Originally Posted by Luckydevil_010
Why not have ranks weighted. So say you have a plat and a silver at say 1000 casual mmr weigh the plat as say an extra 500 or 700 positive while the silver would be the opposite. That way both sides win. Plats and diamonds wont constantly be playing each other and lower ranks have less chance of being curb stomped.
Granted this problem doesnt bug me as much as others except for the fact that I somehow always get silvers and coppers while the other team is plat.
Thanks for the suggestion! I think part of the reason it is separate is because the two different modes have different rules. Ranked MMR is based on a person's performance in Bomb only. It would reflect their performance in Hostage or Secure. Presumably, it would be fairly similar to their Ranked playstyle, but that isn't always the case. That would also assume the player is performing consistently with how they play in Ranked.
Were you saying 1k would be the baseline for everyone?
Originally Posted by The_.Riddler
My opinion is that they need to add an OPTIONAL toggle to allow players to activate a "Master MMR" if they want. The Master MMR would be an MMR that accounts for every scrap of every iota of data that Ubi records on a player's performance. Ranked, Unranked, Casual, Terrrorist Hunts, KD ratio, WL ratio, ... the Master MMR would use it all. The Master MMR would look at every aspect of the game, and would also be cross-account so it used the player's performance on ALL Ubisoft accounts they own rather than creating new MMRs for different accounts. It would also be persistent and sticky in the sense that it would include all the data for the player across their entire history rather than 'seasons'. It would be an accurate, comprehensive, data-driven summation of a players actual performance as was possible to quantify using all the game's data.
Then, if a player wanted to screen out smurfs, they would click the Master MMR toggle. Boom. The game would only put them in matches that included players whose Master MMRs were comparable. The exact number I'm not sure ... but as a first experiment I would suggest a +20 / -20% total spread for matching (I.E. All players in a match would be within a range of +20% to -20% Master MMR of each other).
This way players would have a CHOICE as to whether they wanted Smurfs in their matches or not, because the Master MMR would filter out the egregious disparities and wall off the sleazy people who hide their actual performance.
The concept of a Master MMR sounds fairly complex and would be difficult to implement. I don't think it would make sense to include Terroist Hunt, especially if people can inflate their KD/WL ratio as they are playing against bots. I feel like if anything, the MMR should only look at performance against actual players.
"
The Master MMR would look at every aspect of the game, and would also be cross-account so it used the player's performance on ALL Ubisoft accounts they own"
This would not work. A player would have to volunteer to connect their alternate accounts, which not everyone will do. There is no way for us to force this on our end, since there is no 100% guaranteed way to identify alternate accounts.
Again, this idea is assuming that everyone is performing how they normally perform, which is not always the case. Throwers/derankers exist and would cause the master MMR to be skewed, assuming they link their alternate accounts.