I agree. In that sense that first comment is completely off the rails.
I’d personally like to see changes like not having the ranking system torpedo your evaluation because of a single underperforming team-mate.
A lot of current systems go hard on negative reinforcement, and spread it around like candy on halloween along with gleefully engaging in collective punishment.
I don’t really care about ranking (or play the kind of leaderboard stuff that uses it) so I can’t comment on implementation. I think it’s genuinely hard to do in team competition environments, though.
I know with certainty it’s extremely hard to do in heavily team based sports like football and basketball, because that I do pay attention to. Maybe MoBAs are closer to baseball where even though it’s a “team” sport, you actually can isolate out parts reliably enough to measure effectively, but I don’t play them to know for sure.
I just find any and all rubber banding (an opt in “skill handicap” casual mode is fine; dynamically changing it mid game just makes everything feel like horseshit) a truly nauseating excuse for terrible design.
I know with certainty it’s extremely hard to do in heavily team based sports like football and basketball, because that I do pay attention to. Maybe MoBAs are closer to baseball where even though it’s a “team” sport, you actually can isolate out parts reliably enough to measure effectively, but I don’t play them to know for sure.
At least for league, I’d say it’s definitely the former. Team play and strategy is a huge component and is extremely difficult to measure. There’s no hard tracking for things like “knew when to run the opposite way so the enemy couldn’t get multiple kills” or “blocked an important spell so the carry didn’t die”. Individual skill is so closely intertwined with team results that separating out the two is only possible in the extreme cases.
I’d personally like to see changes like not having the ranking system torpedo your evaluation because of a single underperforming team-mate.
At least in terms of league, that isn’t the case. Yeah, everyone complains about losing due to bad teams, but like, yeah? In a match of 10 people, any given person inherently has a minority of the impact on any given match. But statistically, that balances out over time. Better players will have greater positive impacts, and thus win more game and climb. There’s an argument to be made that the old promotion system leaned towards bad games having an outsized impact, but that was kinda the point. They prevented lucky streaks from impacting rank as much and favored consistency. And trust me, I’ve mained adc since season 5. I know the impact of shitty teams first hand.
The mmr system also more or less completely prevents a bad game or two from tanking your rank. As long as your mmr is higher than your rank, you can climb even with like 40% wins since a win will grant more than a loss takes away.
Likewise in Dota, outside of very niche scenarios, and in the first place, people are chosing to play for MMR. I don’t play much league, so I don’t know how it works there, but at least in Dota, you can get a pretty complete experience in the unranked modes complete with (hidden) SBMM.
Yeah, league has separate mmr for ranked and normals, so you always get sbmm no matter what. Main difference is that in ranked, you’re locked in regards to who you can queue with so there isn’t too wide a gap in mmr, whereas norms let’s anyone queue together.
League also doesn’t do ranks directly based on mmr, but rather indirectly through an elo system, where your mmr decides who you play against do it’s always a close to even team, and then the mmr decides how much a win/loss effects your elo. If you’re a high rank player skill wise, your mmr will put you against similarly skilled players, even if you’re still a lower rank, and it will just give you more upwards ranking.
I agree. In that sense that first comment is completely off the rails.
I’d personally like to see changes like not having the ranking system torpedo your evaluation because of a single underperforming team-mate.
A lot of current systems go hard on negative reinforcement, and spread it around like candy on halloween along with gleefully engaging in collective punishment.
I don’t really care about ranking (or play the kind of leaderboard stuff that uses it) so I can’t comment on implementation. I think it’s genuinely hard to do in team competition environments, though.
I know with certainty it’s extremely hard to do in heavily team based sports like football and basketball, because that I do pay attention to. Maybe MoBAs are closer to baseball where even though it’s a “team” sport, you actually can isolate out parts reliably enough to measure effectively, but I don’t play them to know for sure.
I just find any and all rubber banding (an opt in “skill handicap” casual mode is fine; dynamically changing it mid game just makes everything feel like horseshit) a truly nauseating excuse for terrible design.
At least for league, I’d say it’s definitely the former. Team play and strategy is a huge component and is extremely difficult to measure. There’s no hard tracking for things like “knew when to run the opposite way so the enemy couldn’t get multiple kills” or “blocked an important spell so the carry didn’t die”. Individual skill is so closely intertwined with team results that separating out the two is only possible in the extreme cases.
At least in terms of league, that isn’t the case. Yeah, everyone complains about losing due to bad teams, but like, yeah? In a match of 10 people, any given person inherently has a minority of the impact on any given match. But statistically, that balances out over time. Better players will have greater positive impacts, and thus win more game and climb. There’s an argument to be made that the old promotion system leaned towards bad games having an outsized impact, but that was kinda the point. They prevented lucky streaks from impacting rank as much and favored consistency. And trust me, I’ve mained adc since season 5. I know the impact of shitty teams first hand.
The mmr system also more or less completely prevents a bad game or two from tanking your rank. As long as your mmr is higher than your rank, you can climb even with like 40% wins since a win will grant more than a loss takes away.
Likewise in Dota, outside of very niche scenarios, and in the first place, people are chosing to play for MMR. I don’t play much league, so I don’t know how it works there, but at least in Dota, you can get a pretty complete experience in the unranked modes complete with (hidden) SBMM.
Yeah, league has separate mmr for ranked and normals, so you always get sbmm no matter what. Main difference is that in ranked, you’re locked in regards to who you can queue with so there isn’t too wide a gap in mmr, whereas norms let’s anyone queue together.
League also doesn’t do ranks directly based on mmr, but rather indirectly through an elo system, where your mmr decides who you play against do it’s always a close to even team, and then the mmr decides how much a win/loss effects your elo. If you’re a high rank player skill wise, your mmr will put you against similarly skilled players, even if you’re still a lower rank, and it will just give you more upwards ranking.