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Inflated Rating
I think that if you win a match in a less played ladder you should get more points then build so that is easier to rank up in ladders with like 4 players average
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But this will cause a lot of problems, and it will make consistency count for less
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-1
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+1 million this really needs to be done
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+1 not like a huge difference, but this needs to happen.
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No there is no difference :/ Build is only slightly inflated and I'm able to grind other ladders pretty easily.
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Bain_ wrote

No there is no difference :/ Build is only slightly inflated and I'm able to grind other ladders pretty easily.

build is slight inflated? wat
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ThatOneCombo wrote

Bain_ wrote...


build is slight inflated? wat
he worded it wrong, build is much more inflated but its only slightly harder to grind the other ladders.
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pinkflowergirl39 wrote

ThatOneCombo wrote...

he worded it wrong, build is much more inflated but its only slightly harder to grind the other ladders.
Im saying that the percentage of players in each division is pretty much the same for each ladder if that makes sense. This isn't accurate just an example but 20% bronze 40% silver 30% gold 9% emerald 1% diamond
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Bain_ wrote

pinkflowergirl39 wrote...

Im saying that the percentage of players in each division is pretty much the same for each ladder if that makes sense. This isn't accurate just an example but 20% bronze 40% silver 30% gold 9% emerald 1% diamond
it's still harder to grind because of the lower player count
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yea this would be nice but only if it is a small difference. It would also be nice if the server could see how many people were playing at a time and change the amount that you get, not just what the devs set it to(idk which way you meant).
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+1
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Bain_ wrote

pinkflowergirl39 wrote...

Im saying that the percentage of players in each division is pretty much the same for each ladder if that makes sense. This isn't accurate just an example but 20% bronze 40% silver 30% gold 9% emerald 1% diamond

this is true if ur not an exceptionally high rated player in a ladder thats unplayed, but if ur high rated in an unplayed ladder u wait like 10mins to get into a match to usually just get like 30points, where as if u were high rated and build u would get 5x that rating in 10mins worth.
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Eh Idk
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+1
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But wouldn't that make it harder to find matches in ladders that apparently take ages to find matches in? Since people are going to be more spread across the ranks, making it take longer to find someone at the same rank as you.
Also what about losing? Because to make it work you would also have to lose more points, otherwise everyone's just going to be in the higher tier ranks.
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Bain_ wrote

pinkflowergirl39 wrote...

Im saying that the percentage of players in each division is pretty much the same for each ladder if that makes sense. This isn't accurate just an example but 20% bronze 40% silver 30% gold 9% emerald 1% diamond

The problem is that kits which are not played a lot need more skill atm not because they are really hard to play. They need more skill because they are mostely played by higher skilled players. That means that for example Silver I is easier to reach in NoDebuff as in Debuff because NoDebuff is played more.
A player who wants to start playing up a ladder will end up having most fun in kits that are played a lot because he is able to maybe win a game although hes new to the kit.
If a player joins a low played ladder he will probably play against a high skilled player. But the matchmaking wont work as good as with the much played ladder and he will maybe get put in a match with the same player again and again.
The onely way to efficentely fix this would be encouraging more players start play more different kits as a well working ladder needs a quite big low skilled playerbase which gives new players the opportunity to play the ladder aswell.
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Only archy has the numbers for this so it's hard for me to make a judgement
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yeah +1 I guess
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+1 bump
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