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MMR player of Rocket League are very different

Rocket League: How does the first season work differently?
For the season, we are continuing to use other popular competitive game methods, the introduction of an "integral" system, the system is located in the "hidden" skill rating / MMR above, to obtain a positive impact. At a high level, this makes the preseason problem well off the "ranking point" (RP), following the following key rules Rocket League Items:

You get or lose points that are proportional to the difficulty of playing the game (based on MMR, not RP)
Your RP should "trend" your MMR. So if you are RP's "Bronze III", but your MMR matches the "Silver II" player, you should get an additional RP by victory and lose less RP until you finally get the "Silver II"
RP does not actually participate in pairing at all, but it is still completely controlled by your hidden MMR
What did we learn from the real world?
Based on your feedback in the first quarter and our own experience, it is clear that our system does not work as we expect it to. but why?

Question 1: When we re-set the preseason, we re-set each person's MMR "uncertainty", so that the player's skills in the new season more freedom to move. Facts have proved that this is a mistake because it makes pairing less accurate and leads to RP algorithm problems that should be "tending" to your MMR. These two sets of questions create an atmosphere where players see tiny gains, but when they should not have huge losses

Question 2: We do not have the department under the rankings and what we want. Specifically, anyone from 0-499 MMR is placed in bronze I, 500-999 MMR in silver I, 1000+ in gold I, which is particularly troublesome for bronze players A 100 MMR player and a 499 MMR player are very different, but the same RP starts.

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