Why does Blizzard does not make a system a winning and losing points at the end of a match based on the outcome of the game but also on the individual performance of the player ?
It works like that in Valorant for example and I must say it feels way more fair. I mean, losing 20% on a game you healed 1500 HP/minutes feels really frustrating. On the other end, you fought hard on a match to win and you end up with 40 kills in 10 minutes, it feels unfair that you only gain 20% as you carried this game.
In Valorant, if you lose a match, you’ll lose points, and if you win, you’ll win. BUT, you’ll win or lose as much as how well you performed on this match. And it’s way more logical that way.
Yesterday, I lost a match against 3 silvers, and I’m currently Bronze. I only lost 3 points because I killed them more than they killed me.
And if I can do a very good match against opponents of the same level, I could win around 15-20 points, but if they were of higher levels, I can also win 30 points.
You know, feels way more logical and fair than always losing ang gaining the same amount of points. It’s just boring and frustrating.
What an awful system. Why bother trying to win when it’s clear the best way rank up is to approach it like death match going for kills and then running/staying alive? If you lose the match you don’t lose any significant SR even though you soft threw and if you win by your team mates carrying the objective side you’ll get more SR than the people who did what was required for the dub.
Stat farm FTW. In Overwatch heal bot away. Let team mates die deliberately for that sweet Rez SR boost. Stand in a choke with a rein shield but never press W - aww yeah, we goin’ to GM.
Idk about Valorant, but from what you’re saying sounds like a fair take and OW2 needs it especially in ranks below Diamond where huge skill disparity exists and usually bad stats means bad playing in those ranks. Some people say you will eventually win if you were good enough which is inaccurate, because if my role was a support and my Tank or Dps were not doing there job then I can’t switch my role to do it. Yeah winning is the ultimate goal but performance must be considered
With that system they may as well just let you chose what rank you want to be
Stat padding is a thing. Stats also do not help win team games. Having the most heals every game can actually be throwing. If all you’re doing is pre-healing and waiting for the tank to take more damage, you aren’t really useful to the team. Doesn’t matter what role you play, if you’re always losing, that’s a you thing.
You can never be waiting for your team to win games for you. You need to learn to win them yourself. I will gaurentee you have never flanked on a support to get a pick or apply pressure. Or removed pressure off your tank by attacking instead of just healing.
For example, having more heals than the other team doesn’t really mean anything. It only really shows that the other team has done more damage. If you double down and try to “heal more” and ignore being a proactive team player, then it becomes a game of supports vs healers and you will almost always lose because their supports are going to be getting extra picks/kills that your team isn’t.
Best advice, watch some guides and stop coping. Look at what you could have done differently to make an impact each time.
Blizz isn’t going to overhaul the sr system of a 7 year old game (ow2 = ow1 with one less tank and a shop update) unless it sells a bunch of skins/battle passes, which it won’t. Designing and testing a regression-based ranking system, which is essentially what you want, takes a lot of time and resources, and without an economic incentive it isn’t going to happen.
Simpler changes that would take barely any time and have a significant poaitive impact on player experience would be:
reduce sr lost/gained when a teammate leaves early in a match but past that initial 1 min point unless you were grouped with them when the match was made. Sr gained/lost is proportional to the amount of time the teammate was in the game. Game ends automatically after 30s of teammate leaving instead of 2 mins. Having people stand around in spawn waiting for the timer to end is dumb.
any account that ranks down more than 1 entire tier in a week, 2 in 2 weeks, or 3 over a season is tossed into a throwers queue for the rest of the season. Thats a lot of sr to lose in that short a time and its hard to believe they weren’t either a) throwing or b) boosted to a rank they shouldnt be in.
Implementing these by themselves would help a ton with boosters, throwers, smurfs, and the irritation that comes with random disconnects.
True, though the testing phase, which also help to decide which regression model to pick and may yields extra money cost, is an economic and worthwide risk that needs to be taken or at least considered. Also to mention the implementation of such system is cheap, the testing phase and decision afterwards like the topic which format OW2 should settle in like 6vs6 again or remain on 5vs5 is hard and swallows money.
Very reasonable, also sounds practical.
Hard to differentiate, but a compromisse as cost to pay for?
I believe implementing a regression based system rather than what they used in OW1, alone helps alot
Don’t get me wrong, I’d love an sr system that takes performance into account. I just know Blizz isn’t going to invest in it. Given that, the best option is implementing low-cost that at least alleviate some of the problems.
Right, because it has been used in the past and doesn’t work making the current system far superior. I’m not sure why you want the flawed “performance” system unless you were thinking you could exploit it to improve your rank from where you are currently. I think that’s why most tend to call for a performance based SR system on here, they think they should be higher than currently (or think others around them should be lower) and believe they can game a PBSR system.
I think the system we have currently is mostly working as intended and only particularly problematic for the higher few ranks since the reset, especially in regions outside of the US. Rank distribution is a bit off and there is occasionally too much weight on mature accounts.
EG; top500 was about right pre resets and ran from GM1 to GM3. Last season, top500 on the same role only had 7 Champions in total (there is honestly no need for this new rank) and ran from basically GM1 all the way down to Master 4!
We who mentioned regression models do not want a flawed system, quite the opposite. Where do you grasp that off? Are you referring to the OP or the post you quoted?
They don’t change the system because it’s set up to become addictive. The hidden MMR ranks you against other players so it can manipulate how often you win and lose, and thus manipulate the dopamine releases that you experience while playing. This will allow them to sell more skins and more battle passes because people want to play the game more. This has nothing to do with a fair and equitable system that actually rates you according to your skill rating rather it is a system that ranks you according to where they want you to be so you are the most susceptable to an addictive experience.
Actually, fair and equitable has been shown to drive the most engagement. Overwatch 2 attempts to make fair matches, swathes of your post are simply untrue.
There is no rigging or other nefarious tricks in the competitive match maker.
That is how all MMR works. The idea behind it is, if you can’t win the hard games, you don’t deserve to go up. If you lose the easy games, you deserve to go down. If you win the easy games and lose the hard games, it has found your rank because your games have averaged out and you are now 50/50.
Did someone make an account to defend MMR? Doesn’t matter. It sucks and is probably one of the biggest contributors to toxicity and quitting the game%
Actually the biggest contributor to quitting the game is skill and arrogance. Instead of trying to get better, they blame the game. The matchmaking is relatively balanced, the heroes are all pretty balanced, if you’re losing and can’t climb, that’s on you (not the game).
This game is very different to CS, Val, Apex etc. It’s more akin to a ball sport with guns. You can have the best aim in the world but if you don’t know how to position, your aim is of no use. It also requires the ability to identify when you need to swap from playing offensively to defensively, which I see a lot of low ranks have no idea about. I have literally seen low ranks call for the rest of the team to die so they can reset .
You will never be good at the game if you want to blame the game. FACTS!
I can answer for them. They don’t do this because people who are garbage at the game, never practice, and don’t put in as much effort would not get rewarded. They want to reward everyone equally, in other words, no matter how bad you suck, even if you’ve put no time into getting better at the game, you’re still going to win 50% of the time.