Overwatch league doesn’t use the matchmaker…
If anything, the team coach picks the players. Just like in real sports teams.
Overwatch league doesn’t use the matchmaker…
If anything, the team coach picks the players. Just like in real sports teams.
Right, so why are you talking about professional sport? Its not anyhow related to matchmaking.
The irony is that Overwatch doesn’t even use it’s own matchmaker in it’s professional component.
So, my point still stands. Professional sports would not use such a system.
Even casual sports, like a pickup basketball or baseball game, wouldn’t use such a system. The challenge to you is to rationalize and clarify why such a matchmaking system that forces 50% win rate is fair.
Why is it irony? Why you would need matchmaker for tournament with made teams?
Of course not lol, you think system randomly picking your team mates would be good for pro sport? Profesional sport is basicly job. Games are played for fun mostly. You need matchmaker to have some kind of level balanced games if you fill system with random players.
Are you serious? School yard pickup sport are close to matchmaker you can get, i am not Kid anymore but i clearly remember teams being made together with weaker and stronger players. Not only because it was better for competition but so players can have actualy fun.
The same reason why 6 stacks break the matchmaker.
That is why the Olympics have qualification matches.
It’s not about randomly picking teammates, it’s picking teammates to force a 50% win outcome.
On the contrary, how is filling teams with players who do not belong at that SR fair?
You’re forcing equality of outcome. Not opportunity.
So you would want rigged games where you are placed on team to have for example 30% to win, would you like that?
You have opportunity to climb just like anyone else. People can climb over thousands if sr in few seasons, i dont understand what your issue is. Yes you are not better than others, you wont climb, though life dude.
If the circumstances are that players are playing within their skill rating, then 30% chance to win is nonexistent.
Chance to win is not something to discuss in any competitive environment.
You clearly dont like 50% chance to win system what do you want then instead?
Then it would be 50/50 but you dont like that. So what do you want?
What do you want?
I like how you’re trying to flip the script. I asked you how is a system that forces 50% chance to win fair, you dodge the question, and now you’re asking me why 50% chance isn’t fair?
You yourself have admitted it would be absurd to tamper with player performance in any other sport. The logic agrees with that.
You will simply not admit that it’s wrong in Overwatch.
It’s not about chance. It’s about skill.
Give up on him. This Zax guy is the biggest Blizzard fanboy white knight ever.
My -3 to +3 example are just RANDOM numbers. -3 MMR is NOT = bronze.
The mmr looks probably like this:
Bronze: -3 to +3
Silver: -3 to +3
Gold: -3 to +3
And so on.
EACH elo has its own mmr factor.
Having a „+3 mmr“ doesnt make it GM MMR.
Its just +3 mmr IN the certain elo. Like plat or masters.
But again: just random numbers like the algorithm itself.
Claiming to „know“ that -3 IS 100% Bronze and +3 is 100% GM is braindead.
The matchmaker IS intransparent and NO one knows how the numbers look like. But its a fact, that it is used to rigg.
Blizzard themselves confirmed that they want to adjust the MM against smurfs to have a „better stat tracking“.
WE DONT WANT AND DONT NEED STAT TRACKING IN A COMPETITIVE GAME.
Moneymaker.
It’s also possible that -3 and +3 are relative to the match’s SR
So -3 is -500 SR relative to the match
And +3 is +500 SR relative to the match
But it doesn’t actually matter, because matching people of unequal MMR (which is by definition the game’s definition of a players latent skill) is by definition rigging the game to force people to play with people of uneven skill - TO FORCE - a 50/50 win-loss outcome.
It’s remarkably simple. But many people cannot fathom much of anything outside of the context of the current system, which is a novelty in comparison to any other competitive system.
I asked you, stop avoiding to answer it. But ok, what i want? I want features which should be in ow years ago like clan/ community system, that will lead to better matchmaking is quality of matchmaking is better with bigger player base.
I asked you if you would want different % system and you were unable to respond. 50/50 is not fair? Eh… what is more fair between two teams than 50% chance to win?
The system should match players of equal skill. That’s all I want.
(This also fixes your problem as well, as players in a guild/clan would also be of comparable skill.)
And that’s not what a 50/50 system does.
Could you explain me why this is so hard to understand for some people?
In perfect world yeah it would be the best solution. In reality it not possible because you would have to:
Its nice that you want it but its impossible to achieve. So please stop dreaming and start to be more realistic.
These are many imaginary and untested requirements.
It has worked perfectly well in every sport throughout human history. Is it any wonder why a new system is this dysfunctional?
Largely, it’s due to some unwillingness to change one’s own perspective to understand where the other side is coming from, or to see things outside of the context of the current system.
For example, explaining to a 1900s farmer why the combustion engine is better than a horse-driven plow, and the farmer trying to understand why you don’t need to feed the Tractor or change its horseshoes.
I have also question for you. If match is made with 12 players who are and belong by skill at 2000 SR is what you would considered as fair, what is chance of winning in that match?
Its badsicly forced 50% chance to win, is that right?
IF a player is NOT directly at his true skill elo he is not able to reach certain ranks! We have a SR based Ladder system which would be TRANSPARENT without hidden mmr.
Only way for players to reach higher elos would be if they get boosted by other players.
If you fresh start the ladder and EVERYONE would start at 1 SR (for example) after a few seasons ALL players would be where they belong to. WITHOUT MM tracking and choose players to create 50:50 outcomes.
No you dont have to force all to solo or group only because you can simply adjust the MM (without mmr) to just look for other stacks IF you are stacking. This has NOTHING to do with hidden MMR. WTF are you talking???
And NO you dont need a billion playerbase! You just need (in absolute WORST case scenario) 12 players for each elo to create a match. The thousands players the game still has would be enough to have a transparent SR only based ladder system.
Hidden MMR is NOT NEEDED.
The only “force” you’re referring to is the work done by each of those players to reach 2000 SR.
The system plays no part in the matchup, except to find and match these players.
The odds will be 50:50 by design, not by chance, as each player is as good as the next.
???
So if I am not on my skill elo which is for example gold lets say, i am not able to reach higher ranks? What? How does your statement make any sense?
No we dont. We have MMR based ladder system with SR being just fancy visible representation of it.
Yes, sure but it would take a lot more time by using only SR in comparison by using MMR and current matchmaker. Only SR system would create a lot bigger range of SR you would be moving in. Imagine for example player having bad game with thrower, without MMR, you sr loss based on performance would be huge even when loss wasnt your fault. MMR is there as anchor to prevent stuff like that.
Matchmaker is doing that already. For 5 damn years.
If you would get close to thousands players this game would be dead fast as the lower player base you have, the worse matchmaking you would experience as they is not player pool big enough to make balanced games.
Overwatch already have that issue as its visible last like year where plat tanks are being placed in diamond and even masters games. Which didnt happen that often in past. Its indicator of shrinking player base.