Proposition Matchmakings: Average Lobby Output Stats Quotas

Not sure if this was thought out already…But Please Blow This Up IF YOU AGREE:

The New Rank judging system is a little better, but There is too much ranking punishment on ‘you lost the ranked match…point, blank, period’.

The New Ranking System doesn’t punish gamers’ enough on THE NUMBERS on the statistics board, being the reason certain matches was lost. (For Example, Individual Gamer’s Ranking justifiably going from ‘Platinum’ to ‘Plastic’, because of their output statistics/your specific decision-making skills IS WHY YOUR TEAM LOST)

Proposition: What if you had in place an algorithmic calculator that takes the ‘losing team’ output stats after each match, calculate the average output from both teams; THEN their individual stat, being higher or lower than the average match lobby’s stat, determines whether their rank will increase/decrease in the ranking progress depending on the role.

  • Relatable Scenario: I’m typing this after having Potentially Beneficial REALLY HIGH stats, and still losing multiple ranked and unranked matches due to the same situation everyday: Someone chose a character where the entire opposing team swapped specifically countering them with strategically chosen characters, AND THEY COMPLETELY IGNORED THE IDEA OF SWITCHING.(Indirectly Throwing The Match.) Not sure if it is knowledge awareness or ego, but it doesn’t change the fact that their output stats are disgusting at times. That specifically needs some of attention and some sort of ranking reinforcement, instead of having harsh residual rank decrease with everyone else awaringly overcompensating a losing match & defeat was/is/will be inevitable.

Details on PROPOSITION: DEPENDING ON THE ROLE, that specific individual would have to meet the Average Output stat ‘Quota’ at end of the match IF THE TEAM LOST. That will determine whether they’re either an asset to the losing team, or a huge liability to the losing team. Do the math to find the average from both teams on how many successful ‘kills’ were achieved, how many 'deaths’ there were, Damage, and Heals (Supports will obviously need to have a different standard calculation for this). THEN, isolate and focus on that one individual from the Losing Team in their ranking process due to their stats falling affectively the shortest from average lobby stat.

*Support Role POV Example: IF YOUR TEAM LOSE, They could calculate the mean or average from both their individual damages & heals, and use that average number comparably with the Tanks’ and DPS’s Damage outputs more realistically (including deaths, probably unrealistic to include support kills…but sure, maybe). That could aid them potentially by taking that into account, being that role has varying scenarios and responsibilities that may have been beneficial or negatively affecting to the losing team.

IF They Won…THEY WON. *Just Give Them the Ranking Boost as you please, noting crazy. Why punish a mercy for a game-winning pocket

:sleepy: I know that was a bit much, But Am I missing something? Someone has a different scenario? It seems like a legit reasonable patch. Feel free to chime in and catch me to up if I am overlooking something.:thinking::100::ok_hand:

The inherent issue with performance based SR is that you could hypothetically stat pad and play in ways that are detrimental to your team to bolster your scoreboard performance.

Quite frankly, I feel it is nonsensical to only base it on win to loss. Performance should be a more relevant factor. It is just difficult to discern where you draw the line. Wins to losses does not have a bias on the individual so much as you can just be extremely unlucky with the teammates you are given. Not even saying those teammates are bad. Sometimes it is just a synergy issue.

I perform better when I feel my teammates are competent even if we are losing because I trust them more and I am willing to make riskier plays as a result. At low ranks, I am actively punished because nobody knows what the the hell they are doing and often times I am technically the problem because I refuse to help my team and instead play “properly” which does not actually work when my entire team wants to commit to a suboptimal approach.

I win more games when I go along with their nonsense because it WAS the correct play to throw with them instead of carry against them, if that makes any sense. Therefore pure win to loss encourages teamplay which is what the game is all about.

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Exactly, That has been my gaming philosophy with teammates. It worked up until it’s unrecoverable. I kind of Noticed that Today. But definitely agree ‘working with the cards you’re delt with.

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