Hello Skill Capped! Today I wanted to fill you guys in on something I picked up floating around the internet. A great guy by the name of Diziet who has helped us out in the past described how the new MMR system works really well, and I wanted to share. He has given me permission to re post it for all to enjoy and learn from!
In this article, I will explain:
- how the new system in place works
- Why it had such a terrible effect on Season 10
- What I believe it’s impact will be on Season 11
The New MMR System
The following is a direct quote from Diziet:
Let’s talk about what the new MMR system. Imagine three players make a new 3v3 team: one with 1500 MMR, one with 1800 MMR and one with 2600 MMR. Their average MMR is 1967. Although before queuing they might each have individual MMR, after a SINGLE game played together every one of them will INSTANTLY have 1967 MMR, win or lose. The 1500 and 1800 players would both shoot up to 1967 MMR. So suddenly the 2600 player instantly loses over 600 MMR. So when the previously 2600 MMR player goes back to his previous 2600 MMR partners, his team will have a much lower MMR but their skill and ability to play the game at a high level would not have changed. Although this prevents any kind of MMR exploiting, this is terrible for the game and the community’s reaction to this has been extremely negative. People with high MMR have nowhere else to go but down, because MMR distribution follows some sort of bell curve, and any player above 1500 rating is more likely to play with lower MMR players than not. Any time players remake teams, MMR tends to drop and dilute. This of course has a cumulative effect, as lower overall MMR affects players who aren’t making new teams. Rating and MMR gain depend on playing people of similar MMR and skill, but there is an imbalance of MMR and Skill because other teams whose ability to play the game did not diminish have had their MMR go down. Active teams whose partners tend to play often find themselves at lower MMR. At the end, we have a situation where majority of active player’s MMR is a lot lower than their skill and ability to play would indicate.
This issue, while vastly discouraging to arena players, could be fixed with relative ease. For instance, if an individual player’s MMR is more than 400 points above the team’s average MMR, then the higher MMR player should not gain MMR, and excess MMR should be divided between the other players. This kind of check would completely prevent players from being able to gain MMR by exploiting, while once again causing individual MMR to be a valid metric of player skill.
Arena rating will always be deflated this way, because any time people teamhop individual MMR goes down. If you imagine a standard distribution bell curve, it becomes squished.
Ratings won’t re-inflate, and being 2400 will be a hard achievement at some point, much harder than RBG rating.
MMR is and will continue to be “squished” like this:
*Image by wolframalpha.com
*This is an estimate of individual MMR distribution, not team rating
**The distribution might be closer to this if it was Gaussian. In reality it is a bit more complex with people remaking teams, new characters playing and going inactive, etc but this is a good way of showing it anyway.
Okay, so why was Season 10 so problematic?
Though overall I am really happy with the new system in place, and believe it will combat the rampant boosting that’s going on, as well as the massive inflation problem, Blizzard overlooked a very important problem when they put this system in place.
In the past, there have always been teams that pull ahead of the pack very early in the season. Their already high MMR from previous seasons, mixed with the fact that they are just really good players, means that a lot of Gladiators can get back up to their previous ratings in only days of queueing. This means that after a few weeks, there were already a significant number of Gladiator qualifying teams at 2600+ ratings, all the way up to 3k+.
When Blizzard implemented these changes, these teams that were already on top saw it, and a huge majority of them simply decided to stop playing on those teams. A lot of these players have access to alts, and even other accounts. This wasn’t a huge deal to them. Others simply care enough about getting the title to not risk playing once they were safe. And safe they were.
All of the other teams who all of a sudden had a huge hit to their MMR found it virtually impossible to climb up the ladders to the previously massively inflated ratings that were on top. This not only discouraged top players, but now there are multi-season, even Rank 1 Gladiators playing at 2200 ratings.
For people who play at 2200 normally, they are suddenly being pounded down to lower ratings by these other top Gladiators. Those previously 2200 players are now playing at significantly lower ratings… I think you know where I’m going with this. These abrupt changes had a huge ripple effect from the top of the brackets all the way down, and no one was happy about it.
Why they did not simply reset team ratings along with the MMR change totally baffles me. I will stay away from making this too opinionated though.
I See The Light!
Though this season had some of the most despair and frustration of any in the past, I believe we have a reason to be extremely excited about the next season. I for one am very optimistic to see how it goes.
Because of this change, there will be much less paid boosts happening (I think). It also seems that it will be very hard to see a pack of teams pull so far away from the rest of the pack that they are virtually impossible to catch. As Diziet pointed out, they created a “squished” bell curve distribution of teams, which means more % of teams towards the medians, and less % of teams being outliers!
If anyone has a different perspective they’d like to share, or if any information in the post has been inaccurate, please let me know. I am simply sharing the information that has been past on to me.
Season 10 was quite a discouraging time for anyone who was really trying to push their rating. A lot of people finished lower rated than the season before, which is really frustrating, even with the knowledge that it was because of a rating change. However, Season 11 looks very promising. I for one can’t wait to see what new comps emerge with 4.3 on the horizon, and I think they are taking more steps forward in trying to create as much “balance” as a 10 class 3 spec MMO can have.
Thanks for the read, and good luck in Season 11!
Diziets original post: http://www.arenajunkies.com/topic/214234-is-there-an-mmr-penalty-for-teamhopping/page__view__findpost__p__3543104