EvrMoar

EvrMoar



05 Mar

Comment

Originally posted by Kurdock

I know you try to make it seem fair, but if a Skye fully flashes an enemy and the entry picks up the kill for a first blood, who gets rewarded more? Is it really equal?

Duelists benefit from the fact that all their teammates' utility goes into setting up kills for them. Drone, flash, smoke, everything is set up for them to get that kill, and then they can continue running into CT and getting multifrags since they were first on site. Not to mention the cheesy off angles agents with get out of jail free cards can abuse to win more gun duels and appear to be better than his rank, lol.

Meanwhile Sage plants, gets shock darted to 50 hp and dies to 2 bodyshots in the next gun duel.

I think that even if the MMR system is made as fair as possible, certain agents will always have an advantage due to the nature of their playstyle and the tools available to them (on agents without a flash, some attack halves are just unplayable if your flashers/smokers are bad or get...

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I think it's hard when you just kind of abstract out, "Well, how effective is the killer vs. the assister, and I think that the assister is more/less effective, etc." because it's purely opinion-based. It's the same argument for or against win/loss MMR vs. Encounter. It's just an opinion on how valuable each one is.

That's why when you make an MMR system, you validate these things and find out the most effective way to test and measure data sets like this. If our rating system was terrible, we could see that in data and adjust how the system measures these things(which we've done for years before Valorant was even live!). We also have simulations and other things we run and crazy intelligent data scientists who help us.

Think of it this way. We have many people playing matches, using a system that's trying to pair them up based on how it's rating them. Let's say we got it wrong and valued Kills too heavily. Suddenly, the system would be putting players who were good...

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Comment

Originally posted by ilcsmyay

Players that win duels, and win matches, will climb faster then players that just do one or the other.

Does that mean players who lock in duelist have an advantage in climbing since they will have an easier time winning duels?

It's a little more complex, it takes into account assists, ability usage, site taking, etc. At the end of the day it doesn't matter what agent you play, every time you take a positive action against an opponent you are stealing MMR from them in a sense.

Comment

Originally posted by muthgh

Highly appreciate it if you answer this, but is there a smurf queue in Valorant? and why do some new accounts have an easier sailing upwards with an insane win ratio >70 & others "also new" get stuck with near or under 50% win ratio, same player, playing the same agents and style, both accounts placed s2 at creation and double promoted to g1, so starting from the same place, one accounts stuck g1/g2 and the other d2 right now?

No smurf queue, and if one account is ranking up faster it's because it's doing better. We don't have a winners or losers queue, some people bring that up alot; there is no benefit to this and just reduces fair match making(which is our goal, to have the fairest matches).

Lower Rank's use more encounter MMR, and higher use more Win/Loss MMR. Encounter cares more about who you beat in duels, win/loss cares about who you win the match against. Players that win duels, and win matches, will climb faster then players that just do one or the other.

The only reason an account would get stuck is that the performance is different on that account, you can look at TenZ and see him take an account to Radiant MMR in 20 games. MMR is just a ladder, beat people and you steal their spot and climb the ladder.

Not sure why the accounts would be a different rank, but usually when people bring this up and we do investigations it's because they group with different people and pl...

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Comment

Originally posted by ipok6

Believe it or not, Deathmatch isn't as strict as ranked when it comes to fair matchmaking

The matchmaking is slightly different but overall very similiar. We are a little looser in DM but we don't have to worry about team balance so it's easier to make matches. I think DM is just a different beast tho, because some players(like myself) perform differently in one mode compared to the other. I have amazing aim, but I hold W like a COD player.


02 Mar

Comment

I work on these!

Tournament mode is still in development no ETA, it's the competitive teams primary focus right now.

The cascading pick I announced as this episode, so no ETA or updates yet.

hope that helps!


28 Feb

Comment

Originally posted by aryapraagya

Here's my profile, just made an account, thanks for engaging.

https://tracker.gg/valorant/profile/riot/PrettyTrippy%237844/

Hey I wanted to say the past couple weeks I know I haven't gotten a chance to respond to looking into your Account.

I will say I looked at your account and saw that for the most part everything looked pretty normal. You had a couple matches that were a little one-sided, but for the most part a lot of your matches ended 13-10 or above. Your overall match fairness based on round difference was actually very good, which is a good indicator your getting pretty fair match-making. I also looked at your account internally and didn't see anything suspicious.

The reason you may be having trouble climbing, or not seeing ranked progress, is due to two things. So our system has two MMR's that make up your one MMR; Encounter and Win/Loss. Encounter is basically every interaction you have with an enemy, looking at both your MMR's, and adjusting your Encounter MMR based on those interactions. Win/Loss MMR is very straight forward.

Looking at Encounter is near impossible, b...

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10 Feb

Comment

There are a lot of reasons, and opinions, on how your aim would improve going lower. I agree, you would probably benefit a ton from it, it will feel SUPER AKWARD at first. There are two ways, lower it slowly or all at once. Considering you are like in space in terms of high edpi, I would just slam yourself down to low.

Remember your EDPI is your DPI X In game sensitivity. So you can keep higher DPI, and lower in game sense or vice versa. For example I play at 1600 DPI and .145 in game sens.

THAT BEING SAID, I have a bigger concern for your wrists. Lower DPI is much easier on your wrists, as it forces you to use your arm and shoulder more. As someone who is slowly turning into a boomer, I have dealt with wrist problems my whole gaming career. After my run in eSports I had to baby my wrists. I've noticed huge improvements in my wrist pain and I wish I would have played lower sens the whole time when I started playing games. Don't be like me, set your self up to years ...

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Comment

Originally posted by aryapraagya

I'm currently having the worst time of my life in ranked. I was G3 and got placed B2. I was lvl 380 before rank reset, and currently lvl 429, still have only made it to S1, although I was S2 for a month.

I have such a deep agent pool, I like playing sentinels and controllers the most and shine the most in clutch situations, but because of instalockers and really bad teammaets, I've been forced to instalock myself, and I have to stop comming because I instalock. Because the UI doesn't show ranks during agent select, teammates would earlier, at least see a gold and wait for them to pick first, or at least be considerate, but now everyone thinks they're the most skilled player in the lobby and the moment 3 dudes instalock duelists, my chances of winning the match drop to single digits in percentage.

The truth is that smurfing isn't that big a deal, because at least its usually a single smurfer who c...

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I'm sorry, that's a rough experience and I understand how this can be extremely frustrating. (btw I read both of your posts so I may give feedback talking about things you said in both of them)

I'm never going to say our ranked is perfect, in fact you point out the very struggle of ranked systems. There are people that are going to get to the rank the system evaluates them at, then if they feel like that rank is not justified they will look for reasons or stats to validate their idea that "this rank for me is wrong". Changing how we display rank, showing MMR, etc. will not change this experience or this feedback, in fact if you are truly playing against bronze and iron players your MMR is probably below your current rank. This isn't giving an excuse for your case, we should talk about YOUR experience, I just wanted to point out this issue is common in every game in every rank system.

So I really want to address all the issues you raise. The first issue that's easy t...

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13 Jan

Comment

Originally posted by Thomas041905

So if I wait for the ranks to get distributed can I expect to be placed at the same rank if I play good or is this a constant with resets

It doesn't matter if you wait and play in two weeks, or play now, the system will be able to push you to your appropriate rank. It depends on how superstitious you are of the first few weeks of the season. Rank/MMR doesn't care about time of season, or if you've been reset or not; you will always be pushed to where you belong. Not playing won't do anything to change your MMR or the skill of the opponents you will play against when you come back.

Comment

Originally posted by Ctxaristide

So how do you deal with the fact that two people could both be the same visible rank but have astoundingly different games due to hidden mmr? I understand the idea that if you play enough games you’ll get to where the system believes you belong, but it seems that the disconnect between visible rank and hidden mmr makes visible ranks more or less unnecessary.

This is a problem of all ranked systems, even if you displayed MMR.

Lets take two players in a pure MMR ranked world:

Player A - Has played 5 ranked games

Player B - Has played 50 ranked games

Both players are ranked silver. While Player A actually belongs in Gold, they just haven't played enough games for the MMR system to adjust them there. Player B belongs in Silver, and has proven this by playing 50 games. Technically, in a pure MMR system, they are still both silver. The rank of Player A is wrong, because their MMR is wrong, because they haven't played enough games.

The same problem exists in any ranked system, because both systems require you to play X number of games until your true MMR is reached. In a system that separates rank from MMR all it is doing is putting your rank below your MMR and letting your rank slowly adjust to your MMR, instead of letting you see your MMR wildly swing over your first handful of matches. They do the sa...

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Comment

Originally posted by Lynx_Sapphire

Hi! You will probably not read this but I’m hoping that somehow you will and be able to pass this on to other devs: the amount of death threats women in this game get is insane. We need there to be far more severe punishments for people telling other to go do...well. You know what I mean. I‘m hoping you guys are working on a different penalty system as well because, honestly, I couldn’t care less about winning or losing if my teammates or the enemy are busy telling me all the ways I should end my own life. Thanks.

This is a huge concern from the team as a whole, and we have a whole team focused on it. There are lots of things being worked on, and we even patrol and escalate issues we see on social media. Definitely a space we are constantly evaluating, and we have a whole team dedicated to the space.


12 Jan

Comment

Originally posted by aweiahjkd

This all makes perfect sense to me. Except mmr. The bias for more even games leads to a distorted sense of what a rank even means. Gold matches for higher mmr games are way harder than gold matches for lower mmr games. If you're confident in your ranking, you should completely remove hidden mmr.

There is no MMR system that knows your rank from your first handful of games. Technically the traditional ELO system would require 1000+ matches to get an accurate picture of your true skill.

The system will always push your rank to your MMR, you can't stop it. We are just forcing your rank to display the lower end of where your MMR range is, rather than the average or where the system thinks you may belong right now. When you play 10-30 games it will converge and match.

We do this on new episodes, again just to make sure you aren't boosted, to force you to validate your rank, and also to ensure based on the new game balance you actually belong at those ranks.

So in the end as long as your rank ends up matching your MMR, it doesn't matter if it shows your true MMR or not, it will still take X number of games to get an accurate read of where you belong.

Comment

Great write-up! ACS was worked on before I joined the competitive team, and while I would love to go back and revisit it at some point we just are focused on other areas right now. I want to point out one thing, which is ACS has no correlation/relation to your MMR; it's just generated for stats/feedback on the end of game screen.

I agree the RPS system is really interesting, and maybe after we get this tournament system out the door we can take a look at ACS and stat stuff. But no promises, again it just depends on the team's focus, what fires we have to put out, etc. I just want to say I also see the value in stats like this and would love to see them someday.

Comment

Originally posted by EvrMoar

I've seen a few posts, and I addressed this in a small post on twitter but I really want to make sure to be open about what's happening and why.

First, I understand it's frustrating to go from a rank you spent lots of time achieving and then get dropped back down. Rank is part of your identity in Valorant and when ranked reset occurs it can be very upsetting depending on how hard you drop. While it may be rough to get dropped, know that the entire playerbase of ranked is getting dropped the same amount following the same rules. We aren't dropping you more, or singling you out, the whole community gets hit with the reset.

Second I want to talk about the reset itself. I believe we could have done a better job messaging the Episode reset was occurring, I will ensure going forward it's included in the patch notes. It's a standard formula we now have for ranked but the rules for reset are as follows:

  1. Every episode the highest you can place is diamond 1, ...

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!pin

Comment

Originally posted by EvrMoar

I wrote up a response to these kind of posts here:

https://www.reddit.com/r/VALORANT/comments/s2bk5d/riots_placement_for_this_season_makes_me_not_want/hsedlck/

Hopefully that helps explain "The Great Reset of 2022"

!pin

Comment

I wrote up a response to these kind of posts here:

https://www.reddit.com/r/VALORANT/comments/s2bk5d/riots_placement_for_this_season_makes_me_not_want/hsedlck/

Hopefully that helps explain "The Great Reset of 2022"

Comment

I've seen a few posts, and I addressed this in a small post on twitter but I really want to make sure to be open about what's happening and why.

First, I understand it's frustrating to go from a rank you spent lots of time achieving and then get dropped back down. Rank is part of your identity in Valorant and when ranked reset occurs it can be very upsetting depending on how hard you drop. While it may be rough to get dropped, know that the entire playerbase of ranked is getting dropped the same amount following the same rules. We aren't dropping you more, or singling you out, the whole community gets hit with the reset.

Second I want to talk about the reset itself. I believe we could have done a better job messaging the Episode reset was occurring, I will ensure going forward it's included in the patch notes. It's a standard formula we now have for ranked but the rules for reset are as follows:

  1. Every episode the highest you can place is diamond 1, ...

Read more
Comment

Originally posted by CrushforceX

If I understand this right, since the average player will have played fracture less due to dodging, that means players who do not dodge will be queued into fracture more on average, just not in a row?

Also, what about 2 maps back to back? Can we get a streak of bind, split, bind, split, bind, split as a (reasonably) common outcome?

Players that dodge fracture will have the same weight as a player that doesn't, it's when the map is played that the weighting gets reduced. Honestly dodging is just setting you up for penalties because the system will push you to play maps you haven't played.

The weights last for multiple matches, so while it's possible to get bind, split, bind, split, the potential that can happen is very low. Once you play a map that maps weight is reduced for a number of games afterwards.

Lastly we have another lair of protection which watches for streaks, so if you do get the same map multiple times in a row it tries to prevent you from getting it again by weighting that map down a very large amount. Unfortunately, again, matches don't get thrown out and it's still a weighted but random system. While it's pretty rare to get a map 3 times, or even 4 times, it can still occur.

Data wise the system is pretty good, but we want to make sure we are getting the best results ou...

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11 Jan

Comment

Originally posted by Parachuteee

map weights

This confirms that they give more weight (meaning more chance % to get it in games) to some maps (presumably newest maps) instead of having equal weights. No wonder why we're getting Fractured and Breeze all the time.

All maps get weighted the same, there is no favoritism. We grab a bunch of people that could potentially match against each other, and then from that player pool figure out the best way to make two teams to go against each other. After that we choose a map.

When choosing a map we look at all the maps each player has played in their match history, also the system does not "disable" or "remove" any map from randomly getting picked. This is because we do not want to throw out matches at this point, and would rather have a match where someone has gotten the same map in a row(due to random map occurrence) rather than throw out a fair match and make the match maker do more work.

So basically when you get a map, it reduces your chance of getting that map again by the same amount as any other map. If you get a map multiple times in a row we reduce that value even further. That being said it depends on the maps everyone in your game has played, not just you. Also even tho th...

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