Best matchmaking dota 2 update ranked

best matchmaking dota 2 update ranked

Обновление матчмейкинга дота2. Тема в разделе Общие вопросы и обсуждения, создана пользователем VadimK., 21 Apr 2017 в 00:03. 1 http://blog.dota2.com/2017/04/matchmaking-update/ https://dota2.ru/news/8571-novyj-matchmejking-v-dota-2/ FAQ по привязке телефона к аккаунту Dota 2 Очередное обновление Dota 2 будет направлено на изменения матчмейкинга, о чем сообщает официальный блог разработчиков игры. Valve отмечают, что это важный компонент игры, и сегодняшние апдейты решат некоторые ошибки.

best matchmaking dota 2 update ranked

The next major update introduces a feature that calculates matchmaking rating (MMR). To calculate your MMR, the rating unlocks after 150 games.

In order to enter the ranked matches, all players in a party must unlock the mode. The ranked mode calculates your MMR after 10 initial games. To avoid getting discouraged by opponent MMRs or feel ashamed of your own, a player's MMR stays visible to friends only. The MMR updates after each match based on your performance.

While the MMR calculations account for your individual performance, Wins and Losses primarily drive changes your rating. And the rating doesn't apply universally across all playlists – your MMR changes for different queues. If you only play ranked matchmaking with a party, then your MMR remains unchanged when queuing in solo matchmaking.

Valve's end goal aims for a match-up that guarantees a 50% chance win rate. The matchmaking also considers other criteria such as party size, language preference and ranges in skill. Although Wins and Losses drive your MMR, Valve acknowledges that the amount of wins doesn't indicate true player skill. To further explain the criteria for matchmaking and the data taken into consideration, you can read the full explanation on the While you wait for the ranked matchmaking update, Valve celebrates the holidays with the


best matchmaking dota 2 update ranked

best matchmaking dota 2 update ranked - Dota 2 is set for Ranked Matchmaking


best matchmaking dota 2 update ranked

The medal reset itself went into effect earlier today, wiping all players’ ranks from the previous season. Players who wish to be ranked once more will have to play 10 recalibration games, which will place players somewhere around their last rank. Valve has included several interface changes and new features with the season update. First off, each player can now actively track their progress to the next medal level, though this tracker is visible only to them and cannot be seen by other players visiting their profiles.

Also, medal levels now range from one to five, as opposed to the previous season where they started at zero and ended at five before the next tier. Second, each player’s rank from the previous season will be displayed right next to their medal for this season, on their player profiles. Valve did not specify how the UI will handle medals for future seasons, however. An entirely new medal tier has been added as well, exclusively for players whose matchmaking rating is high enough for them to place on the .

Named the “Immortal” tier, each player that ranks in this classification will have their exact position on the leaderboard displayed as a number on their medal, as opposed to stars that indicate medal levels. Perhaps the most important distinction between this season and the previous one, though, is the change to the MMR calibration mechanics. Calibration matches will no longer take in-game statistics such as kill-death ratio, gold earned, and wards placed into account. Instead, the system will now only consider wins and losses, the “balance” of individual player ranks between both teams, and an unspecified “uncertainty value” based on a player’s rank.


best matchmaking dota 2 update ranked

I'm going to whine about Ranked Matchmaking. If in your opinion matchmaking is really good, and I suck and I should go practice my skills and MMR comes with time, before reading my entier post, I can safely assume you are arrogant and ignorant enough not to have a positive influence on this topic, and I ask you to please leave and don't comment here.

I'm having the worst experience with matchmaking. Before being able to play in Ranked, I was so excited about it, and I could just go on and don't care about the unbalanced teams problems in normal matchmaking. After playing a few times in the Ranked Queue, I lost all my hope in Dota 2 and I'm probably not going to play for a while. (I'm in 1-1.5K Solo MMR by the way) In more than half the games I played in ranked matchmaking, there have been a few feeders, clearly not good enough to play with others.

Also, there have been 1 or 2 heroes on the winning side responsible for the majority of their team's success. Even though these people had similar MMRs, their actual skills and their influence on the game was drastically different, making the game not fun at all for most players. What I don't care about: - Winning: Of course, it feels nice to be on the winner side.

But for a team to win, another team has to lose and I don't get sad/mad when I lose, even if I have a quite long losing streak. There have been many games which I lost, but I enjoyed the game much more than I did on some wins. - Having a low MMR: I just can't care any less for this number. I'm here to have fun, not to invest my time in a number. What I care about, and what Matchmaking literally sucks at: - Playing a fun game: That's a game whose outcome is not determined in the first 10 minutes by players too good/bad to play with others in the match.

How would you feel when there's a wide gap between number of kills in the first 5 minutes? Most of the time you've already won/lost the match, except in rare cases. Increasing/Decreasing MMR solely based on the match's outcome (W/L) sounds really ridiculous and stupid to me. There are many games which are won by 1/2 players, and lost by 1/2 players. Increasing a sucker's MMR on the winning side, who had almost no positive effect on the match, will make him play with harder opponents next time, making him a potential feeder, thus ruining another game.

Also, decreasing a good player's MMR who played really good but lost because of his teammates' mistakes will make him play easier opponents next time, and he will potentially be too good for that match and ruin that game too.

It can be the case for many players to increase their skills in pub/AI matches. There are some players who stop playing for long periods (a few months) and thus diminishing their skills before restarting playing. There are accounts being traded everywhere. The system should make their adjustment much faster and decrease their influence on other games, and make it based on their actual influence and skills. Currently, a few players every game don't deserve the increase/decrease in their MMR.

MMR sounds theoritically good, only if we assume no new players are added who need calibration, people are consistently playing without taking long breaks and ignore cases where people's skills change dramatically.

In practice, it's too simplistic and non effective. In the long term, you are likely to maintain a MMR matching your skills, but you are playing a lot of ruined matches in order to achieve this.

I'm not a Data Scientist, and I don't know exactly what factors should contribute on MMR change. But given the huge amount of data Valve has on Dota 2, I'm pretty sure they can come up with something and avoid relying only on Win/Loss to change MMR. There are many other factors/variables involved, and they should try using them to make the game more fun for everyone.

Anyone else who thinks like me please raise your hands, let our voice be heard by Valve. If you google "Dota 2 blog MMR Matchmaking" there is an article that might be useful. I'm sorry to read that you probably won't be playing for a while. I think that is unfortunate. I think that team issues arise not only in ranked matches though (but perhaps they are worse there).

Unfamiliarity, lack of experience, lack of game knowledge (hero, item, mechanics), lack of game sense (creep waves, heroes on the map difference) all play into these in my opinion. And I would include the disposition of the map at the ten minute mark: I don't look for kill difference, I look at a tower difference or tower strength difference and ward positions.

This is because regardless of kills every win has a single thing in common: 5+ towers have fallen, because 5 is the minimum to rob the enemy ancient of invulnerability. I have seen games turn around, the appearance of underestimation of the opposing team (often accompanied with trash talk followed by people eating their words), and seemingly unforeseen team wipes which alter an advantage-after all a fed enemy hero is worth more if killed.

My point here is that until the one last hit on one ancient is made, it is anybody's game. I don't want to be unrealistic about this, fed heroes have a greater opportunity to win, but they have to be played well enough and smart, even sneaky enough, or that side loses. So yeah, one gains MMR if winning, one loses points for a loss, but what did a player do up until then? And what can one do differently? A player can not change getting team mates who feed, play poorly, don't know what they are doing and if this is the case, how is that player going to play one of five heroes such that player can win a match with that player's team?

There are things to consider from the picking phase til the end, things to communiate, and the relentless pursuit of victory. I think matchmaking could be done differently. A player could select what is important to that player and be matched accordingly: plus/minus range of MMR, range of hours played, range of player level, etc.

So maybe the options for matching could be broadened. We might see. Originally posted by m.sabouri92: I'm not a Data Scientist, and I don't know exactly what factors should contribute on MMR change.

But given the huge amount of data Valve has on Dota 2, I'm pretty sure they can come up with something and avoid relying only on Win/Loss to change MMR.

There are many other factors/variables involved, and they should try using them to make the game more fun for everyone. Anyone else who thinks like me please raise your hands, let our voice be heard by Valve. if they change it from win/lose then ppl will just try to game the system instant of playing the game That's right, MMR is broken as♥♥♥♥♥♥because it doesn't take into account the individual performances of players.

I've seen some dip♥♥♥♥♥ spam supports for ♥♥♥♥ing ever and get carried to higher ratings. But that's exactly how Valve intended matchmaking to be, or in other words, it's rigged. It doesn't matter how♥♥♥♥♥♥someone is. If he won, his MMR increases. Dota's matchmaking algorithm intentionally puts paying users with good, non-paying users, who will carry the players who spend hundreds of dollars on skins each case; on the other team that will lose, Valve puts people like you, who acknowledge that Dota is merely a video game and don't give two ♥♥♥♥♥ about winning, and bad players/griefers.

Why does Valve does this? You know, most of the Dota community consist of ♥♥♥♥♥♥♥ who only want to win in this game and think MMR is the most reliable and true representation of their skill level. By letting good players carry these paying users, the latter may continue to enjoy the game and contribute to Valve's income.

And MMR itself is broken too. Each server has its own standard of skill due to many factors (MMR inflation, general skill level), and people can join any server any time they want.

This means that a 3k US/EU player can boost his MMR to 6k in SA/Russia servers and come back to their original servers to feed. I mostly agree with you. This game is rotten to its core. MMR at the surface is broken, account boosters abuse the lack of region lock, and Valve themselves rig matchmaking.

In these horrible game conditions, Dota 2 simply can't be fun. Originally posted by m.sabouri92: If in your opinion matchmaking is really good, and I suck and I should go practice my skills and MMR comes with time, before reading my entier post, I can safely assume you are arrogant and ignorant enough not to have a positive influence on this topic, and I ask you to please leave and don't comment here.

So basically the only opinion that matters is yours and everyone who doesn't agree are the people with arrogance problem? Given your starting paragraph it sounds unlikey you wil listen to any reason but I'll have a little go.

Yes some games are won or lost by 1/2 players but since your allies and enemies have the same average skill over many games your win lose ratio will be dependant on your ability to win games. Yes this can take a long time but it's the best option available since if you make a quicker shift games where 1/2 players win/lose it for you would change MMR too quicly and create imbalanced matches.

If you want to make MMR dependant on in game perfomances remember that it would be very hard for it not to favour core players over supports and that people would easily find ways to abuse this.

Remember that people have off days and are better on different roles and heroes so their performances can vary a lot meaning that while they are 3k they could perform like a 2.5k or 3.5k player on a given match so if someone has a good or bad games they can be onesided regardless of how even the matchmaking has made it.

Also if you are playing around 1k so few people are there matchmaking is going to have a hard time to get 10 players all as bad as each other. If you want to criticize something it's always a good idea to have an alternative, instead of going ''I think they could do better'' have another option and outlining how it would work with detail.

Originally posted by :So basically the only opinion that matters is yours and everyone who doesn't agree are the people with arrogance problem? Sorry, I didn't mean to be rude, please don't take it personally. I have seen countless other threads where some more experienced people get rude at others and blame them for whining, repeating the same old arguments like "your MMR is what it is, deal with it", "you are a bad player, accept it" or "your MMR will be fixed after a lot of games" without even considering what their actual problem is.

Unfortunately, it seems to me that you are also repeating the same arguments and didn't understand my points. Originally posted by :Given your starting paragraph it sounds unlikey you wil listen to any reason but I'll have a little go. Yes some games are won or lost by 1/2 players but since your allies and enemies have the same average skill over many games your win lose ratio will be dependant on your ability to win games.

Yes this can take a long time but it's the best option available since if you make a quicker shift games where 1/2 players win/lose it for you would change MMR too quicly and create imbalanced matches.In my experience, it was not some games that were ruined, but it was annoyingly a lot of them.

I wouldn't mind if it was like 1 out of every 10 match, but it seems much more to me. I don't agree that a quicker shift of those 1/2 players would cause more problems than the current system. Currently, the system awards people who have not influenced their team's win. And it punishes people who played good but lost because of a much better player on the enemy team, or a much worse player on their own team.

This obviously makes imbalances. I'm looking to spend 4-5 hours each week on Dota 2. How many years do you expect me to wait so that "over many games" I can finally start to have fun? Also, given the number of new players calibrating, accounts being exchanged and people's skill getting changed before their MMR, I highly doubt that this would ever get fixed "over many games", there will always be people who not belong on their current MMR and they ruin the fun for others.

We cannot fix this 100%, but the current systems is too far away from achieving reasonably good adjustments. I will go on and copy a paragraph of my original post: MMR sounds theoritically good, only if we assume no new players are added who need calibration, people are consistently playing without taking long breaks and ignore cases where people's skills change dramatically.

In practice, it's too simplistic and non effective. In the long term, you are likely to maintain a MMR matching your skills, but you are playing a lot of ruined matches in order to achieve this. Originally posted by :If you want to make MMR dependant on in game perfomances remember that it would be very hard for it not to favour core players over supports and that people would easily find ways to abuse this.There are many other variables than K/D/A and damage dealt.

Just look at the current Battle Pass. There are quests like "place a ward which reveals an enemy and get him killed in 30 seconds", a lot of information can be extraced and is being extracting on the game. Sadly, they are only being used on selling Battle Passes, and not on improving people's game experience. Originally posted by :Remember that people have off days and are better on different roles and heroes so their performances can vary a lot meaning that while they are 3k they could perform like a 2.5k or 3.5k player on a given match so if someone has a good or bad games they can be onesided regardless of how even the matchmaking has made it.

Also if you are playing around 1k so few people are there matchmaking is going to have a hard time to get 10 players all as bad as each other.I totally agree with this. But again, I don't understand why should unfairly change people's MMR based on their teammate's sudden good/bad performance, and waiting for their MMR to get adjusted correctly in a few games?

Originally posted by :If you want to criticize something it's always a good idea to have an alternative, instead of going ''I think they could do better'' have another option and outlining how it would work with detail.

It should be Valve who analyses their data and have a few data scientists to figure out a better algorithm. People discussing on a public forum are not experts, they don't have access to historic match data and they are not supposed to spend weeks and months discussing and improving the system.

It's Valve who should do this and given their simple "increase on win, decrease on lose" policy I highly doubt they are doing what the community deserves. Originally posted by m.sabouri92:I'm going to whine about Ranked Matchmaking. If in your opinion matchmaking is really good, and I suck and I should go practice my skills and MMR comes with time, before reading my entier post, I can safely assume you are arrogant and ignorant enough not to have a positive influence on this topic, and I ask you to please leave and don't comment here.

If matchmaking sucks then it must suck for everyone...hence it must be fair. Originally posted by m.sabouri92:I'm going to whine about Ranked Matchmaking. If in your opinion matchmaking is really good, and I suck and I should go practice my skills and MMR comes with time, before reading my entier post, I can safely assume you are arrogant and ignorant enough not to have a positive influence on this topic, and I ask you to please leave and don't comment here.

If matchmaking sucks then it must suck for everyone...hence it must be fair. Exactly! It sucks for everyone, but it's fair. You will get a feeder on your team (or be the feeder sometimes in my case), but your turn also comes and your enemy will feed you. It's completely fair, I don't say it's unfair.

But it sucks, and doesn't give us a balanced and fun game most of the time. People seem to have accepted that. But I think we should push Valve to use a more meaningful system. Originally posted by :if they change it from win/lose then ppl will just try to game the system instant of playing the game In the worst case, if they cannot catch cheaters and people trying to game the system, I think it's better to people's MMR.

People would stop being obsessed with a number, and focus more on playing a good game. Originally posted by : If matchmaking sucks then it must suck for everyone...hence it must be fair. Exactly! It sucks for everyone, but it's fair. You will get a feeder on your team (or be the feeder sometimes in my case), but your turn also comes and your enemy will feed you. It's completely fair, I don't say it's unfair. But it sucks, and doesn't give us a balanced and fun game most of the time.

People seem to have accepted that. But I think we should push Valve to use a more meaningful system. You want MMR based on performance. The current system doesn't support that. I wouldn't hold your breath either.


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