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Percentage of players by ranks. Information collected from my last post, about the average rank on valorant players. Special thanks to: u/Adreot for the information.

Source: https://www.esportstales.com/valorant/rank-distribution-and-percentage-of-players-by-tier

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about 2 years ago - /u/EvrMoar - Direct link

Originally posted by cvanguard

Yep. 49% of players are lower than S2. G1 is top 67%, so in the top 1/3, and G3 is top 80%, so in the top 1/5.

Percentages don’t show the actual skill gap, though, since the skill difference between ranks gets larger as you climb higher. Meaning, the gap between S1 and G1 is much smaller in absolute skill terms than the gap between D1 and Imm1, or Imm1 and Radiant, even though way more people fall between S1 and G1.

Skill gap between all ranks are actually the same!

So the MMR difference between a bronze 1 and bronze 3 MMR player is the same as a plat 1 and plat 3 player. This is done so that as you climb you get a good feel of how much of a skill difference there is based on the ranks of those above/below you.

about 2 years ago - /u/EvrMoar - Direct link

Originally posted by bhd500

Shouldn't the mmr rating curve actually look logarithmic? At high ranks, it should be difficult to climb because skill disparity is small, while at low ranks the skill disparity is larger, so you need a larger rating band to reflect that. Also, there are more players in the lower ranks, so you need a larger rating band to accommodate all of them.

Immortal+ is different because your RR scales infinitely. Also that's why when you look up ranked distribution, even tho each rank below immortal has the same size skill gap the population percent's get smaller in higher ranks.

We aren't changing MMR, or how the system rates players, this is just the targets/MMR cut off you need to hit in order to increase your rank. In any MMR system a player that is 1500 vs a 2000 player is the same skill difference as a 2000 vs 2500 player. Both of those matches would have the same expected Win Rate outcome.

You don't need a larger band for anything, when making a rank system you just need to figure out player population and what you want your ranked population %'s to look like. I prefer setting the MMR difference between ranks so that it feels like a smooth climb; E.G. going from Bronze 1 to Bronze 3 is the same skill increase as Plat 1 to Plat 3. I don't have research to know how fast a player improves, because everyone is different, but if your improvement is ever linear your MMR and rank up experience would also be linear(instead of possible being stuck in a rank for too long because we made the MMR band bigger).

Hope that helps clarify a bit!