I ran a statistical analysis:
View attachment 32778
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 Skill" and a starting Elo score both picked from a normal distribution with a mean of 1550 and a standard deviation of 200. These numbers were picked based on chess Elo score data since it's readily available.
Step 2: Simulating matches.
First, we pick a random player, and then remove 95% of the matchmaking queue to simulate players who are already busy in matches. We then pick the closest 11 remaining players in skill to the original random player. These will be the players of our simulated game. We assign 6 of them to the Sapphire Flame and six of them to the Amber Hand, and create an average Elo score for each team based on the players' Elo scores, as well as an average skill score. Using the average skill score, we calculate the real probability of each team winning, and randomize the outcome of the match based on that probability. We then calculate the gained/lost Elo points based on the Elo score expected probability and the actual outcome. Each player gains and loses this amount of Elo points depending on which team they were on. The K value used for the Elo rating system here is equal to 10+5000/(100+X) with X being the amount of total games played by individual players in the match.
Step 3: Measuring the results.
In each iteration of the simulation, we simulate 1000 total games, since that's the number of players in the simulation. After each iteration we measure the average difference between each player's skill and their Elo score. After 50 iterations (which is the number of games it took to unlock ranked by the old system), the average difference between player skill and Elo score is 85 points, which represents about a 6-4 matchup, which is pretty negligible.
Conclusions
There are of course issues with the game, but the fact that it uses wins and losses as a metric for skill is not one of those issues.
Here's a link to the spreadsheet. If you can find any flaws in my system, let me know and I can run the numbers again. If not, put this to rest.
In response to what you were saying
- That is not what metric-based matchmaking would reward. Players would never deliver the urn because they could be farming instead. Players would never go mid because they could be farming instead. Anything that doesn't improve a stat would be completely ignored.
- They did remove "ranked" mode, but you clearly misunderstand how it works now. It's not just "win a game get a medal, lose a game lose a medal". There is a more complicated algorithm happening that you clearly don't understand.
- No I don't wear pink glasses, I actually have phenomenal vision. But I do wear striped thigh highs like any good software engineer.
- (still responding to your third point) I don't know of any game that doesn't use wins and losses as a matchmaking metric. League of Legends and DotA 2 both use win/loss based matchmaking, so I don't know why you brought up DotA as an example. Though DotA does use a "Hidden MMR", it's clearly not doing what you think it does. The "Hidden MMR" is a hidden matchmaking system used for unranked play. It's the same thing, just not shown to you.
:3
Step 1: S
1) ookay.. you just made a random statistic, which i dont get what supposed to prove, or you tried just to show me how it have to work theoretically.
Step 2
2) common thing that such tech-nerds as you like to do: is to get rid of interlocutor, appealing to him like he is developer too and has relevant education, because im not intended to argue with your simulated statistic or numbers - it doesn't told me anything about what happens in fact. except lack of information the work in making investigation on how it works in deadlock and how many players play not on their rank would occupied a lot of time, and nobody will do it here i think. anyway, i dont assert that this win/lose based rank system doesnt work in principle, ofc it works, it can narrow down a difference between theoretical "true skill in itself and elo", but it works so only in a mathematical model. 1 fact - before they added ranked i had constant 1900 elo as i remember according to tracklock and my minimal rank after my single 3th week of calibration is archon 4. okay, we see almost 6-7 games till ascendant 2-4 which not so many. but it is in conditionals if i will win these games, i also can lose 6-7 games and then will get ritualist 4, so now the difference consists 14 games, and its too many if my true rank is ascendant. your numbers dont show the qualitative difference between those ranks to predict whether i win my next game as a ritualist because i m playing among "true ritualists" who have an appropriated to them understanding of game. i remind that your math and your "true skill with a standard deviation of 200" doesnt provide any criteria what is a true skill. so, i tell you second time, players cannot bring match in solo, so skill level of 1 person is not a sufficient condition for victory. therefore playstyle of my 5 ritualist teammates, not my own skill will influence on a result, you think what i will get after such match has to represent my skill ?
Step 3
3) but this is not my point why i am think that sbmm based on a personal "metric stat" is batter. ive already responded on your first statement about why such a system wouldn't take just 1 point like "amount of souls" and make it prevailing in relation to others, it should work in a complex. your opinion based on the thought that many game activities will be taken out the brackets. solution: just add paragraphs such as "urns delivered: amount", "aegis stolen: amount" and that is it. players will be motivated for doing these activities.
Step 4
4) you really dont know what a hidden pool is in dota, so should i explain ? hidden pool it isn't hidden mmr, its a certain manipulating on player selection system, which developers like Valve integrate into their games to make it more popular. It sounds like a conspiracy, but a lot of players, including high-ranked ones, are really sure about it. for example, if you are a bad player, the system selects on your team players who have a higher percentage of win rate or win streak and forces you to play against players with lower skill levels. it should motivate people not to drop the game due to it's difficulty and hold them to play further. but on another side, to prevent extreme player's win streaks or smurfing, the system artificially selects in your team 1-2 anchors (in community they called agents), or it even full team, just to stabilize your win rate and hold it % on 50. therefore, a lot of people have 50% of win rate and who have bigger - usually play party, so rank growth is carried out by such a proportion "2wins-1lose" and the system tries to hold this value. But in dota exists a hidden pool - place where people with a low reputation (behavior score, win rate etc) play in one team against casual players just like punching bag, so the last can easily win. everybody in the community knows about that. to be honest, i dont sure if it exists in deadlock (the game has just 16k constant online))), but i 100% sure that 50% system i described above doesnt work properly in the game despite of its presence. ofc i dont even talk about how honest it is from the side of developers and how it influences on competitive and equal foundation of the game - obviously bad. But check other threads on such topics, check uncountable complains on the "Bad mm thread" where people are indignant that games arent equal, that someone having 300 hours have full team of 70, and they play against 300+. when rank medals were shown it was expressed even in noticeable disproportion of them. many players, also have an extreme lose streak after an extreme win streak, performed in "1-gate" games. i had it too and can provide you with screens where the number of matches i won in a row are exactly the same i lost before. i have this thing just right now: my last 5 games are all successful, after many amounts of losses, and players in enemy team are as bad as they were in my team before.
Conclusions
and IN THOSE SITUATIONS that take place in the game, i assume that sbmm system based on personal statistics is far more honest after all what i said. so put off your pink glasses and look at the game from the eyes of players (i played almost 5-6k hours in dota, i dont know how many exactly, i have several accounts, but i know what I'm talking about, i swam too much in this cauldron).
sorry for eng
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