Shemaforash said:
how many rounds you won or how many rounds u lost is irrelevant when u win the match, just like in any big tournament or any other ranked games
Other games are constantly changing and trying to improve their ranking systems because they are far from perfect. I'd say it wouldn't hurt using other systems as a base, but we shouldn't just copy them either because they are still imperfect and Warband works quite differently from other games. Considering that our community literally made the matchmaking system, we have all the power to decide how it's going to work, so the question is, how does the community want it to work? How do you think it should work?
I think that in the current calculations, the amount of points you gain/lose is highly dependent on your own mmr (besides rounds obviously), which I think is very odd and pretty poopy. If you are going to add/subtract points based off of mmr, it should be based off of your team's average vs the opposing team's average at the very least.
Given our relatively small competitive matchmaking player base and the way our matches are played, we could make due with a rather simple formula based around round differences rather than MMR differences.
Something like:
(Your Round Wins x (Static Match Points/Total Rounds) - (Opposing Round Wins x (Static Match Points/Total Rounds) = MMR Change
So let's say we set the Static Match Points for every match to
30, and you win a match 6-0. The math looks like this:
(6 x (30/6) - (0 x (30/6) = 30
If you win a match 6-2:
(6 x (30/
- (2 x (30/
= 16
If you lose a match 3-6:
(3 x (30/9) - (6 x (30/9) = -10
The nice thing about a static system like this is that you can make charts like this:
Possible Scores | MMR Gain/Loss |
6-0 | 30 |
6-1 | 22 |
6-2 | 16 |
6-3 | 10 |
6-4 | 6 |
5-3 | 8 |
5-4 | 4 |
4-3 | 4 |
If you aren't getting these exact mmr changes, then you know Grimsight programmed something in there to **** you over personally
I've also heard the sentiment from many that individual performance should play a part in how much mmr you gain/lose, but the degree varies from person to person. IMO, it should play a part, but a rather small one. I think playing as a team to win rounds and lose few should be the main focus to decide mmr changes. To that I would suggest something like:
(Your Round Wins x (Static Match Points/Total Rounds) - (Opposing Round Wins x (Static Match Points/Total Rounds) + ((K/D - 1) x 2)) = MMR Change
It's a very simple and small change for now. Basically what it would mean is that if you can manage to get at least a 1.5 K/D your mmr will get padded with an extra point, and if you manage to get like a 4 K/D, you can get an extra 6 points to pad your mmr gains/loss. Nothing too huge, but still nice.
Of course, we all know that K/D is a very rough way to determine an individual player's affect on a match, but it's the only way we currently have of determining someone's contribution statistically since we can't currently calculate things like pure damage or assists. When the means to calculate such things are available, the formula can be adjusted accordingly, for now, this is the simplest reasonable calculation I can come up with.