This is not me complaining but more of a white paper situation analyzing an issue with the algorithm in SR calculations.
For those of you not aware there are 3 main factors Determing the SR.
- Win Or Lose ( Determines on Positive or Negative gain )
- Predictive match analysis. During MM the game decides which team is likely going to win. That team essentially gets less SR gain per win and more SR loss if they lose. The opposite is true for the opposing team.
- Individual Performance - is also a factor in the Degree or SR gain or Loss.
So now that is out of the way, the main issue is with Leavers and Steam Rolls.
If the game considers you the “Underdog team” - the game is betting on you to lose. So the amount of SR Loss is less.
But the issue comes how can a person perform well in a situation where they are against overwhelming odds?
If for example, you have a leaver on the team - you are already in a 5 v 6 situation. So the focus fire against individual players is already much higher. Confirming a kill in this situation is fundamentally much harder. So by circumstances, the chance of you performing “well” is going to be less likely an option.
Again in a Steam Roll Situation - you are getting steamrolled because you and your team cannot confirm kills. Again individual performance again is not going to be a great indicator in this situation.
So how do we resolve this issue?
We change how the Algorithm fundamentally works.
If the game ends in less than 5 minutes and the average scores between the teams show a difference of more than 50%, personal SR performance is not calculated. The losing team does not lose SR.
Why is not lose SR?
For 2 reasons.
People who purposefully tank their rank do so to lower their rank. By throwing the match for an easy steamroll they will constantly lose sr. By having 0 SR loss in steam rolls there is no longer any way for them to purposefully tank their rank.
The second reason is - the team that lost does not necessarily mean they got suddenly worse. It just means they were placed against overwhelming odds. This will allow there be a less dramatic shift in ranks and people will not feel bad at all for losses.
But then how do you lose SR? and What is the new Algorythm?
So the way that SR is calculated needs to be different. No longer is it going to be weighted on predicted win and loss. Instead, it will be a match performance matrix.
It will first compare the average scores on the teams and make sure the performance between the two teams is similar or not. If it is similar to a degree then the match was balanced.
If the teams were balanced based on actual performance analysis not predictive analysis. Then the game can give positive and negative SR. As well as calculate individual performance.
Yet one change I recommend for individual performance is factor in time played. After all you can’ expect a person who played Mercy as an emergency healer for 5 minutes to have 8000 heals. It should only expect them to have roughly 1000 - 1500 instead.
I think these changes to where SR loss only happens if the performance between teams are near even would really balance the system and make horrific losses far less painful.
Anyone is free and welcome to comment.