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MMR system change/adjustment

 
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Amnezx

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Post Posted: 26-02-2021, 13:31:32 [Valuable post] | Translate post to: ... (Click for more languages)

It seems that the MMR system is not working 100% as it should be. The actual system seems to be out-dated, and we need an UP-to date MMR system for BFA.
I have played on a new toon, with 1500 MMR, and my partner having around 2200 which was roughly 1850ish MMR altogether.
After winning 25-30 games without any loose, both my MMR and my rate grew harder that it should (my personal MMR was at around 1650-1700ish after those wins at over 300 MMR difference from my initial MMR).

How it was and still is on retail and how it should actually work: Being on a winstreak, would inflate the MMR exponentially (taking into consideration of course the number of consecutive wins and also the MMR of the teams you are winning against), afterwards, by having the MMR inflated but having a lower CR - Let's assume that you are playing at 2100 MMR and you have 1600 CR, the CR should balance out with the MMR and should rise at a higher rate than the MMR (so CR should be able to catch-up the MMR eventually).

This should be applied for consecutive losses also (being on a loosestreak, should deflate the MMR heavily)

A good example in this situation:
Player 1 from Retail (https://imgur.com/a/fYXDPnQ) Has a similar winrate with Player 2 from freakz (https://imgur.com/a/ENlJ4xh), but on Freakz you can see that, even if he is playing at 1200 MMR, he still has 1600 CR, this thing should not be happening.

Why I want this change to be made?
1st: You can achieve higher CRs faster, without grinding huge amount of wins (sometimes the queues are really bad and you have to farm 2-4 rate to reach top 10).
2nd: The overall rate will inflate, thus the average player will benefit from (being higher rated unlocks higher ilvl PvP items)
3rd: The new system will gap out the good players from the average/bad ones, thus the average player will fight at let's say 2k MMR, while the good ones will reach higher (2.6-7k+), avoiding the insta queues against lower skilled/geared players.
4th: The server will benefit out of it - Having higher CRs on Armory will stimulate PvP more, if other non-freakz PvP players by any chance will check out the PvP ladders, they will be attracted into playing here seeing an active and competitive PvP community.





Last edited by Amnezx on 26-02-2021, 13:32:50; edited 1 time in total
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Amnezx

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Post Posted: 26-02-2021, 16:45:01 [Valuable post] | Translate post to: ... (Click for more languages)

Here you can find an overview of how MMR and Rate gain/loss are working currently.

https://luduslabs.org/articles/how-does-arena-rating-work



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soulflames

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Post Posted: 27-02-2021, 01:36:33 | Translate post to: ... (Click for more languages)

it seems also when your not playing u lose rate as well,havent played on my main but 25 rate dissapeared into thin air.You right about the mmr system,playing with a high mmr partner doesnt help you increase your rate faster eventhough you beat teams with the same mmr .
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Amnezx

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Post Posted: 18-03-2021, 09:35:18 | Translate post to: ... (Click for more languages)

Another proof for bad design of MMR.
On freakz I did 11 wins 0 looses = MMR from 2007 to 2063.



Retail: 10 wins 1 loose = MMR from 2328 to 2599.



You can clearly see that with a worse winrate on retail I gained around 300 MMR, but on freakz I roughly gained around 56.

This is the ultimate proof that the MMR is busted here.



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k0s

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Post Posted: 18-03-2021, 11:14:50 | Translate post to: ... (Click for more languages)

One dev is already working on the MMR update, it will take a while so no ETA
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Amnezx

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Post Posted: 18-03-2021, 11:42:21 | Translate post to: ... (Click for more languages)

I just wanted to post more proof here, to be easier for the devs.


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