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Visible vs Invisible MMR - Page 8

Forum Index > Dota 2 General 1 2 3 4 5 6 7 8 9 10 All
 
 SKC   Brazil. June 16 2012 09:57. Posts 3257
Profile # 

On June 16 2012 09:44 DodgySmalls wrote:
@SKC and @BurningSera
Obviously you aren't going to do as well at some heroes and others but having a total range of 40% skill disparity is pretty high. If there is a hero you actually can't play that well it's just probable that the hero is worse than other heroes and you shouldn't pick it.

IE I do much better at antimage than I do at alchemist, that's definitely not because I play better or worse every game. In fact, I probably play to within a 1 or 2% skill margin.

So saying "mmr is stupid because there are different heroes and different heroes are stronger/weaker" is nonsensical because it's your own fault for picking a shitty hero or one that you're not good at.

You should be able to play at least a few heroes from any role NEAR the skill level you normally remain at. That narrows it down from 100ish to 10-20 heroes that you need to be good at.

I think the final piece of the puzzle is that there's no way to ladder CM which would really be necessary to have valid mmr as even random draft can create strong imbalances based on certain picks.


Noone said MMR is stupid because people's plays isn't consistent? It was simply stated that the quality of people's play varies depending on several factors, as does their MMR, so you cannot simply take MMR as a definitive way to say how well they will play that single game, for better or for worse, within a reasonable skill gap obviously. Specially when everyone's MMR is fairly close together, as a matchmaking game should be.

Obviously noone always picks the best hero to win the game in AP. Well, not noone, there are a few people that pick Lycan every single game, but it's a rarity. People pick to have fun, which ussually mean not picking an awful team because getting stomped isn't fun, but it's far from insta picking Furion/Lycan/CK/Invoker/etc every single game. A lot of people play far more than 20 heroes, quite often close to the full roster avaible. Some times you simply want to play a hero you are not that good at. What about people that random? Some times you want to random, and there isn't anything wrong with that. AP pubs isn't a competitive system, you can't treat it as such. The game would be extremelly boring if people actually did their best to win every AP game. It would be a rush to pick the best heroes you would always see the same heroes every game.
Last edit: 2012-06-16 10:10:24
Old Post

 
 paralleluniverse   Australia. June 16 2012 13:25. Posts 2946
Profile # 

On June 16 2012 06:59 SKC wrote:

Show nested quote +



I'm not saying the MMR system is a problem. I'm saying there are reasons not to show it, not that there are reasons not to use it. You have to take obvious abuse into account because obvious abuses exist. They are one of many little things that add to the uncertainty of your MMR.

Let's try again. You can't say someone skill level is equal to 1243.56 MMR. You should say it's around 1200-1400, because there is a degree of uncertainty and variability.

Now let's get to the issue. When you create a game, you ussually find people around your skill level, a game should have 1200-1400 players, for example. Inside that game, it's safe to say everyone is around the same level. But that's not how people act. They ignore the uncertainty of the system (except for themselfs, they are always their peak MMR, if not more) and act like just because they are 1350 they are better than a 1250 and should be able to tell them what to do and how to play. In truth, the worst ranked player in a team could be the best player if he just had a unlucky streak and lost a lot of games in a row. That doesn't mean he will play worse, his skill level didn't change.

People will find any reason they can to act like a moron to someone else, and MMR is quite often something that triggers it. I don't think hidding it does more harm than good. That also doesn't mean people will stop being asses if MMR isn't shown, it only mean there is no reason to give them one more way to do it. That doesn't mean MMR can't tell if you are bronze or platinum. That irrelevant, you won't find plat players as bronze unless there's something very wrong. The issue is that the range of uncertainty of the MMR is very close to the range of people you play with.

I also don't see the point of simulating anything unless you add all variables that make your MMR fluctuate. Did you consider wether you had a good night of sleep? You should't have to take shit from a 1000 if you dropped from 1100 to 950 last night for whatever reason. And again, I'm not saying you shouldn't have lost those points. I'm saying people react the wrong way about it and don't understand how the system works. If they did, there would be less bitching about "ELO hell".

As a side benefit, you don't get people posting their ranks as a confirmation that they know what they are doing while ignoring anything a lower ranked player says. There is a reason the idea of showing your rank on the SC2 strategy forums is always denied.

http://research.microsoft.com/en-us/projects/trueskill/details.aspx

You continue to argue from ignorance about how these skills systems work, and disregard how they explicitly take into account uncertainty about skill. In fact, that's one of the hallmarks of these types of skill measuring systems when compared to ELO which does no such thing. As I've already said, and as you've ignored, the uncertainty is measured by sigma, and can be taken into account by calculating mu-3*sigma, which is the lower bound of a 99.7% confidence interval, as TrueSkill does. Or it can even be given as a 95% confidence interval mu+/-1.96*sigma.

Also sigma always naturally decreases over time, i.e. uncertainty decreases as players play more games. Notice the factor in front of the sigma^2 equation is always between 0 and 1, showing that uncertainty decreases. In fact, they have to add a small uncertainty term (this is the gamma^2 in the TrueSkill paper previously link) to prevent it from going to 0 and never changing. Skill is determined by a normal random variable MMR~N(mu,sigma^2) with decreasing variability, it's performance that is determined by the random variable N(MMR,beta^2) which has constant uncertainty beta^2, as determined by the skill level of the game. Therefore, the variability of your performance is not important, it's stripped out of MMR, because MMR measures skill which is defined by consistency. MMR uncertainty decreases and can be taken into account as TrueSkill shows.

Things like whether or not you have a good night of sleep is taken into account by the variability of the PERFORMANCE, which is incorporated into the beta^2, so I did take it into account. You need to understand that there's TWO different things that TrueSkill and other MMR systems model, i.e. MMR which is skill, and performance which is modeled by as a normal random variable, centered at MMR with a variability of beta^2, and thus the variability of performance can be separated from the uncertainty about skill.

The only valid point that you have given is education, i.e. people, like you, don't understand the system. But that can be fixed by more education or better communication, e.g. giving MMR as a range, not a number, or giving MMR as a conservative estimate as TrueSkill does, or showing unmodified SC2-style points (as long as they can be compared, which they can't be in SC2), or even showing a percentile, or a percentile range like top 25%-30%.
Last edit: 2012-06-16 13:59:28
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Old Post

  Excalibur_Z   United States. June 16 2012 13:32. Posts 10287Profile # 
It's worth noting that TrueSkill reduces uncertainty much much more rapidly than Blizzard's system does, and this has the side effect of "locking" a player into a particular TrueSkill value. It takes quite a few unexpected results for TrueSkill to expand your sigma again so that you can start shifting over toward a new value. Blizzard's uncertainty never gets this small, it's designed to remain flexible enough so that situation doesn't happen.
 
Old Post

 
 paralleluniverse   Australia. June 16 2012 13:40. Posts 2946
Profile # 

On June 16 2012 13:32 Excalibur_Z wrote:
It's worth noting that TrueSkill reduces uncertainty much much more rapidly than Blizzard's system does, and this has the side effect of "locking" a player into a particular TrueSkill value. It takes quite a few unexpected results for TrueSkill to expand your sigma again so that you can start shifting over toward a new value. Blizzard's uncertainty never gets this small, it's designed to remain flexible enough so that situation doesn't happen.

Actually, while sigma^2 would naturally decrease to 0 in TrueSkill as the above equations show, they add a term to sigma^2 that is updated after the game results to prevent this. That's the gamma^2 term, which is a parameter that can be chosen, tuned or optimized, at the top of the last page of the TrueSkill paper: https://research.microsoft.com/pubs/67956/NIPS2006_0688.pdf

Obviously, Blizzard would be doing something similar, I suspect that Blizzard doesn't use a constant, but a function of a few other variables, like the unexpectedness of the results of the last few games.
Last edit: 2012-06-16 14:29:34
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Old Post

 
 paralleluniverse   Australia. June 16 2012 14:02. Posts 2946
Profile # 

On June 16 2012 07:27 Excalibur_Z wrote:

Show nested quote +



1. Not entirely sure about "same scale" because there's a point floor which may or may not coincide with the MMR floor, and there's an MMR cap which is of course smaller than points which are (theoretically) unlimited. Aside from those two extremes, though, points are pretty close to MMR after a relatively short number of games as long as you're factoring out all the obfuscators.
2. According to Not_That's models, change in MMR is not influenced by either player's uncertainty. Uncertainty appears to just define the range of opponents.
3. That's right, points generally stabilize over time as well. You'll have peaks and valleys but you're not going to be fluctuating by like thousands of points.

I did read your other post but you seemed pretty adamant about the virtues of decay systems which kind of brought the discussion off the tracks, so I didn't reply to it.

Good answers. Not to bring this discussion off the tracks, but I hope I've articulated why decay systems (or kicked off the ladder systems) are better in that post.
Last edit: 2012-06-16 14:03:08
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Old Post

  Excalibur_Z   United States. June 16 2012 14:09. Posts 10287Profile # 
Yeah you did explain it, but I wasn't going to start an argument over which is better because it's immaterial. I was just explaining why Blizzard did it the way they did, and why it wasn't an "incorrect" decision because there are sensible reasons behind it.
 
Old Post

 
 DodgySmalls   Canada. June 16 2012 14:35. Posts 101
Profile # 

On June 16 2012 09:57 SKC wrote:

Show nested quote +



Noone said MMR is stupid because people's plays isn't consistent? It was simply stated that the quality of people's play varies depending on several factors, as does their MMR, so you cannot simply take MMR as a definitive way to say how well they will play that single game, for better or for worse, within a reasonable skill gap obviously. Specially when everyone's MMR is fairly close together, as a matchmaking game should be.

Obviously noone always picks the best hero to win the game in AP. Well, not noone, there are a few people that pick Lycan every single game, but it's a rarity. People pick to have fun, which ussually mean not picking an awful team because getting stomped isn't fun, but it's far from insta picking Furion/Lycan/CK/Invoker/etc every single game. A lot of people play far more than 20 heroes, quite often close to the full roster avaible. Some times you simply want to play a hero you are not that good at. What about people that random? Some times you want to random, and there isn't anything wrong with that. AP pubs isn't a competitive system, you can't treat it as such. The game would be extremelly boring if people actually did their best to win every AP game. It would be a rush to pick the best heroes you would always see the same heroes every game.


1) Yes people did say that people would vary in skill based on hero selection, which is untrue because you will still be moderately close to the skill you were at the other heroes (the only exception being pro players who severely focus on certain roles).

2) Nobody should pick to win in AP because it's obnoxious and pointless, ap games literally mean nothing.
But without visible mmr and a healthy group of CM matchmakees there is no "competitive ladder" at all. Period. It's analogous to a SC2 ladder where you have to play but every game starts out with 2 base play and there are no ladder divisions, and a large range of players can be grouped together. In that system there would be no competition, because it differs so greatly from the professional play, coupled with the fact that matches are not as apparently balanced and it's difficult to gauge whether you should have won or lost a match based on games skill disparity.

I find it enjoyable to lose to a masters level player (as a diamond sc2 player) because I know that they probably SHOULD beat me, because they are almost certainly better than me. The same cannot be accomplished in dota2.

Personally I think it's nonsense and we need a competitive mode in MM alongside some sort of rating system (even something like sc2 divisions would make me much happier).

I don't know why you feel the need to disagree with everything I say SKC. You seem to think the current system is perfect, which it obviously isn't. Even if my proposed changes are worse than current by your standards you should recognize there are flaws in the current system so acting as if it's perfect is a little silly.
Please remove nyx assassin
Old Post

 
 BurningSera   United Kingdom. June 16 2012 18:08. Posts 5196
Profile Blog # 
^the discussion of this thread is about 'MMR should be made visible or not'.

Nobody is saying current MMR is perfect, SKC certainly didn't. In fact, using a static MMR (range or whatever) to accurately indicate one's skill on using 100+heroes in a 5v5 game is IMPOSSIBLE.

Lets make it very clear, a good carry may have ZERO IDEA how to play a supporter/ganker. Vice versa. Don't tell me you haven't seen some shitty players (in the sense of bad attitude) only know how to farm all day and have zero map awareness or help in team fight when needed. And many of those players get to high mmr while they can get away with that playstyle because they are mainly whoring wins with their premade team. And then, when they go solo queue or didnt have the full team, the average pubs team mates didn't allow them to do so, he raged/grieved so hard and ruined people's game.

There are just too many factors and variables in a 5v5 game but we still need a MM system in the end day, what to do? That, should not be discussed in this thread. because we only care about 'MMR should be made visible or not' but not 'current MM calculation sucks or not'.

My point of view is that the cons of showing MMR/ranking outweighs its benefit because no MMR can accurately indicating one's skill anyway, why bother. If you have played HoN you should know how a lot of the players behave so hostile and endless flaming/grieving in game due to some shitty players thought they are good because they have high mmr.

What about those actual good players with high mmr you say? Well then they will be automatically placed against good players and have some good games. If you placed against dendi = you are super good. Showing MMR or not has nothing to do with that.

And no, for the record, many players play many heroes and enjoy playing them. Feel free to check my profile screenshots if you want an example, i can carry, i can support, i can roam or jungle, 800games in, i have no hero played more than 60 games in total (most of my games are in filter 'high skill').

edit:just checked with dota2 stat.de, ~850games in, my top five heroes are slardar (51games total), mirana (51), weaver (44), wr (35), sandk (23), the rest of the heroes are mostly between 10-20 (including huskar, am, void, qop, od, dk, sk, doom ).
Last edit: 2012-06-16 18:17:53
Spawn more Overlords - Zerg player at heart. 2009, 820, Yaphets, YamateH <3
Old Post

 
 SKC   Brazil. June 17 2012 02:23. Posts 3257
Profile # 

On June 16 2012 14:35 DodgySmalls wrote:

Show nested quote +



1) Yes people did say that people would vary in skill based on hero selection, which is untrue because you will still be moderately close to the skill you were at the other heroes (the only exception being pro players who severely focus on certain roles).

2) Nobody should pick to win in AP because it's obnoxious and pointless, ap games literally mean nothing.
But without visible mmr and a healthy group of CM matchmakees there is no "competitive ladder" at all. Period. It's analogous to a SC2 ladder where you have to play but every game starts out with 2 base play and there are no ladder divisions, and a large range of players can be grouped together. In that system there would be no competition, because it differs so greatly from the professional play, coupled with the fact that matches are not as apparently balanced and it's difficult to gauge whether you should have won or lost a match based on games skill disparity.

I find it enjoyable to lose to a masters level player (as a diamond sc2 player) because I know that they probably SHOULD beat me, because they are almost certainly better than me. The same cannot be accomplished in dota2.

Personally I think it's nonsense and we need a competitive mode in MM alongside some sort of rating system (even something like sc2 divisions would make me much happier).

I don't know why you feel the need to disagree with everything I say SKC. You seem to think the current system is perfect, which it obviously isn't. Even if my proposed changes are worse than current by your standards you should recognize there are flaws in the current system so acting as if it's perfect is a little silly.



I don't get it. I've said times and times again the issue isn't with the system, it's on how people don't understand it an use with wrongly.

You are saying you need a competitive mode. Well, guess what, this thread isn't about a new mode with MMR and -CM only. This thread is about adding visible MMR to the CURRENT system, which is mostly played in not competitive modes, mainly AP and SD. You don't need to add competitiveness to a system that doesn't work as a competitive system. The purpose of the current system is to create the most fun games for most people. Not the most fair, not the most balanced and definatelly not the most competitive. Of course a good amount of fairness and balance is needed for the game to be fun, but they are not the main goal, else they would remove AP, -random, SD and random teams vs arranged teams. Adding MMR is a way to add an extra competitive spirit to a mode where too much too much competitiveness can actually be harmful.

Do you like playing competitive Dota? Join an inhouse. Find CFs. Petition Valve to create another ladder with rankings and CM only. But don't preted the current matchmaking that is mostly played as AP is competitive in any way.

About the heroes, I can find you several players that have win rates far over 50% with certain heroes, sometimes easily into 75%, while having far under 50% win rates with other heroes. I can't see how it's hard to see a bad player would have a much, much easier time playing a hero like Huskar or Lich than Meepo or Chen.
Last edit: 2012-06-17 02:28:20
Old Post

 
 ineffablepwnage   June 18 2012 10:07. Posts 21
Profile # 
I would prefer not to see MMR. What pisses me off the most in pub games is when people start talking trash about their own teammates. I think the negatives outweigh the positives when people are bitching about how horrible their team is before the game even starts. Also, MMR means way less in a game like dota where the roles are so different and some heroes require far more skill to play. I've played with people in HoN with 1900+ MMR who played absolutely horribly, and people with 1400 MMR win the game for my team (usually as a support). That said, I wouldn't be heartbroken if they put it in. I would quit dota if they put in public K:D ratios. I've seen way too many people quit playing a game that wasn't anywhere near lost because they wanted to save their glorious K:D ratio.
Old Post

 
 Daozzt   United States. June 19 2012 01:28. Posts 587
Profile # 
Elitism issues aside, visible mmr does work even if it's only decided by w/l ratio. In my experiences playing HoN, I've never seen a 1600 player that was better than an 1800 player, vice versa.
Old Post

 
 rob.au   June 19 2012 02:08. Posts 369
Profile # 
I think this kind of discussion validates the LoL system of having seperate queues for people who want to play with visable MMR.
Old Post

 
 DodgySmalls   Canada. June 19 2012 03:03. Posts 101
Profile # 

On June 19 2012 02:08 rob.au wrote:
I think this kind of discussion validates the LoL system of having seperate queues for people who want to play with visable MMR.


I agree, as I said before I think the best method is to have separate queues for the serious and the casual. It just makes more sense for everyone.
Please remove nyx assassin
Old Post

 
 semantics   June 20 2012 01:47. Posts 8556
Profile Blog # 
Like in hon BADS will be BAD. People in hon use excuses and blame stats for their bad play, i carried myself mostly up and out to 1800 mmr, i have friends that carried themselves mostly though solo play up to 1900mmr. MMR is a measure of wins vs losses in relation to other people's wins vs losses. In essence it counts the only stat that matter if you're a consistent winner or a loser.

To that extent it should be used to gauge other players general skill, any excuse such as i don't play support often etc is irrelevant as you remove all other factors and only count one thing if you can win.

That being said i've always taken multiplayer stats as such. It should be an option for the user to share the stats, any stats to the public, if that player doesn't want to share his stats that is fine. But elitism and being a baby about sucking at a game you just picked up is not an excuse to disallow viewing your own personal stats. That should always be available to yourself, the option is if you want to share that.

Hon's community stat obsession is just a funnel for whiners, you can't blame the stats for causing whiners, there will always be whiners in any community all stats did was provide one of many outlets. Eliminating the viewing of stats wont stop people from being dicks/cry babies and rage quiters all it does is eliminates them from calling you bad and referencing your shitty stats, instead they will find other ways to pick at you. IE what hero you choose, your items, your kdr in game.

You can't stop people from being dicks online the best thing you can do is mute/ignore them
Last edit: 2012-06-20 01:48:15
Old Post

 
 Absurd Bunny   June 20 2012 02:23. Posts 140
Profile # 
If someone with a decent mmr, at 1600, can beat other people at 1600 and lower, but gets ranked with players 1900+, gets beat, and he gets a lower mmr, it makes him look like a lower player, but he can still beat the other people at his level. If mmr gets shown, all the players that have a higher mmr than him will think that they can't trust him because he's not good.
There are cases where mmr should be shown and used, and there are other places where it can't. Probably the good people wouldn't mind it being shown, and the new/bad players don't want it to be shown.
Old Post

 
 MrTortoise   June 20 2012 02:59. Posts 965
Profile # 
All i know about MMR is that it turns the borderline rational people into crybaby dickheads who seem to think that losing a game means they are playing with noobs + gives them the right to rage at the support who just let them farm non stop for 25 mins.

What I really love is playing with people at my own lofty skill level and them thinking they are better but have no idea how retarded they look to me. Or alternativley have the awareness to see others suck but not the self awareness to deduce that they therefor must look as hilarious to everyone else.


The big problem MMR had in hon was that noobs start at 1500 and then drop rapidly. So if you are climbing up from noobdom the level of the game actually drops when you get close to 1500 again. At 900 psr as it was called back then every game someone bought courier and people would try to ward as you have got into the guys that actually want to play the game but as they read guides and fight for support chars they cant carry hard enough with str heroes to punish the 1200-1400 games when you get some total noobs in the game.

Its one less thing to qq about / be a dick with and that is great as it lets me play and enjoy the game.

In hon you used to get situations where people would kick all people who were +-100 psr from themselves ... yet its easy to win or lose that much in 1 night ... and they dont then realise that the variance is gigantic (or deduce that a 900 psr with 400 games is probably better than the 1400 with 20 games). The problem is that they dont understand how snowballing effects the game and assume someone who rapes in 1 game must do so in all games ....

Last edit: 2012-06-20 03:08:59
Old Post

 
 Bigjuicy   Brazil. June 20 2012 17:47. Posts 3
Profile # 
I think the mmr system made hon players the epitome of ragers. People care way tooo much about a single number that they just bitch and moan the entire game if shit doesn't go their way.
Old Post

 
 MrTortoise   June 21 2012 02:44. Posts 965
Profile # 
[deleted - basically a double post ]
Last edit: 2012-06-21 02:46:33
Old Post

 
 RicksonXCIV   June 21 2012 03:29. Posts 10
Profile # 
Dont really know if this has already been posted/suggested cuz i didnt read the whole thread.

Why not make it like SC2 like the ladder system put people in league's?
Old Post

 
 DodgySmalls   Canada. June 21 2012 03:36. Posts 101
Profile # 

On June 21 2012 03:29 Rickson)) wrote:
Dont really know if this has already been posted/suggested cuz i didnt read the whole thread.

Why not make it like SC2 like the ladder system put people in league's?


I think this is an excellent idea, and yes a few people did sort of suggest it.
Please remove nyx assassin
Old Post

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