EvrMoar

EvrMoar



02 Nov

Comment

Originally posted by silenthills13

So what you mean is basically that a 5-stack will have to win - what - 65%+ of their games to rank up at all? Because this is what I would assume to be "ineffective".

Also, as a D2, does that mean that I can play against 5-stacks as a solo player? And is it possible now, before the patch? I thought it didn't happen usually.

Unlucky, really.

It's very rare for 5 stacks to not be put against 5 stacks in our current system(but it does happen). Now the system won't be able to do 4+1 because we aren't allowing for stacking, so it should reduce it even more to how much you run into a 5 stack as a solo player.

In diamond3+ if players 5 stack they will only play other 5 stacks as well.

Comment

Originally posted by tomphz

How about a Tournament mode where you can have a, “Looking for Players” option. Basically make it a pick up game for randoms. Restrict lobbies based on ranks. This would be fun as heck and would be separate from competitive.

We are working on a tournament mode!

https://twitter.com/RiotEvrMoar/status/1407029802297479168

Comment

Originally posted by tomphz

Thanks for the info. I just hope that a solo player gets more rating compared to the rating that a 3-stack will get in Immortal/Radiant.

There should be extra benefits/incentives for being the solo player with a 3-stack. There needs to be incentive for playing solo in this game is what I’m saying.

Before, going solo was looked down upon and you were encouraged to queue with others.

The removal of 4 stacks should greatly increase the solo experience. I don't want to push players to solo unless they want to, just like we don't want players to feel like 5 stacking is the best way to climb. We will keep monitoring and adjusting and we definitely want the solo experience to feel good, and I completely understand the feeling that you should be grouped up to climb more efficiently. At the end of the day, even if you are Duo, the match maker will still try to pair you both against equally skilled players.

Comment

Originally posted by skinsaremylife

can i trio queue with my friends if we all are immortal ?

Nope, only Solo/Duo or 5stack.

Comment

I replied to this on twitter: https://twitter.com/RiotEvrMoar/status/1455593490260238342

But basically, 5 stacks only play other 5 stacks in Diamond3+, you also cannot 3 stack. With the increased queue times, and the reduced rank ratings gains/losses, this will be a very ineffective way to climb. We will be monitoring this change and if we are wrong we are always willing to pivot. I won't double down on something that is bad for ranked.

Comment

Originally posted by HewchyAV

Except that one time where they totally trashed the perfectly fine rank distribution into the monster we know it to be now.

I'll never understand why they thought they needed to make changes when they had already achieved the bell curve you should expect so early on

It's kind of complicated why the distribution changed, we actually didn't change it and it fell into the state it was in at the beginning of this episode.

We have two MMR's that make up your whole singular MMR. Encounter and Win/Loss. Encounter is weighted more heavy in low ranks, and up to Episode 3 we didn't have any encounter for Immortal+. We saw a benefit in improving match making quality, and team fairness, by turning on encounter for Immortal+. To do this we had to adjust how much encounter was weighted for all ranks, because of this change it made everyones MMR shift down. This shift threw off our ranked targets and then made the community sit lower in rank than intended.

To answer the post, we've already made the rank target changes and have been adjusting slowly so it's not a huge jump and feels awkward. Distribution is in a good place now. That being said, every MMR system has issues with inflation/deflation, so you need to regularly watch this space and ...

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Comment

We aren't removing the change, if you are in a 5 stack you will only play against other 5 stacks if you are diamond3+. There will also be extremely harsh penalties if you are in a group and you will gain/lose way less RR for a win/loss.

There will most likely be a queue time increase for these players as well(one that we will be monitoring). So technically you are gaining less rank, and waiting longer to play matches, going against other five stacks. It's not the most efficient way to climb, it's there for players who want to play with friends and group.

Comment

We have something called Variance in our MMR system. This is how confident the system is in your rank, or where you belong. Things like taking a break, going on a harsh streak, or just being a new account increases variance. You probably have higher variance so the system is testing you at various MMR's. Play some matches and it will recalibrate to your current skill! If you play with a party it can take a few more matches than if you were solo/duo, but that's okay!

Comment

Good job!

The one stat I see the most, especially in shooters, from my time working in the game industry is: Playing the game more is the fastest way to increase MMR/Ranks! When we graph out playtime to MMR there is a clear indicator that if you play more your MMR goes up!


01 Nov

Comment

There is MMR for deathmatch!


03 Oct

Comment

Originally posted by Eleven918

I saw that too but I don't remember clutching being on the list. I might be wrong though. That's why I asked.

I don't think there is anything that calls out "clutching" specifically, but the way the math works you win a round, don't die, and kill multiple people so it's a good increase in MMR anyways.

Comment

Originally posted by Spacechicken27

I’m wondering how does the communication structure work within the company? For example, if you had a question to ask those that worked in 2FA, or a suggestion, would you be able to give your input, or are are teams separated more, like an “each an expert in their own field so don’t disturb” type deal? Thank you for your in depth response earlier and the work you do to make this my favorite game currently!

oh we can talk to whoever we want, you just have to track the group down or message them on slack.

I just haven't had a huge reason to go over the fence or talk about these things, plus I am superrrrr busy (My google insights has me in almost 5 hours of meetings everyday ahhhhhhhhh).

I think the big thing, when it comes to sharing this information, is that I'm not sure what that team is comfortable with sharing and it's not my job to be a speaker for them. So even if I did do the research and found out about something, I would want them or one of our community mangers to talk on topics that I don't work on directly. I often do let other teams know when topics come up and share links to see if they want to comment on these things! I just don't know that team at all or anyone on it.

Comment

Originally posted by caelan03

I wonder, how closely correlated are ACS and "Encounter MMR"?

Not correlated at all unfortunately :(

They are calculated using different rules/weights/algorithms.

Comment

Originally posted by rpkarma

Would the biggest difference be that in OPs proposed system, one can still gain RR despite losing while in Iron, compared to now where the positive or negative multiplier is based on win/loss?

TECHNICALLY you can gain MMR on a loss but not RR.

The is actually a good reason for this, and it's because we always want players to play to win. If we pushed a system that gave RR solely based on performance it would lead to players trying to slay, instead of win.

You could always argue that fragging is a strong indicator of winning, but there are definitely people who get high kills but aren't helping win rounds. So while I love the idea of performance based RR, we still want winning to be the way to climb. So we get the best of both worlds in our system. You can increase your MMR on a loss, if you perform well enough, but you have to win in order to get that increased RR multiplier you would get from the increased MMR.


02 Oct

Comment

Originally posted by TimeJustHappens

Hi EvrMoar! Thanks for dropping in and explaining things in way more depth than I could initially.

On a side note, is Riot only looking at 2FA from a perspective of combatting Smurfing, or are they considering adding it just for security?

I know Riot accounts have email 2FA via browser, but the client does not have login SMS or software based 2FA. Most other gaming companies have this, and it is odd that Riot doesn't have login 2FA for their client.

Unfortunately that's a team that I have no connection with or talk to on the regular. I don't have any clue about account 2FA :(

Sorry :(

Comment

Originally posted by EvrMoar

This is a really interesting solution, and I love that you came to this conclusion/idea!

So actuallyyyyyyyyyy we are already doing this! Our MMR system is split between your "Encounter" MMR and your "Win/Loss" MMR. Then, depending on your rank, we combine a % of each one to make your individual MMR! Then your MMR is used to determine your RR gains/losses.

Encounter MMR is essentially performance based MMR. It looks at every duel and how you had an impact on that duel/round. Did you use an ability to help take a site, get the bomb down, help a friend win a duel etc. Encounter MMR rates you directly to your opponents in every single interaction you have in the game.

In lower ranks encounter is weighted extremely heavily, and if you are a smurf the system is pretty good at detecting this(we've seen accounts get detected and moved in less then 5-10 games). Some people may remember TenZ getting into Radiant MMR in 16 games. As you get higher in ranks win/loss MMR...

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!pin

Comment

This is a really interesting solution, and I love that you came to this conclusion/idea!

So actuallyyyyyyyyyy we are already doing this! Our MMR system is split between your "Encounter" MMR and your "Win/Loss" MMR. Then, depending on your rank, we combine a % of each one to make your individual MMR! Then your MMR is used to determine your RR gains/losses.

Encounter MMR is essentially performance based MMR. It looks at every duel and how you had an impact on that duel/round. Did you use an ability to help take a site, get the bomb down, help a friend win a duel etc. Encounter MMR rates you directly to your opponents in every single interaction you have in the game.

In lower ranks encounter is weighted extremely heavily, and if you are a smurf the system is pretty good at detecting this(we've seen accounts get detected and moved in less then 5-10 games). Some people may remember TenZ getting into Radiant MMR in 16 games. As you get higher in ranks win/loss MMR...

Read more

23 Sep

Comment

My biggest advice is take it slow, don't over-inform instead show him, and give him time. I think the idea that age is a barrier is the wrong way to approach things, especially when you have a CSGO amateur team that's full of 70+ players.

The one statistic that I like to pull out, when people talk about age or skill, is this; Since I've been working on games one of the largest indicators of skill is time invested into a game. When I've worked on other projects it was clear that the players who played the most were also the highest MMR. So if your dad is willing to put in the time, and he is willing to put up with the difficulties of learning the game, I think he will be fine! I think taking it slow, and having you help and support him is great! While he may not be able to be a pro player, he can still become very good at the game and have fun!

So my advice, let him play the game and help him where needed! If someone wants to do something in life they will adapt to b...

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16 Sep

Comment

Originally posted by Faberjay

You should come and play some ut99 ictf in our pug channel ;)

OH WHAT, you have my attention. Hit up my twitter with the info.

Comment

Originally posted by EvrMoar

I am just a faithful player who is genuinely interested in Riot's view on the current state of this issue.

I'm going to give you my thoughts on the subject. While I do work for Riot(almost a year now!) this is the opinion of someone who has worked in FPS's, played competitively, and now works on Valorant. While I may have insight in the game and what's going on, and of course I'm speaking as the competitive designer, this isn't an "OFFICIAL RIOT STANCE"; I don't think the statements your making have a "This is the answer" because a lot of this is immeasurable and without data to support anything. I will just give you what I think is happening, or what I've seen over my time in the games space.

A great example of this is how do you measure the "Mechanical Skill" levels of a game? The answer is you don't, at least we don't know how right now. Plus you would have to be able to pull data from multiple games, and publishers that aren't willing ...

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Valorant also is a community of players from lots of games like CSGO, league, or Rocket league which again have established communities built up over years. We have pros from Counter Strike, COD, Rainbow Six, Overwatch, League of Legends, all coming into Valorant to fill out our community. These players have different expectations in how the game should be played with their respective background and experience. It makes sense that there can be very different experiences in teammates or opponents, because a CSGO player is going to expect something different then their teammate who is a cracked aimer that mained widowmaker. I say this because right now Valorant feels like any new popular esport title that has come out. Players are trying to figure the game out, learning different ways to play, and more and more people are picking the game up and trying to learn. So you will be running into players of all skills, knowledge, and background and that's super fun even if a little chaotic....

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