NextdoorMMR

NextdoorMMR



12 Oct

Comment

Originally posted by AnimeTiddies91

Problem is the emerald might not move up at all because he's being shit on by grandmasters vs the other emerald having a field day beating on golds lol

As long as the MMRs are right, the high Emerald should hang just fine w/ GMs (50/50, reasonable KDA, etc) and the low Emerald should be Golding like Golds (also 50/50,and normal KDA).

MMR should be a good indicator for both ability to win and ability to play reasonably well with those of the same MMR. It's definitely not perfect, and we have improvements to it coming, but it does appear to be more accurate than Rank.

Emeralds with GM-level MMRs definitely destroy Diamonds with Gold-level MMRs.

Comment

Originally posted by mysticalmilkman

What does that mean merit? The dictionary definition of it applies here is a bit wonky;

“the quality of being particularly good or worthy, especially so as to deserve praise or reward.”

So what criteria is used to determine this in game? The fortitude seems quite random to me, especially when the amount given is based on matchmaking using hidden scores.. according to anecdotal statements made, fortitude functions as a bit of a buffer between the predicted outcome of the game, the end result, and the difference of them.

On one hand your MMR system is so good and big fancy tech it can tell a player’s challenger-level skill in one game and is meant to precisely predict the outcome of a match. Yet this criteria remains hidden to players and is used in the fortitude system. While it remains hidden it functions as a gacha mechanic since You (Riot) can precisely predict the outcomes of matches. Losing games you were supposed to lose result in negligible fortitude a...

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Ah, but the point of knowing your skill is to put you into matches where we DON'T know who is going to win or lose. So no one is supposed to win or lose or play well or bad. If we put the same amount of skill on both teams, both sides can prove to us their merit.

Comment

Originally posted by mysticalmilkman

The promise of Fortitude is a lie. It’s a grindy gacha mechanic. You can be paired in matchmaking with teammates who you can’t even queue with due to rank disparity.

It’s a hidden score for a reason. Otherwise why don’t you reveal it to the players?

Are you asking why Ranked Fortitude isn't visible? I believe it is? I'm not sure how it's a gacha mechanic. There's nothing random in how your Ranked Fortitude increases are calculated. It's based on merit.

Or are you asking why MMR isn't visible? I could foresee it being visible at some point --- it's commonly visible in some form in other games. The new icon we are adding is an indirect way of showing MMR (if you see the icon, you know that players' MMR is closer to the rest of the players than their rank would indicate).

When you are getting about the same LP for a win as a loss, that's also a signal that your LP = your MMR, if that's helpful. It's not hidden for any nefarious reasons, but I think more because historically it's tricky to represent in a way that isn't confusing. MMR can move a ton more or a lot less than you might expect because of the math involved.

MMR's goal is different than Rank. MMR is meant to precisely predict the outcome of a mat...

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11 Oct

Comment

Originally posted by BiscottiSilent9815

So rip solo queue player

So currently in ranked a solo player will never play against a group unless they have a same-size group on their team, if that's what you mean.

We definitely zoom in on the solo player vs. group experiences to make sure they have equally fair experiences in Ranked.

Comment

Originally posted by SpyxyGG

Overall, MMR is consistently a better measure than Rank at how well players will play, in our data.

It's almost like Ranks should be based on MMR...

In my opinion, the current Ranked system is incredibly archaic, it's like a graveyard evolutionary trait of gaming that doesn't fit modern day gamers and devs refuse to acknowledge the shortcomings / implement something better. In the past it worked because nobody understood how it worked, now everyone realizes the ranks are meaningless and artificial because they don't reflect things accurately. One player achieving a rank of Diamond and another player achieving that rank were tunneled through two completely different difficulties of the game, because one of them was weighed down with handicapped ankle weights and the other followed a more smooth close to actual rank MMR. What does this rank mean? Nothing, because one player had to run a marathon with 20 lbs strapped to their legs and the ot...

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I can 100% empathize with your thoughts here. We made the decision to have Diamond and up follow what you are calling your ideal --- only top players can climb into and beyond Diamond.

Meanwhile, for Emerald and below, good players generally climb faster, but it is somewhat possible for players to trade off dedication for ability to an extent. It peters out quite a bit once players get into Plat and Emerald, but yes, any system that has players start at the bottom and move up with have the artifacts you have mentioned.

It's something we are actually very aware of and have improvements in the pipeline to address, though we're not looking at a major overhaul in the near future.

So for now, to compare players Emerald and down accurately, it's good to know how many games it took them to get to Emerald.

To compare players Diamond and up, you can just go by their actual LP and it's generally accurate (and will get more accurate as we improve stuff).

Comment

Originally posted by pokachipokachi

ok but are you guys monitoring the current situation? because in my experience, in my teams the person with the lowest rank are almost always the ones that feed the most. I guess the current system thinks their mmr is extremely high while in reality they get shitstomped to hell by higher ranked players then go afk.

Yes, we are definitely monitoring this situation basically daily. We also have large improvements to MMR system accuracy coming to ranked in a later patch that will make it much less likely to overestimate player skills. That system is already running in Normals if you want to see how it feels.

But, yes, we are aware of situations where a player's performance doesn't always match MMR expectation. Though this happens just as much with high-Rank players as it does with low-Rank ones, when they have the same backend MMR.

Overall, MMR is consistently a better measure than Rank at how well players will play, in our data. It's just that at the end of a match, it's a lot easier to blame Rank since it's more in your face.

Comment

Originally posted by Skatner

I think the answer is you have not enough games played. I mean, as u said, you smurfed to gm with 76% wr, but how many games did it take to get there? I think its below 200, isnt it?

This is correct. If you have a high win%, then your Rank can outpace your MMR, meaning your MMR has stayed low and your opponents have had lower MMR than most players at each rank.

Win% is super misleading in the presence of matchmaking. Unless you are one of the best players in the entire system, a high win% usually just means the MMR system is a little too slow, and therefore you have been playing easy opponents. Whereas if your MMR had been high enough, you would have been playing GM and Challenger opponents, and you would also have been getting, e.g., +/- 15.

In fact, you know your MMR is synching with your Rank when you see near equal gains and losses.

So if you keep playing on that account, and stay at that win%, or at least at positive win%, your MMR will catch up over time and your gains will slowly increase until you hit +/-15, and your matches will get harder and harder. If you keep winning, it'll continue up to +15/-10, or even +20/-10.

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Comment

Originally posted by LiIiris

May I ask if MMR is solely based on winrate or are other factors also considered? Like individual performance in a match (even though it was lost) e. g. stats like KDA, objectives, heal, shield, dmg dealt and taken, being MVP/SVP etc.?

Ranked MMR runs very similar to Elo's system, but with some more advanced math behind it. Which means, it doesn't use winrate, nor other factors, but instead has a number that goes up or down based on how hard the match was.

Match difficulty is based on how far apart your team's average MMR is from the other team. In fact, a good MMR system should tell you how often team A will beat team B given those two numbers (e.g. 3 of 4, or 90%, etc).

So just win/loss right now. The system has no idea what your winrate is since winrate can be affected by too many other factors. It only cares about did you win, and how hard was it to win.

That said, we do reserve the right to incorporate other variables down the road, but only if they result in the system being more accurate at predicting who WINS.

We would not include other stats just because it sounds good, we would only include them if they actually improve our ability to predict who WINS a match.

Bas...

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Comment

Originally posted by Ancient_Warrior777

Well, change my mind on this:

If my league is way below my skill level and MM match me with teammates and enemies similar to my real skill level then it will be no easier to climb faster.

Because I get mates but also enemies from higher leagues.

Comment

Originally posted by Cinfinite3

There’s a flaw to this new mm system. If the game believes that an emerald player performs at grandmaster skill level, then the emerald player will end up playing in grandmaster lobbies to climb out of emerald. On the other hand, if an emerald player plays at the skill level of a gold player, they will end up playing in gold lobbies to climb out of emerald. Basically, this new mm system trivializes ranks. There’s no point in having a rank if everything is truly balanced by mmr. Also it’s unclear how they determine whether someone is overperforming or underperforming, so you can expect to see a mess where players may not be performing at a higher or lower skill level.

Emerald players playing Grandmasters will get more Ranked Fortitude than those playing Golds, and move up faster. In addition, Emerald players who promote into Diamond will have LP gains that reflect their MMR. If they are Grandmaster level, they'll get extra LP. If they are Gold, they will get less LP and not climb much into Diamond.

Part of this change is because we intentionally make it possible to keep climbing even if your MMR is low for your Rank. You'll climb more slowly, but we wanted it to be possible. Once you hit Diamond the system becomes fully skill based similar to LoL PC and only the best players are able to keep climbing.

But because things are looser below Diamond, matching on Rank isn't as meaningful and often just results in slower search times without actually better matches.

We watch all of these systems very closely and will be tuning all of this constantly to get wait times down and quality up, while keeping the top Ranks as competitiv...

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09 Oct

Comment

Originally posted by HaveAnAwesomeDay1

Hmm thats weird, on one of my Challenger Accounts I had a 76% winrate up until Grandmaster and somehow I still lost more points than I gained

/u/Visv1m is correct. VP gains and losses are based on where your MMR ranks compared to the rest of your tier. If they are net negative, it means your MMR is lower than the MMR of the players on the bottom of GM. Since you are matchmade on MMR, this also means your opponents average below GM MMRs as well, and so you are playing against players that aren't as good as your average GM, hence you get less VP.

Likewise, if your MMR was higher than the top of GM, you would net positive.

However, if you maintain a win percentage over 50% after getting to GM, your MMR will go up, and so will your VP gains, and you will only need to go 50/50. But you may not grind enough MMR to do this if you don't stick with the account.

It's partly because Rank sometimes goes up faster than MMR at that part of th...

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21 Aug

Comment

Originally posted by TheNorthernRaider

I appreciate your communication with us, it's really refreshing!

One last question, does mmr play a role at all in ARAM :)? I'm just having a laugh, I got matched with two grandmasters and my team was three unranked and two emeralds, we did not win that game.

Keep up the amazing work, we love your game!

It does, though we haven't focused as much on polishing it there yet. We've leaned a bit into it being a bit of a random fest, though we we do peak in now and then and it may likely inherit improvements applied to other modes by default.

Comment

Originally posted by TheNorthernRaider

Thanks for the feedback, I appreciate your response!

Edit: Does this make it harder for them to climb? If actually playing against diamond mmr opponents wouldn't this balance them back to a 50/50 wr regardless of rank? I know that before promos were removed I skipped a couple of ranks when I did exceptionally well in lower ranks, I haven't since but I assume that's cause I'm where I belong, is this still the case?

Great question! That's exactly the type of problem designers of ranking systems need to think about. The interaction between your skill system, ranking system, and matchmaker / team balancer is critical.

In Wild Rift there are pieces of the ranking system in place to help the climb, like Ranked Fortitude and Placement to a lesser extent.

But in general, yes, when you gave good matchmaking, you need good systems in place to facilitate the climb. In Diamond and up this translates into getting higher VP gains etc.

Comment

Originally posted by TheNorthernRaider

If you don't mind me asking a question, if someone has diamond level gameplay but is in goldIV how does the mmr match the game? Does the opposing team also get a diamond level player or will the system give the other team an overall average higher mmr that the diamond level players teammates?

I want to clarify I don't mean someone who insists they should be diamond but someone who is actually on track to settle in diamond rank.

In an ideal situation, the matchmaker and team balancer would only need to look at MMR to both match and team balance.

So if a Gold IV player belongs in Diamond, they will have a Diamond MMR and ideally be matchmade with Diamond MMR teammates against Diamond MMR opponents, all regardless of what their actual visible Ranks are.

If there's a mix of players with different MMRs, it will ideally organize players such that the sum of the MMR of both teams is as close as possible, since that is the best predictor of who will win the match.


20 Aug

Comment

These are actually really good insights into how the system works and the experiences that come out of it, and while it can't be 100% accurate without internal sources, it does a great job at highlighting our problem spaces.

Like the OP has identified, any system that starts at the bottom will result in the type of MMR overlap across Ranks displayed in the post (I actually speak a bit about this myself in my 2016 GDC talk). So it's possible to have fair matches despite a large rank spread because the MMR spread can still be small. In general, MMR is more accurate than Rank at predicting match outcomes.

We are aware of where we can make significant improvements and have several on the way. I list some of them here: ...

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18 Aug

Comment

Originally posted by Fate1859

I actually did the climb in masters to challenger but my gm lp gains were +10-20 but after being in gm for a few days its improved to +13-16 . Not sure if it was something riot changed at their end or my mmr improving.

Lp gains in masters were 15-16 around 200lp. Not sure about losses since I got a 10 win streak all the way to challenger.

It was definitely your MMR improving.

Comment

Originally posted by keblachi

"And, to be clear, we are prioritizing polishing the matchmaking changes we made in 2.4, and the improvement coming in 2.5 over this particular change."

This is pvp changes in 2.4 right?

The new pvp matchmaking is fast but i get paired with unranked and its not fun to play at all.

By polishing in 2.4 I mean we have already made that change to speed up matching, and now can do minor tweaks to improve the pairings you are speaking of.

We don't look at Ranked for PVP matchmaking because players play the two differently enough that PVP has its own skill system that we match on. But we are going to improve the quality of the matches you are having soon with some tweaks.

Comment

Originally posted by TheSongofSilence

/u/R0gueFool

Yuppp confirm this, everyone in high elo NA doesnt have any motivation to play ranked with broken the system is >.<

Sorry if this isn’t your department, but will there be any fixes to this coming soon? I think anyone who has touched GM or Challenger can attest to it.

I can confirm that this is caused by a known issue and that we have a solution planned. We are currently prioritizing improvements to matchmaking wait time and quality over this particular VP gain issue, but the fix is in the pipeline as it were.

This is a side effect of two features of how Ranking system works that affects Master and higher players:

  1. VP gains are determined by where a player's MMR sits relative to the rest of their rank. So if you are a Master player and your MMR is higher than most Master level players, you will gain extra VP because you are playing better than most Master level players. Likewise, if you are a Challenger and you have an MMR below most Challengers, you will receive less VP for a win than you gain for a loss because you aren't playing like a Challenger. Meaning, you are losing matches that a Challenger would be predicted to win, so you will drop down to Grandmaster where your VP gains will level out. If instead you were to wi...
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11 Aug

Comment

Originally posted by surlytempo

Yeahh, I can't be sure, but it feels like they're using an algorithm that was common in other MOBAs (over 50 and under 50) being matched to produce a close to 50% match probability in the interest of fairness.

Unfortunately huge discrepancies arise when say you have someone with an early 60% winrate being matched wit someone 40% in order to account for the difference, but, a 20% difference is substantial and I'm not trying to be a dick, but players like that are practically uncarriable by all but maybe Faker.

If they matched players with an above 50% winrate and used the positive difference I think this would work really well at matching higher division brackets more consistently. However the thing to keep in mind is that the difference between an established say 51%, 52% and 53%+ winrate after 1000+ games in true elo, this can come out to an enormous difference in skill matchups.

/u/nextdoormmr is one of the devs curren...

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We don't have anything that says, "Oh, you are over 50% win% so we need to give you harder matches" or anything like that.

There is a backend skill value that we keep that goes up and down based on each match and how hard each match was, similar to most modern games. Uses a model similar to Elo, but fits it using math that is a lot more advanced. So after a match it goes up or down based on if you won or lost, and based on the skill value of everyone else in the match. If opponents were easy, it goes up less, etc.

We matchmake partly on that value. If a skill system is working correctly, matching on the player skill ratings results in each match feeling like either team had an equal chance to win, and ideally that every player in the match was fairly close in ability. We know the current system needs improvements in this area and have some really good ones coming soon where we saw very significant jumps in our ability to gauge player skill when tested on historical ...

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16 Jul

Comment

Originally posted by Hatredgnr

You really think high elo is competitive?

Then let me introduce you to the meta of abusing your MMR system just to prove that it's full of flaws

Have you heard of the "Q enablers"? Or at least that's what they call it even tho the purpose of it has nothing to do with what they call it..

So basically what 99% of high elo players do to rank up nowadays is by using an low WR low MMR account of their friends or whatever in a party of duo or trio to boost each one of their main accounts..

Why they do that? They might say that its due to the long Que time in higher elo if u have high MMR, but is that the only reason? Absolutely not.

They mostly do that to get easier games by abusing the MMR system so let's say they play in diamond-master elo yet the difficulty of the game for them feels like plat-emerald elo

It's really sad how you guys are so stubborn to not to change a game killing system like, I used to be a really competitive/try har...

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I'm not sure where you read we aren't changing anything. I think we've said in each of these posts that improvements are coming across the board in these areas.

We are aware of the less ideal situations you are talking about and we know how and why they happen, and we have improvements coming for all of them, both to ranking and matchmaking time.