For each consecutive win, the win/loss ratio is increased by 50%. So if a player has 50% Win loss ratio, the next win will grant him +25% of its current rating, equaling 75% (50% being the true mmv, but 25% being a type of "bonus"). This will continue to scale to 350% of their true mmv (win/loss) value.
The gain/loss of points players will be matched and vetted against two variables the points they gain or lose, and if they are plus or minus a range variable.
For example, if a group is more than 200 points over or under the current rival group they will not gain or lose points. If however, they are extremely close they will gain or lose the max variable value (lets say no more then 25 points).
To make a display
<---- -200 Points
0 Point variance
greater than 200 points
>
<---- -0 points lost
25 points gained or lost
0 points gained ---->
Ectheliontnacil wrote: »Maybe it's because I'm tired...but a couple things don't make sense to me.For each consecutive win, the win/loss ratio is increased by 50%. So if a player has 50% Win loss ratio, the next win will grant him +25% of its current rating, equaling 75% (50% being the true mmv, but 25% being a type of "bonus"). This will continue to scale to 350% of their true mmv (win/loss) value.
So you're saying that for each consecutive win, the win/loss ratio is increased by 25%? That's not true, it depends on how many matches you've played before and what your ratio was. If after 2 matches I have a 1/1 ratio and i win the next one that becomes 2/1, so a 100% increase.The gain/loss of points players will be matched and vetted against two variables the points they gain or lose, and if they are plus or minus a range variable.
For example, if a group is more than 200 points over or under the current rival group they will not gain or lose points. If however, they are extremely close they will gain or lose the max variable value (lets say no more then 25 points).
To make a display
<---- -200 Points
0 Point variance
greater than 200 points
>
<---- -0 points lost
25 points gained or lost
0 points gained ---->
I don't think I understand the above either. What variance are you talking about exactly, are you talking about it in the statistical sense?
And do suggest players who are 200 above or below the mmr rating of the others in the bg won't have their rating affected by the outcome of a match?
And what does gaining 25 points mean exactly? Like what's the max number of points you can get? Just saying 25 doesn't tell me much.
In wow there is a scaling system in place. Prior to three minutes in queue it will try to match the closest rating and expand out from there. After 3 minutes, the max range at which it will pick a close group (lets say with in 200 rating) will start to expand each second by X points.
This is a good way to deal with the queue and long waits. we could improve this system in eso by simply making it so that if you play against a group significantly higher (+300-400 mmr) you will never lose rating and if you win you gain twice the normal rating.
In wow there is a scaling system in place. Prior to three minutes in queue it will try to match the closest rating and expand out from there. After 3 minutes, the max range at which it will pick a close group (lets say with in 200 rating) will start to expand each second by X points.
This is a good way to deal with the queue and long waits. we could improve this system in eso by simply making it so that if you play against a group significantly higher (+300-400 mmr) you will never lose rating and if you win you gain twice the normal rating.
That system already works in ESO. Game starts from searching for players with similar MMR to Yours and then expands area of searching after certain interval of time passes.
I don't think that second idea would work in practice.
SamanthaCarter wrote: »WoW is the best example to follow
In wow there is a scaling system in place. Prior to three minutes in queue it will try to match the closest rating and expand out from there. After 3 minutes, the max range at which it will pick a close group (lets say with in 200 rating) will start to expand each second by X points.
This is a good way to deal with the queue and long waits. we could improve this system in eso by simply making it so that if you play against a group significantly higher (+300-400 mmr) you will never lose rating and if you win you gain twice the normal rating.
That system already works in ESO. Game starts from searching for players with similar MMR to Yours and then expands area of searching after certain interval of time passes.
I don't think that second idea would work in practice.
The entire way the rating system works in this post is about 99% To what wow does. The only difference in what i posted and what wow does is that the cap the highest lost of points etc at 32 points.
The entire consecutive win/loss system is exactly like guild wars 2 is currently doing their rating system.
So Yes, they both work well in practice.
In wow there is a scaling system in place. Prior to three minutes in queue it will try to match the closest rating and expand out from there. After 3 minutes, the max range at which it will pick a close group (lets say with in 200 rating) will start to expand each second by X points.
This is a good way to deal with the queue and long waits. we could improve this system in eso by simply making it so that if you play against a group significantly higher (+300-400 mmr) you will never lose rating and if you win you gain twice the normal rating.
That system already works in ESO. Game starts from searching for players with similar MMR to Yours and then expands area of searching after certain interval of time passes.
I don't think that second idea would work in practice.
The entire way the rating system works in this post is about 99% To what wow does. The only difference in what i posted and what wow does is that the cap the highest lost of points etc at 32 points.
The entire consecutive win/loss system is exactly like guild wars 2 is currently doing their rating system.
So Yes, they both work well in practice.
Comparing ESO to WoW and trying to copy-paste blizzard solutions is pointless. You sound like matchmakling in blizzard games work because ingenuity of Blizzard but reality is that their solutions works in their games partially because of PvP population there , population that is much higher then in ESO. Things that work in WoW or even GW2 will not necceseraly work in ESO. best example is SWTOR which had basicallyt WoW quening system yet for ranked matches You still had to wait in sometimes hours long queues. And long queues were one of the reasons group quening was removed from BG's. Avoiding long queues seems to be number one priority for ZoS when it comes to BG's and since BG population is not high enough they cannot use every solution that works in different games while keeping queue times fast enough and matches balanced enough.
In wow there is a scaling system in place. Prior to three minutes in queue it will try to match the closest rating and expand out from there. After 3 minutes, the max range at which it will pick a close group (lets say with in 200 rating) will start to expand each second by X points.
This is a good way to deal with the queue and long waits. we could improve this system in eso by simply making it so that if you play against a group significantly higher (+300-400 mmr) you will never lose rating and if you win you gain twice the normal rating.
That system already works in ESO. Game starts from searching for players with similar MMR to Yours and then expands area of searching after certain interval of time passes.
I don't think that second idea would work in practice.
The entire way the rating system works in this post is about 99% To what wow does. The only difference in what i posted and what wow does is that the cap the highest lost of points etc at 32 points.
The entire consecutive win/loss system is exactly like guild wars 2 is currently doing their rating system.
So Yes, they both work well in practice.
Comparing ESO to WoW and trying to copy-paste blizzard solutions is pointless. You sound like matchmakling in blizzard games work because ingenuity of Blizzard but reality is that their solutions works in their games partially because of PvP population there , population that is much higher then in ESO. Things that work in WoW or even GW2 will not necceseraly work in ESO. best example is SWTOR which had basicallyt WoW quening system yet for ranked matches You still had to wait in sometimes hours long queues. And long queues were one of the reasons group quening was removed from BG's. Avoiding long queues seems to be number one priority for ZoS when it comes to BG's and since BG population is not high enough they cannot use every solution that works in different games while keeping queue times fast enough and matches balanced enough.
No one copy pasted anything. In regards to the population rates of wow, your mistaken eso actually has more pvpers at the moment because of their choice to force people to pve to be able to be competitive at pvp. That choice caused a large population drop that are pvp-eccentric.
In regards to queue times that is a problem of bad design choices. Queue times are not an argument to stop group ques. Its the same amount of people going in and does not matter. If anything guilds quing together will incentive's people to pvp, and result in higher rating of queuing into pvp.