anymore becuase of us.
What public criteria? MMR is the driving force for setting up matches.
in the case of that post from Kaplan (which is btw super old, from summer 2016, even before competitive mode was enabled I believe):
The first factor is time.
A second factor we take into account is ping
the next factor that we match on: grouping.
this leads me to matchmaking rating. This rating is the most important thing that we try to match on.
and then:
The system is of course deeper than this. There are penalties and handicaps added for things like not playing for a while or playing in groups of varying sizes.
Anyway, I think Jeff here is referring to the matchmaking for essentially QP there. As he’s talking “groups having no restrictions” unlike they do have in competitive, etc.
Regardless, here’s something else from Jeff:
At no point in MMR calculations do we look at your win/loss ratio and win/loss ratio is never used to determine who to match you with or against.
We are not trying to drive your win/loss percentage toward a certain number (although the fact that so many people are at 50% win rates makes us extremely happy).
All the system does when it comes to matching on skill is attempt to match you with people of a similar number.
MMR is something they came up with but never explained.
And still no explanation. That’s exactly my question: why does it have to be so obscure?
They have made mistakes in the past, and so we have found that it is beneficial to play heroes that are rarely played at a certain rank. I wonder what else is beneficial for my MMR.
Maybe my MMR goes up if I wallride more than I need to?
Why can’t it be public?
Oh its a widely used system in almost all games with skill based matchmaking.
What part about it in your opinion would need explaining?
Your mmr only changes based on winning or losing matches, what heroes you play and/or how, do not matter at all.
(Besides that you have a separate MMR for each role.)
In OW1 there used to be a performance based system for people below diamond, ie, if some of your stats were better than others around your rank you could gain or lose a bit more rating per win or loss.
But it’s completely removed in ow2.
In my view, that just shows that something is wrong with the evaluation.
Let’s assume everyone knows how it works because it’s public, why doesn’t that lead to better quality matches? There must be something wrong with this approach.
I didn’t even have to look because my QP matches are so bad today, I too was making a game log just to see if I was maybe imagining it. I wasn’t.
In 7 matches I went (1-6) and most were stomps.
Losses:
1 match - my team had 2 feeders, but supports carried them until losing at the end.
1 match - my team had 1 new player dps and support, by profiles and gameplay. STOMP!
1 match - my team had a new player tank vs enemy full group (I recognize them). STOMP!
3 matches - had leavers or throwers after first team fight. STOMP! STOMP! STOMP!
1 match - my team won, going down to overtime near the end. ONLY FAIR MATCH
It’s awful with all these new players, feeders and throwers, being put up against full groups. Remember that groups AVOID this because they are far less likely to get problem players when they bring their own.