MMR transparency

Is there any way to see our MMR and get details on how it works? I feel like after the explanation that our MMR is more or less solely what determines rank, we should be able to not only se our MMR at any time, and we should also be given an info screen on how we gain/lose MMR. I’ve been stuck in Tank Bronze 5 after tearing it up in placements and subsequent matches and feel like I should be at least Silver by now, especially attributing to the fact I play in a stack with a Silver and Silver/Gold that are about to leave me behind in rank disparity.

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Yeah, it kinda weird that the thing that will truly let you know about your skill level is hidden, while your visible ranking is a mess up and down by several tiers.

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We are unlikely to ever see any real transparency from blizzard on this topic.

This is most likely because blizzard is hiding something they dont want us to know or figure out about the system. The best way to ensure that it says hidden is to keep data hidden, as at least then they can maintain plausible deniability, should it ever get figured out

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Some more transparency is good, but knowing the full formula of MMR is usually not a good thing, because people will find a way to abuse that.

As an example, long time ago we have a local dota allstars server with self-implemented rating system. It counted every stats like role, kills, assists, death, gold per minute and so one, and made a rating change by comparing with stat of your teammates and opponents. The formula was public and it lead to weird thing. I found that the formula also contain a number of how many creeps you’ve denied: the more the better. And every time I was realizing that the match is going to end soon (doesn’t matter win or loose), I was jumping all over the map and denying creeps like hell to have 100 or more denied creeps at the end, instead of doing meaningful things. It boosted my rating a lot, even with lost game I could get a positive rating change because of enormous amount of denied creeps comparing to other players. Then my friends started to do this also. So in the end it was a circus, not a dota game. And the number of players on the server was very low, like only 300 players.

Now imagine millions of players will see a publicly available MMR formula for OW in one way or another. And they will find in a matter of hours which action will give you more MMR points then others. For example, contesting a payload give a lot of rating for all roles. Now everyone will do the contesting no matter what, instead of flanking, killing, healing - everyone will stay on the point even if it’s not a good decision at this point of time. Then everyone will start complaining about it on the forums and reddit. Dev will try to fix that by tweaking the formula. But it will lead to another loophole in it (e.g. now kills give you more rating points), and now everyone will try kill as much as possible and won’t care about the point or payload at all. This is simplified example, but I think you get the point.

Yeah, that it can just sometimes be broken and players don’t have an objective way to tell.

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your MMR most likely is, but its hard to climb out of bronze when literally no one around you is actually bronze. you are 100% right here, we should be able to see MMR but we cant. i think not a single person on this planet likes that you can’t see it

such an idea would expose the artificial outcomes.

The matchmaker looks at your stats and deaths. It actually says that if you have more deaths than usual it will put you in a better game next time, so basically you don’t quit overwatch all together.

So if you are having a bad QP game, have very poor accuracy, do low damage and die often. Accept the game will be a loss, but stick to the rules above.

Your next few games will be much better.

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Im sure it is totally justified that i get promoted to the exact same rank i was at already LOL

This guy learnt nothing at all💁

The original MMR system, used primarily by single-player games like Chess and Golf, will count Wins only, no performance stats whatsoever.
And for a very good reason.

As an example, I can use myself. I am a Tracer main, and often I can win a point for my team simply by existing. If I can engage two people on the enemy team and get them to chase me, I will be doing little more than running and dodging, while the rest of my team pushes in.
My value will be enormous, but it will not show up in any stats.

The game developers of these MMR systems that look at “performance” are no more than hacks, having completely lost sight of what the original MMR system is doing.

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Yes and no.

You cannot ser your MMR, due being a ratio of 0 to 1 based on the average within your place.

Is like, you are put in a range value and they gauge your ability based on that range value. If you’re 1 or above they put you in another range, if you’re below than 1 and above than 0.5 you’re within that range, if you’re below than 0.5 you’re in another range.

Each match, they gauge your performance to decide if you’re on the right range. Until they notice that you’re above/below that threshold on that range.

Everybody would receive a number between 0 and 1. But the parameter for each folk would differ due the “range” they’re comparated to.

The MMR was made due the nature of OW, but the game changed in ways that made some perks of it malfunction. Which explains why is more accurate on Open/Classic than RQ by example.

You gain MMR by performing well, some would argue that would be similar to the old “onfire” system. The more points you get within a short period of time and the duration of it would help to determine your MMR. Which is why it’s agnostic to wins/losses, but more aligned with performance with that hero comparated to other players within the same range.

Wins/loses doesn’t make you climb. They only guarantee that your rank could change if you win X times or lose y times. Neither will actually make you climb or drop rank all the time.

What’s matter is your performance, if you’re underperforming even if you win, will not climb.

They will not fully disclousure in details what they use as parameters or the weight of each parameter, but if you check their patent you can get several data about how it behaves, while not getting in too much depth about how they do their math, also some older posts from devs gave hints about how much interactions they have, even if they didn’t said how much weight each interaction have.

No likely something much worse…

For example there could POTENTIALLY be pay to win more, elements…

But more likely than nog, its something less nefarious but still rooted in greed…

Ive been playing tf2 since launch, and when matchmaking was added to the game in 2016, the playerbase began to degenerate rapidly in the years following…

I see many of the same patterns in matchmaking, as well as anomalies within the playerbase of both games…

Most likely matchmaking prioritizes ensuring players who cant earn or struggle to earn wins, can still get them. Which when you consider the marketing side of things it would be a financially smart move to do something like that

I think they are about to do this. It will be shown as “you are better than x% players in this role”

No I can’t give you a source.

I know I’m supposed to win my games because it’s very easy to out value everyone in the lobby, to do a little testing, I unfortunately lost 20 games in a row.

The system than rewarded me by promoting me a “skill” division. My MMR and SR are so disjointed that even if I lose 20 games I climb.

Blizzard holds it’s customers in the utmost of contempt. They likely understand that people really want to see their MMR. They withhold it because of this.

Yea totally. Also I am sure Blizz is well aware of how bad it is, they’re not dummies. But it’s such a difficult thing to fix they have to look the other way.

Also I do think the matchmaking is horrible because of balancing it against 5v5. Or rather that having to balance 1 tank with 2 of the other roles makes the matchmaking algos a complete nightmare to maintain.

All of this would be better if it was 6v6.

Nah it wouldnt, matchmaking would still be broken… teamstacking would still be a problem. The excess of those who refuse to learn and grow would still exist.

Its not a one sided problem while some aspects of the problem blizzard is quite responsible for, there are just as many aspects that either the playerbase is responsible for or is just not something that can be controlled…