EvrMoar

EvrMoar



03 Feb

Comment

I highly recommend joining the voltaic community and starting to work on specific types of aiming, and maybe even pick up an aim coach!

They have wonderful training playlists, tracking spreadsheets which will rank your aim, and lots of helpful people to improve your aim. https://voltaic.gg/


31 Jan

Comment

Originally posted by Ok_Comfortable_4356

The goat

no u <3

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Originally posted by Sh4dowGaming1234

Wow, okay, I was not expecting such a detailed and well-thought out response. Thank you for that.

I am improving in terms of crosshair placement, spray/recoil control, etc. I'm completely confident fighting iron and bronze players, and I'm doing routines to try and improve (although I will give the ones you mentioned a try).

The main issue I have is that, because of the position I'm in at the moment, I am struggling to be consistent across games. Looking through my match history, there's a clear, noticeable trend of me winning and facing opponents of increasingly higher ranks/skill, at which point I begin to play worse and worse, until eventually the game becomes entirely unplayable and I can go multiple rounds without getting a single kill.

I wouldn't have a problem with this if I lost, say, 5-15RR for a game where I get completely destroyed by opponents of way higher skill. The thing that really infuriates me is when the game puts me in a game full of ex...

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Thank you for the feedback!

We base your RR gains off your MMR and not the difficulty of the opponent. When you get big RR losses it's because your MMR thinks you aren't ready to move into the next rank and it's holding you back. For example, when you played against those silvers and didn't do so well.

It's a tough balance, at some point we kind have to hold you accountable for how you are actually performing. You've hit the point where you are at the rank you belong skill-wise, and in order to climb you just need to improve. You got this, and you seem pretty dedicated and already have a ton of games in this season. That's why my big point was to just try and improve and you'll see results climbing; if our job is to make a system that puts your skill to a rank, then the easiest way to climb is to improve your skill.

Good luck, and thank you for the feedback again!

Comment

Originally posted by Sh4dowGaming1234

I seem to be stuck in some sort of weird MMR fluctuation loop. I get placed with players 2-3 ranks lower than me, completely obliterate them and nearly rank up, and then get placed with players of absurdly high skill, sometimes even on my rankup games.

I still lose a huge amount of RR from these losses against skilled players (I'm bronze 1, and I got placed against silver 1 & 2 players one round and proceeded to lose 30rr). I completely understand having to win against people of higher skill, but the skill gap between my current rank and the ranks I'm playing against is enourmous.

Game I lost recently, note the ranks of the enemy team. Cost me 30RR.
Previous game, where I got placed against lower-rank players.

I just went through your history, and aside from that one game you linked, it looks like you are mostly playing against Irons/Bronze. You did have a good streak of games, one where you even dropped 27 kills, then played in that match with some silvers. So it makes sense that your MMR would go up and you would play against more difficult opponents after that streak. MMR is a ladder, you play against those around your skill, and if you win, you go up and fight people around that new skill level. So when you start to win it makes sense you go against more difficult opponents, then when you lose you go back down. At lower ranks, people tend to fluctuate a lot more. Someone in bronze/silver probably isn't going to have a good game when they are on a map they aren't comfortable with, or someone picks their agent and they have to off-role pick. Remember you are always playing against people around your skill, but if you start to perform better then you will get more difficult opponents fo...

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Comment

Originally posted by DaggerOutlaw

This is insightful! Always appreciate you guys giving us a little more insight on how the system works.

Thank you!

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Originally posted by northspawn

I dont understand why performance is only measured by acs which is obviously important, but if i am doing my job and winning games then my MMR should be higher. This system seems to help out duelists like raze whos util does damage and increase acs. I feel like there should be some kind of Acs multiplier for hidden mmr for different roles, because 6th place is roughly where a controller, who cannot be taking risky fights due to the importance of their life, should be. Obviously you cant fix this, but am i best off just instalocking raze if i want to climb? because thats what this seems to indicate.

It's not based off ACS, in fact ACS is purely an end of game stat to help contextualize the match and has 0 relation to MMR/Rank.

You have two MMR's, Win/Loss MMR and Encounter MMR. Win/Loss MMR goes up/down when you win or lose the match. Encounter MMR looks at every "encounter" you had that match and trades MMR between those involved. So if you win a duel, you take MMR from the player you killed. BUT Encounter MMR also looks at ability usage, site takes, bomb plants/defuse, and assists. So if you assist in getting a kill, taking a site, be it with guns or abilities, you would get Encounter MMR for doing so.

Now remember your overall MMR is a combination of the two, so even if you felt like encounter MMR was holding you down you could technically raise up your Win/Loss MMR to make up for it; Also RR will never let you win less then 10 points unless you are above immortal, so you could always out win the system if you think it's wrong.

In lower ranks Encount...

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30 Jan

Comment

Originally posted by northspawn

Yo, it can be frustrating to not seeing progress or feeling like you can't climb. Unfortunately ranked is a ladder, so you need to win more then those above you to climb. It honestly looks like you are right where you belong, maybe even declining slightly, due to your matches.

If you average your past 40 games you've been 6th out of all 10 players based only on performance. I'm not going to reverse math our encounter MMR system it would take too long, but this is a good indicator that you are performing slightly worse/average in your recent matches. So we can assume your encounter MMR is probably at where it belongs, or slightly going down due to recent performance.

I've said this in other places on social media, but it takes about 20-40 matches for your rank and MMR to meet; so we can assume your MMR and rank are pretty close to each other because of all the matches you've played. If we look at your winrate it's almost exactly 50%. If you are being ranked against o...

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11 Jan

Comment

Originally posted by Mr_Mandrill

Hey Jo, quick question in case you're still around. Don't you think this change might encourage some players to throw their games if they think they are gonna lose the match?

For example, the type of player who wants to /ff in the first half of the game because their team is behind; before, they could have tried to at least win as many rounds as possible to minimize the penalization. With this change, if that penalization is about the same for a 2-13 game than for a 11-13 one, would those players not rather lose as fast as possible to get into the next match? Is this something you guys have considered?

I'd love to hear your thoughts on this. Thanks.

Hello!

So this change was just reducing how many points you got for round differential, not removing the points entirely. For reference, before the change you could get up to an extra +/-10 RR for round differential - which is why we felt like it was a little too much. It shouldn't feel like you're going to be punished just because you're getting slammed, but you should still want to put up a fight to not take as bad of a loss. So you will still get more points for a 13-5 match compared to a 13-11, it just won't be as many as it was before for the round differential. The RR gains will be a little more consistent, with a little less extreme swing from match to match; because we also increased the points per win/loss to make sure overall point gains weren't heavily affected.


10 Jan

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Originally posted by Friendly_Fire

Could the issue with players not understanding it have been resolved with the UI? Clearly show the +/- from rounds differential?

IMO, a more impactful round differential makes for more accurate ranks, and encourages better player behavior. Maybe you could say that hidden MMR will pull your rank anyway overtime and that's what matters for rank accuracy, but knowing rounds have impact helps people's attitudes. I know many players have used the "just try to win some rounds so we lose less RR" line as a way to motivate a team to not FF and try.

Yet the "huge impact" comment you replied to was talking about swings of less than 1 RR per round diff. I don't see how it can go much lower without making any round basically irrelevant.

We can definitely do a better job in the UI, it's just difficult given our current focus as a team. Something we can take a look at in the future when we get some UI time.

For reference, before the change you could get up to an extra +/-10 RR for round differential - which is why we felt like it was a little too much. It shouldn't feel like you're going to be punished just because you're getting slammed, but you should still want to put up a fight to not take as bad of a loss.

Comment

Originally posted by RiotSouthKorea

Just to jump in here - the change we're making is NOT that round difference does not affect RR gain. It still does. Round differential still matters in calculating MMR and RR. Winning is still the most important part of gaining RR.

What we are changing is how much of the MMR/RR gain is affected by Winning, vs. Round Differential. Specifically, we're putting slightly more emphasis on the Win/Loss, and slightly less emphasis on the Round Differential. To repeat, both still matter (we're shifting the weight)!

There is an additional change we're making to weight individual performance more than both Win/Loss and Round Differential, but that's for a specific case where your MMR and Rank are very far apart (not for the average player).

Additional context: The reason we wanted to make this change is to make RR gains less swingy based on the round differential. While we do want to reward people for stomp...

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BEAT ME TOO IT, thanks for clarifying this! Also I'm sorry I fell asleep last night and didn't run that WoW dungeon, if I get some downtime from playing the new VAL patch we will run a high key dungeon this week. :P

Comment

Originally posted by barlasa

For me the round difference impact was huge, and my RR gains could swing from +16 to +24 (Immortal 3, so no individual performance bonus either)

Thus I think it was a good change. Plus, they're saying it's still there, so it still incentives playing to lessen the RR punishment. Additionally, stomps happen less often than "evenly-fought" games so in the grand scheme of things it should result in higher RR gains for all, since we'll be getting more RR from closer games (which is a more common occurrence).

This is mostly what the change was going for. It's still there, but it's just less impactful. We were giving a lot of points based on round differential, and we most often saw the question "Why did I get 20RR for this match but 14RR for this match?"(which was because of round differential) Overall this change will lead to more consistent gains in points with smaller swings from match to match.

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Originally posted by blizzardspider

Wow, thank you so much for the detailed answer! I think I understand your explanation. I guess it's more complicated than what would be easily visualised in-game.

It's alot to be honest, and what it comes down to is our teams goal of "To create as fair matches as possible" and ranks goal of "Finding your true skill". If we are doing a decent job both of those things are possible. I understand everyone has their own opinions on match making, quality of ranked, game health etc. We can always improve, but I do believe we are doing okay. What's nice is we have such a strong foundation, and the problems we have are kind of universal problems you see in any ranked queue; so now we just gotta put our heads down and find some solutions. Thanks again!


09 Jan

Comment

Originally posted by blizzardspider

I've read this explanation a few times, but I'm still a bit confused on how playing a duelist with abilities that help you secure kills on players (even those mechanically better/ranked higher) doesn't increase your encounter mmr. Especially compared to playing a character who may do fine in overall winrate but won't have an inflated duel winrate just from the design of their abilities. Like with your gold player vs Tenz example, a gold player on phoenix might be able to get tenz blinded or get two chances to kill him by using the phoenix ult, while eg. a sage with the same overall winrate as the phoenix doesn't really have abilities as powerful for dueling. So in my eyes the phoenix would climb faster because he would get the wins with a larger encounter mrr gain per win, right? (until entering a rank where maybe his winrate drops of course).

Another question I have is about the performance bonus - again, usually I get a performance bonus to the rr gain in a ma...

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Hello, I hope you're having a good week!

There are kind of multiple answers to paint the ranked picture and how it functions entirely. Let's start at the beginning. As /u/TimeJustHappens said, we have two MMRs; win/loss + encounter. We weight them differently based on your MMR and lower ranks have more encounter weight, and high ranks more win/loss. This is because raw skill can carry you far in lower ranks, and we've proved this by gathering data. But at some point, reaction time and raw skill start to normalize, then teamwork and game sense becomes king, and that's why win/loss starts to matter more. This is why Immortal+ does not have a performance bonus, for example.

So it makes sense to say, "Duelists are supposed to win duels; in a system that rates duels, they have it easier." That ...

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14 Dec

Comment

Originally posted by TheRealNeilDiamond

Thanks for the reply, that is awesome. I also have a new goal. Radiant in Spike Rush :)

Lets gooooooooooooooooo, that's my DM goal LOL

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Originally posted by TheRealNeilDiamond

I just returned to the game after a little over a year and swiftplay is the MVP. Do they use mmr? or is a free for all skill wise? Either way im having a blast with it

They use MMR!

All our playlists have MMR. We seed your initial MMR when you enter a new playlist from a previous one (we have to start somewhere). The reason we have separate MMR is that some people like to play various modes in their own ways. For example, I use unrated to relax and play with friends, but I use DM to warm up.

Your MMR is made up of half encounter and half win/loss. Well, it's not exactly half-and-half, it's weights are a per-playlist/rank thing. Encounter is based on duels, ability usage, game impact, etc. Win/loss is just if you won or lost. DM, for example, is a lot more encounter MMR based because it's hard to define what "winning" is in DM. So that's another reason each playlist tracks MMR separately; because the weights of each MMR can be different for each mode, encounter:win/loss MMR needs to be set at different ratios, you could have some minor deviations of MMR from mode to mode.

The hardest part about all this is ensuring that wh...

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27 Oct

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THANK YOU TO EVERYONE HELPING LEARN THE RANK SYSTEM!!!

There are flaws, and everyone has their opinion of how it should/should not function. But the whole community can talk on it better, and provide better feedback, if they understand it(and why we do certain things). You are all amazing, and I hope you have a great week!

(The answer to this, linked by a couple people, is correct and something I wrote about a while ago!)


26 Oct

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Originally posted by TheAjwinner

Thank you all for being a good pulse of Competitive Valorant and one of the many places I can turn to get feedback on Competitive systems and player needs.

See guys, we’re not just screaming into an empty void

Every morning I spend scrolling, and trying not to overexplain MMR for the nTH time. Definitely not screaming into the void :P

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LETS GOOOO HYPEEEEEEEEEEEEEEEEE

I know I don't post as much as I would like on reddit, or to this subreddit, but I do read it daily. Thank you all for being a good pulse of Competitive Valorant and one of the many places I can turn to get feedback on Competitive systems and player needs.

I'm excited for the Alpha, and all that comes after, and I hope everyone here is too! The competitive team will be watching for feedback, making sure the system actually functions LOL, and going full steam ahead on whatever is next :)

So if you're in Brazil, good luck out there! If you aren't, don't worry it's coming... eventually... <3

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Originally posted by DecisiveDinosaur

in the picture on the tweet above the linked tweet, why are the scores 14-x instead of 13-x like usual?

edit: well they're all 14-0 but one of them is 13-1 hmmm. probably nothing, but still

It's a bug when we took the screenshot :)

Comment

Originally posted by Durncha

Hopefully they do something about smurfing.

My friends and I are big Clash players in League of Legends, and it has a horrible smurfing problem. We’ve played in every Clash weekend except for maybe 3-4 since it launched. And we play against high level smurfs that are brand new accounts every 2-3 games.

It’s getting worse and worse in Clash as well. The phone number requirement is easily bypassed by using a friend or family members phone. Or just a cheap pre-paid phone.

I hope Riot can talk about smurfing in this mode and what their plans are to stop it.

We are definitely aware of smurfs, the perception of smurfs, and have plans/new ways to tackle smurfs in premier. It's too early to answer, and some things we won't say just to protect how it works, but we are aware of the communities concern and you'll hear more as the system hits future release checkpoints.