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VERY SIMPLE WAY OF FIXING THE MMR SYSTEM / EXPLOITERS


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#21 zephah

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Posted 11 March 2012 - 08:35 PM

View PostZaephyr, on 10 March 2012 - 06:40 AM, said:

"wisdomcube, on 15 July 2011 - 08:07 PM, said:"

Still a relevant topic now, no reason for it to not be still brought up.

#22 Zaephyr

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Posted 11 March 2012 - 08:44 PM

View Postzephah, on 11 March 2012 - 08:35 PM, said:

Still a relevant topic now, no reason for it to not be still brought up.

There was another post that has now been deleted that was taking stuff from that post and bringing it out of context of the time in which it was written to the present time, but yeah its gone now so my post looks a bit stupid =P.
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#23 Z4muZ

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Posted 13 March 2012 - 10:38 AM

View Postzephah, on 11 March 2012 - 08:35 PM, said:

Still a relevant topic now, no reason for it to not be still brought up.


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#24 Kelimepie

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Posted 05 April 2012 - 07:55 PM

View Postandysc, on 16 July 2011 - 05:03 PM, said:

never seen a thread like this before with a really good idea like this one
trolling?
Troll?

#25 Unseenz

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Posted 21 July 2012 - 08:24 AM

View Postmslewinksy, on 15 July 2011 - 08:02 PM, said:

make it so your personal mmr gain is based upon the enemy teams MMR

like if you have a 3200 personal mmr, and the enemy team is a 2200, you gain nothing.

if the enemy team is 2700, you still gain nothing

if the enemy team is 3k, you gain a +1 or whatever it should be accordingly, etc etc.

dont allow people with 3200 personal mmrs to gain +30 just because their partners are low mmr

make it so if you have a high personal mmr, and the enemy team has a low mmr, you dont gain shit, and also put a cap on the amount your teammate can gain, so if youre 3300 mmr, your partner is 3300, and the third guy is 1200, and you win against a 2800 mmr team, the two 3300s gain +0, and the 1200 gains a cap of +30 or +40 or something

Okay so what you are proposing is that the mmr change adjusts itself based on the other teams mmr. This is a phenomenal solution and I am here to tell you why.
Once this change is put into place, a team's mmr will follow the same pattern as their rating. This is a good fix for the mmr system because due to an increase in the amount of accuracy, in how m^2r (mmr, this is explained later) is adjusted, the resulting mmrs of the entire arena ladder will become more accurate. In the interest of increasing the accuracy of this system further, blizzard is to at this point install an additional 'hidden 'hidden rating'', know as 'mmmmr'. This is matchmaker matchmaker Rating. It is hidden from view until such time as people create addons to keep track of it, and eventually blizzard puts it on the arena scoreboard. Mmmmr is known as m^4 r.


As decades pass blizzard is to increase the powers of x in m^xr by approximately 2 per 5 years; 4 per decade. This is to ensure its accuracy is good enough to compete with current game titles with far superior graphics and far more engaging gameplay but much less accurate rating systems. Through this method, blizzard will forever and ever keep world of Warcraft in it's position as the #1 esport of the human race.



















Spoiler

Spoiler

Edited by Unseenz, 21 July 2012 - 08:46 AM.


#26 Bailamosx

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Posted 10 August 2012 - 12:14 AM

The original poster doesn't understand that this is how the system works already... The problem is that they nerfed MMR mid season, all their needs to be is a system of consistancy. Now, a huge problem are exploiters that have negative records but absurd ratings. Blizzard isn't moderating them.

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#27 andrew1

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Posted 24 May 2013 - 11:52 PM

View PostVoksen, on 01 March 2012 - 02:05 AM, said:


The only improvement I would make would be to condense (re-normalize) mmr at the beginning of a season to make it more in-line with reset team rating.  So a top team would map from 3k to 2k, a bottom team from 800 to 1000, and everyone else proportionately in-between.  This would help stop runaway mmr and make things a bit easier for the outliers.

This is exactly what should happen.  If you renormalize mmr at the start of each season so that all mmr's are between 1500 and 2k rating it will just make arena more interesting for the first few weeks and still allow the less skilled players from getting rocked by r1's.
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I guess it's true that anyone can get gladiator nowadays...

#28 Eazymothafukne

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Posted 25 May 2013 - 08:34 AM

View PostMxt, on 15 July 2011 - 08:06 PM, said:

remove MMR completely and make finding games based on your team rating.
So you want bgs that are not the best have hour queues? and what about the aussies who play on our servers they mostly queue at mid of the night so what about the people queueing then? no one? Blizzard made a blue post during wotlk about why they will never go back with the BC system and thats pretty much why.
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#29 Chanimal

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Posted 25 May 2013 - 08:46 AM

strong necros
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#30 deprivelol

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Posted 26 May 2013 - 06:20 AM

View PostPoobandit, on 25 May 2013 - 08:46 AM, said:

strong necros

wat r u a dk

#31 Hoodzx

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Posted 27 May 2013 - 04:10 PM

View PostEazymothafukne, on 25 May 2013 - 08:34 AM, said:

So you want bgs that are not the best have hour queues? and what about the aussies who play on our servers they mostly queue at mid of the night so what about the people queueing then? no one? Blizzard made a blue post during wotlk about why they will never go back with the BC system and thats pretty much why.

thats why people are asking since ages to merge every bgs.

#32 Maalrian

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Posted 27 May 2013 - 05:27 PM

View PostNmplol, on 06 March 2012 - 03:31 PM, said:

Bring back the old system. So 1500 kids get owned by gladiators who are making new teams.

Perfect.

Reward us for being better than them.

Pray on the weak.

No fear.

No mercy.
You do realize there are actually gladiators around 1600 mark because of swapping partners 24/7 to get their quick cap?
I can actually not remember facing any gladiators when I played around 16-1700 in early tbc.




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