#Ranked Points needs serious changes
1 messages · Page 1 of 1 (latest)
Thats not a good idea since its a team game every one needs to win/lose the same amount, individual impact shouldnt not be rewarded.
If you play keeper in a game where your team non stop presses the other team and you win 1-0 10 seconds of game end you will have 300 points imagine
Should you be awarded less for doing your job?
u lose 18 gain 20
That's the most extreme case. Also GK won't get 5 RP. They will get very close to average player. Distrubition can be like 18 19 20 21 22 RP. Or winning team gets same amount but my point can be applied to losing team. Best player -16 then -18 -20 -21 -22 etc.
It was 20 at plat iirc from beta. At gold yeah it's -18
I'm with Insomnia. Especially in a game like this, you should not be rewarded selfish play with more RP.
If anything, they should reward RP based on matchmaking
If a higher average ranked team vs lower rank, they gain less and lose more
if your lower ranked then you gain more and lose less
this is the way
What gamefanatic said
Although this in dota2 is an issue so theyd have to check how it doesnt work there
whats the issue with dota2?
I think in dota2 high elo soloq you draft players so the best is to pick the lowest ranked players, that way losing means nothing and winning means big pumps
Meanwhile the best ranked team winning means nothing and losing is a bullet to the head
Maybe abusable in current queue doesnt specify teams or soloq
i mean it should be based on average
not highest ranked
if you are elite and you queue with a bronze the average is gonna be extremely low
I agree with this part
higher points doesn't necessarily mean selfish play. passing also gives point. they can balance the points always, like increasing pass points, decreasing goal points etc.
i just not a fan of conflict of interest methods in terms of RP
ye I much prefer the idea of this. Basing sbmm on some arbitrary number like points which can be abused anyway is just not it. Some games I've only gotten 1500 points even though I was hauling ass the entire game. No idea how my points were so low but I definitely had a big impact on the win. Then some games I get 6000 points for doing absolutely nothing in the grand scheme of how the match was won.
It's probably just too complicated to make it work properly, it's going to be a huge mess to calculate properly. Better to just do like Tuffy said or maybe some sort of "current performance" rating
for example it's quite common for people to just be playing well that session and will be on winning streak / losing streaks (soloq for less complexity) maybe some sort of system could be worked around that
in the end though its probably just all extra server costs that they don't/cant afford long term. Don't think I've played a single comp game that had a rock solid MMR system tbh. Apart from dota2 what other games would you guys say have exemplary systems that always feel balanced?
Or you can just get better it’s fine with how it is, it makes sure you are in the rank your gameplay puts you in
Let's say it's 0-0, overtime, and you're in a 2v1 against the opponent's goalie.
- You're bottom score in your team but scoring a goal would make you MVP. Assist would still leave you bottom score.
- There's an 80% chance you score if you try to shoot directly and a 100% chance your teammate scores if you pass it to him.
- If you miss the shot, the opponent counters and wins the game 100% of the time.
- Winning as MVP gives you 20 ranked points, winning as bottom score gives you 15.
If you play out the scenario 1000 times, always making the "wrong" play (shooting directly) gives you 16000 elo. Making the correct play gives you 15000 elo.
With no MVP incentive, you always maximize elo by making the correct play.
having set amounts for wins or losses is cooked, idk a single game that does it. The fact i just played a game with 8 minutes of overtime and got the same +20 as any other win is stupid. Needs to be individual rp, if you perform better / carry your team you should be rewarded for that
You don't need individual performance points for that, just an actual elo system that they will probably implement at some point. Currently, if you spam games with 48% winrate you'll always go up, rank doesn't mean much
pretty much, i just hope if they do change it then it doesnt become like r6 where its basically impossible to derank
Let's make a compromise: everyone gets the same except the player with the most passes gets +1