Dota 2 slow matchmaking 2013 nissan

Dota 2 slow matchmaking 2013 nissan

Dota 2 slow matchmaking 2013 nissan

Dota 2 Matchmaking is a Walled Garden

The matchmaking system of Dota 2 is a walled garden, whether you play ranked or not.

This is me writing after spending 7 years on Dota 2 with 8000 or more games.

– The system will detect your W/L ratio, as soon it crosses 50% you will be matched with such allied team that no matter how hard you try, you will lose. The game will be one sided. The skill difference will be noticeable.

Still don’t believe me? Open your profile and check Win & Losses.

– How to bypass this 50% winrate algorithm?

Shuffle between multiple accounts every 3 days. The system detects that you haven’t played in a long time and then matches you with a good team and you win. You get 1 win then you get hooked for playing more. This is how Valve keeps concurrent online players.

Play 5 man party. The matchmaking algorithm becomes ineffective when you 5man party. The 50% winrate condition still applies but since you are party, you can overcome skill deficiency with better strategy and coordination.

PS: This is not a rant about rank levels, so I hope I don’t see 1k trash etc. n00b comments. This is about the programming algorithm of matchmaking system.

Also, I remember sometime ago someone shared analysis about spending tier and target spending audience of Dota 2. I hope same people will chime in.

Sure.. I climbed 1k mmr in 3-4 months when I tried for it. Now I would lose mmr if I played solo since I am rusty. Was also very hard for me to climb once I hit immortal last season. Was down to

53% win rate and dropping so the climb was slow.

Smurfs and boosters easily keep a 95% win rate for long periods of time.

Any time a high rated player goes down and plays on a lower account they massively climb and quickly. Been tested multiple times that there are no locked accounts for mmr. Just people being at roughly the correct level.

On June 17 2019 14:29 Yurie wrote:
Smurfs and boosters easily keep a 95% win rate for long periods of time.

Any time a high rated player goes down and plays on a lower account they massively climb and quickly. Been tested multiple times that there are no locked accounts for mmr. Just people being at roughly the correct level.

It is just that the algorithm promptly analyses action pattern, recognizes the skill level of the player and thus branches out to the 95% victory algorithm instead of the 50% one. The fact that the booster actually wins is thus not directly linked to their ingame skill, only to the fact that they are consistently given efficient teams.

Either that or they have a high enough difference with the other players that they manage to somehow compensate the abysmal teammates the 50% algorithm gives them each time they get close to the limit. It is of course possible, but that is something no average player could do and if you only are 1 or 2k mmr above the field, like the original poster, the algorithm wins.

Only other option would be for the original post to be somehow misguided, but I highly doubt it could be the case after 8000 games. A thread started on the first post of an account is always well thought of and documented to give the best first impression of the poster to the community, so we should not dismiss the valuable information it provides.

yeah.. at some point in that 800 game streak you’re going to gain enough mmr to be facing tougher opponents.

Conversely, if you spread that mmr gain across multiple accounts like OP suggests.. you can spend more time at a lower mmr at which you can maintain a better win rate.

I don’t understand what about this you would want to change. Also, I don’t think walled garden means what you’re suggesting in this context.

The ‘programming algorithm of matchmaking system’ that Dota 2 uses is reasonably known, and doesn’t line up with your standing anecdote. The algorithm uses three primary elements to determine how to match you in games, and how to adjust your MMR in accordance to the result of the game.

First is MMR. You’ve got a separate one for each queue, and if you have few or no games in a queue, the system will reference your ‘normal’ MMR as a starting point. If you win a game, your MMR goes up. If you lose, it goes down. MMR is a numerical representation of your current skill based on your history.

Second is MMR uncertainty. MMR uncertainty describes how uncertain the system is about its own assessment of your skill level. As an example, someone who has been trending Win – Loss – Win – Loss for a good number of games will have a very – low – (near-zero) uncertainty, as the system is receiving data that indicates its assessment of skill (MMR) is correct. If someone is going on, or has been going on a win or loss streak, uncertainty will raise, as the system determines that its earlier assessments of your skill level may have been incorrect, or circumstances may have otherwise changed.

MMR uncertainty is used by the matchmaking algorithm to determine what games you are placed in. If you have a high uncertainty from a huge win streak, the game will be more willing to place you in games above your current MMR, because the system has picked up on a trend that you might be better than you were, and is attempting to help you achieve your ‘true’
MMR by placing you in games that the system thinks might be closer to where your MMR should be. MMR uncertainty is what is used to match you in games, and is based on your (relatively) recent match history.

Third is Match Fairness. Match Fairness is, simply, an adjustment for the fact that it is matching people above or below their actual MMR in an attempt to settle everyone quicker. Simply, Match Fairness determines the change in players’ MMR at the end of the game, based on its understanding of the respective players’ MMR and how that impacts the chance to win. If by some unfortunate circumstance the matchmaking system matched a team with an average MMR of 2300 against a team with an average MMR of 2700, the system would recognize that it has likely given the 2700 team an “easy win”, so they’ll get less-than-average MMR for the win. Conversely, the 2300 team would be favoured to – lose-, so if they do manage to win they’d earn more than average MMR, as the win would be an indication that they performed better than their actual MMR indicated.

All of this happens because matchmaking works off of MMR +- uncertainty. The system does not know or pretend to know your true mmr, nor does it force you into 50% winrate. If you are better than your current MMR, the system will not prevent you from getting there.

Dota 2 slow matchmaking 2013 nissan

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