The DotA related link you posted doesn't say that the game is using factors other than wins and losses to determine player skill.
You're now describing a completely different system from what you were describing yesterday.
You've moved the argument so far beyond what it was originally about that...
Yeah, the winrate will naturally tend toward 50% because it's trying to put you in even matches. But they're not putting you in rigged matches or some "hidden pool" to balance out your winrate.
It's pretty well known at this point that the 50% system is a conspiracy. The only reason that your winrate trends toward around 50% is because that's a natural consequence of any good rating system. My system doesn't "stabilize" winrates because Deadlock almost certainly doesn't do that, and...
The actual starting conditions don't particular make a difference. I was just showing them here so that the results would be reproducible. But for the sake of being as fair as possible I used real-world conditions as a basis for the simulation.
Most of what you said here was already addressed...
I ran a statistical analysis:
The results are exactly what I told you they were going to be, but this graph by itself doesn't mean much so let me break down how I did this:
How the simulation works
Step 1: Starting conditions.
First, we generate 1000 simulated players. Each player has a "True...
I'm going to be honest, most of this comment is unintelligible. But I'll try to address it to the best of my ability.
The idea of using metrics like that as a form of ranking players is fundamentally a bad idea because it rewards players who attempt to increase their metrics at the detriment of...
Pretty self explanatory, if you press CTRL while in the shop, you camera will go down but your character won't crouch. The camera should probably just stay stationary. I tested this in hero sandbox as Wraith but I imagine this applies everywhere