Award
Squid Savior From the Future
- Joined
- Dec 18, 2015
- Messages
- 1,661
Thanks! :)There's evidence on both sides, definitely, and if I were more of a statistician, I might try to analyse match results based on objective metrics (K/D, how overwhelming a win/loss is, how many small/middling/large pushes each team made) to see if it does seem improbable and hence somehow rigged. But as it stands, I really don't know - I want to believe that Splatoon wouldn't rig games in the manner that Award laudably describes it (I give him a Like out of respect for the work he's put in, not necessarily out of agreement).
If you don't think that Ranked is accurately assessing your skills at the game, I'd suggest finding a squad. Competitive or casual, as long as it's one that allows you to play Ranked with people whose skill level is reliable (whether good, mediocre or bad, at least not fluctuating), it should remove most undesirable factors outside of your control.
One thing I'd clarify is that one element about my theory versus the OP theory and other theories I've had myself in the past about the system is it's not best described as thoroughly "rigged" even though the matches themselves are in essence rigged in such a system, the rank is technically not. It's genuinely calculated on actual player action and skill, just through an invisible formula we can't actively identify and work toward improving the criteria it's looking for (and, arguably, thus can't game the system either.) I'd classify it as dishonest if it's fixing matches to achieve a result of placing you in the skill level it's determined you belong in - but your rank is still the rank you've earned in actual skill based on the formula you can't access.
Ultimately if this is it I can't be as annoyed at Nintendo as I previously was for the system. If this is the system they designed it specifically TO address the issue of bad teammates making you lose and/or carrying you. If your rank is one calculated individually based on play, then luck of bad teammates and good teammates doesn't actually affect your rank much at all so long as your own play remains consistent within the parameters of the metrics the system evaluates. In prior matchmaking threads there was debate about whether a "fix" for the rank problems was to score people individually instead of as a team. The counter argument was always that if doing so it would make some players try to be the "hero" at the cost of their team as they'd be only interested in ranking up themselves and that such things have happened in other team games. The devs would have been keenly aware of this conundrum when they started design, all of them being fans of other shooters themselves. The idea I described seems like a very creative, Nintendo-like out of left field solution for a problem like that, , and ultimately actually is a good idea. It's just that it has some serious flaws at least as it relates to evaluating some players or play styles. But I can practically see in my mind the Iwata Asks transcript that won't happen where they discuss this solution for ranking. (laughs).
I think you might misunderstand a little, I'm not talking about going in with a mindset that you're going to lose - I always play every round like I'm going to win, even when it's only 3v4. That's actually the part that can make it frustrating, when I'M playing like we can win until he clock runs out, but nobody else is (though the other team is!) I'm the player that still bolts off the spawn heading toward the RM when there's 3 seconds on the clock and we're 40 points behind :PYeah, it might be that. But I tell you, going in with a negative attitude in general does really affect your gameplay. Take my story for example, I hated Splat Zones to no end (and is still my least favorite mode to be honest). And I kept blaming the game mode that it doesn't work properly on my end to make the other team win and keep me in A/A+ forever, in a similar fashion on how some of you blame the whole game's matchmaking system for your losses.
No less than a month ago, I was convinced that I would be stuck in A/A+ forever because of Splat Zones and that it was the game's way of telling me ''screw you, you ain't getting to S!'' But instead of going in with a ''goddamn it, it's zones, I'm bound to lose again.'' I went in with more motivation and an overall positive attitude, and guess what, I made it to S+!
Have you watched this video from DUDE? (assuming you know who he is)
I watched it more than once, and I beleive the tips and tricks said in that video can help anyone that truly wants to improve.
The goal is in understanding the pattern where even with consistent gameplay, you go into long runs of losses with a very familiar pattern of team composition, and the more confounding patterns where with even better gameplay you win less, or with worse gameplay you win more, as though it's entirely out of your control. And the pattern where just as you're deep in the losing streak, you've dropped a full rank or rank and a half, just when tilt should be kicking in and making it impossible to win - you suddenly start getting easy wins as though the system is in control. Because the idea here is the system IS in control of placing you in the rank it's placed you in. Not that the odds can't and sometimes aren't defied. But it's designed to make that difficult to do.
And the idea of improving, etc, would still apply to such a system. The rank wouldn't be arbitrary, it would be your actual rank as calculated from your actual play skill. The limitation is merely that without knowing what it uses to calculate that rank we don't actually know what to improve on. If I were playing at S+ skill it would have let me win up to S+ so I'm clearly not, for example (I didn't need the system to tell me that, my own experience with S+ opponents tells me that ;) )
I'll write a big wall of text again responding to you :) You took the time to address specific points and raise specific questions and really weigh the concept which is great! The more we question assumptions and think of new questions the closer we'll get to understanding the system. I'm increasingly confident the system does work this way, but the part I'd still love to identify is what does or doesn't affect it's decisions - comparisons with you who is at the other end of the spectrum, the steady S+, can really help figure that out! :) I'll have to do it in English though....I tried learning French once...my teacher was fairly clear in telling me I wasn't very good at it and demanded I stop ;) I wasn't snarky enough to tell the teacher whom that was a reflection upon ;)So let’s say I’m S+80 with one of my best weapons. Your hidden-system must see me as strong (with some criteria we don’t know of), and then I pick the E-Liter. Normally the hidden-system should give me good teams, but how fast will it see I suck? Cause honestly I’ll go pretty fast to S40. Some wins here and there (I don’t know losing streaks personally, even with this weapon I always finally get a win. I’m especially good at keeping a won game… won). Does that mean this hidden-system can evaluate me with very few games? I don’t buy this. It’s way too hard.
There are quite a few unknowns. Does the system apply different metrics by mode? Does it average all 3 modes? Or weight the most played? Does it evaluate each weapon individually? Does it average them? Or does it weight each weapon's contribution in your calculation by the total turf inked? (after all, why do they track that metric at all? That's a good teaser as to the kinds of metadata that can go into such a calculation.) In fact, it would be silly to assume the formula has always been consistent. Every single patch includes the line: "– Adjustments have been made to make for a more pleasant gaming experience." as one of the patch features. Tweaks and adjustments to the skill computation formula would be one of the most likely inclusions in the catch-all adjustments for a more pleasant experience.
So how would it react to you doing more poorly with eliter? That would depend on if it tracks different weapons differently or weights most used weapons into your skill. Would poor performance with eliter get outweighed by exemplary performance with tentatek and range blaster? It might. But it wouldn't be ignored either. The larger the sample the more accurate the results, however, I do believe that the Splatoon system is very quick (perhaps much too quick) in adjusting players skills. While not ranked, nor exactly the same system, playing a new alt in TW is a good indication of how fast it can react. You'll observe that your first match is against true noobs. Within 1-2 matches you'll find you're facing players in the 20-30 level range and the intensity is much more difficult. You'll observe other obvious alts. Within 5-6 matches you're back at your proper skill level against all lv50 A+/S/S+ ranks. Actual C- beginners would not be facing those opponents and certainly not so fast. It learned very quickly our real skill levels. There is a similar, though not as stringent matchmaking/ranking system behind TW. It appears to be maintained independently of ranked. I suspect it's rate of adapting to skill is part of what can go wrong and wrongly keep some players down or deranked. If you play and make certain mistakes a few rounds that count as big strikes against the hidden formula, it might react and drop you a rank within merely a few rounds. Thus you'll experience those 10 game losing streaks. A top shelf player as you seem to be, who can stay in S+ with little risk of drop is probably less likely to make those kinds of errors that would raise red flags in the system.
Well in this system I'm theorizing, it definitely doesn't take wins/losses into consideration. Possibly not at all, or possibly slightly but is easily outweighed by other factors. If we assume the system was designed very SPECIFICALLY to avoid the problem of bad teammates causing you to derank or good teammates causing you to be carried, then we'd have to assume the system would very specifically NOT want to consider wins/losses but look instead at performance overall irregardless of win/lose. So the direct answer is in this system, the player who is evaluated as, say a B+ but still wins a lot, would not get the chance to win a lot. If he was sent to B+, the matches would be arranged to keep him in B+ - he'd get terrible teammates that would hold him from going over B+90 or so, forcing him to lose down to B+ 20 or so, and letting him rise to B+90 or so. If he defies those odds, then sure he'd get to A-, but if the system didn't feel he's actually an A- he'd continue getting odds stacked against him to bring him back down. If he's really THAT good that he'll keep winning even when the odds are stacked against him with poor teammates then he'd naturally move upwards despite the system. But he'll have a far harder time maintaining that A- or A than the player the system determined was supposed to be an A- or A to begin with - his rounds will be notably more frantic with him carrying a disproportionate load of the team. Ultimately it's unlikely that would happen. But if the player really is good and the system really calculated him wrong, the result isn't that he'd be actively BLOCKED from advancing, but that he'd have to deal with matches vastly more difficult for his rank than he should have to face....a functional equivalent of 3v4 or 2v4 as a regular match due to the skill gap between teammates and opponents. He'd also end up carrying other players that were slated to be moved down. But in most cases he'd not get that chance to win "a lot" if he got to B+90 he'd succumb to the weak teams he was assigned and moved down (and back up) to hover within the B+ range as designated until the system evaluated his play as improved.Another point now, which I believe is pretty good. Let’s say I make a game, and I make a ranking system of my own, which evaluates a lot of things. And I rank guys based on that. But what if? What if someone who doesn’t do well by my criterias… still win A LOT? If that happens, I’m forced to consider he is something. He does something. He is strong by a way I didn’t anticipate. So what I’m saying is… Even if this hidden-system exists, it has to take the victories/losses into account. It can’t work without it. You can’t just say a guy is bad if he keeps winning anyway.
Now, why not taking only this? Personally I believe it would be more than viable, and easy. Plus for Splatoon, it’s kinda hard to “spy” actions of the players. The player has bad accuracy? Well, he was turfing and suppressing a lot, he is a support. The player didn’t move a lot? Still doesn’t mean he was bad. Didn’t kill a lot? Eh, so what, I played great games without killing much. Died a lot? He played objective. It’s fairly hard to evaluate the actions without human-intervention.
I don't believe k/d factors in, at least not as a primary factor. That much seems obvious. The devs used to tout their "playstyle" metrics for matchmaking very often. They've talked about that less frequently in recent patchs. We know know for certain they tracked the nebulous "playstyle" of players. But what is playstyle and how do you track it? We don't know - but they do and we know they're doing it, they've said so often. I imagine it's more than just "playstyle" - that's just the catch-all phrase they use for "low level player metrics tracking." Though the one item you touched on I think is key to how certain players seem to get caught in the system more than others. Bad accuracy. Accuracy is one of the staples for such a player metrics system in most shooters. In Halo, if you fired a shot and didn't hit an opponent, you missed, plain and simple. In Splatoon, did you miss, or were you turfing? Metrics tracking in this game would have to be pretty squishy. It would have to use some fuzzy logic to "assume" turfing versus a miss. But that logic could never be 100% accurate. It makes sense that some players playstyles and turfing habits would be more likely to "fool" the system into thinking they missed when they were instead turfing (turfing in close proximity to an enemy? Must be a miss!) That might be one of the key factors in how a portion of us get caught in rank loops where we're clearly being wrongly pushed down in rank often by pre-determined poor team matches.
As you sad above, say you play on my account, it would pretty quickly identify your skill level and permit you to win. Also a very high tier player (an S+ that stays in S+ easily) would be the wrong match to say "prove you can't carry this obviously incredibly mismatched team" - because you quite possibly could. I think more fair would be the other way around. Have an S or A+ player play on some S+'s alt S+ account. Let the system mark that account for derank due to the obvious drop in skill. Then have the original account owner play the account while it's in it's "losing streak" mode for a round or two and see how unbalanced the matches would be. That would have the original high rank player playing the unbalanced games at their own rank rather than at a rank lower than them. Doing it the other way around, such as my A+ alt flagged in "derank mode" doesn't reveal much - could you, for example win with a terrible team against A/A+ opponents? Possibly, no matter how bad your teammates are because your opponents are all well below your actual skill. (and no I'm not advocating anybody sacrifice their S+ in such a manner ;) )So anyway, even if there is a hidden-system, which I think is wrong as it’s complicated for nothing, just keep winning. Of course you’ll say you’re with bad mates, but then I’ll say give your alt to some S+ guy and I’m pretty sure he’ll go up fast enough.
I don't disagree with the 3 types of teams you can have. For the sake of debate, lets say it's hard to tell 1 and 3 apart, but 2 is quite obvious. If this were random matchmaking you would have equal chances of getting 1, 2, or 3. If you can't tell 1 and 3 apart you have 60% chance of those and 30% chance of 2. If you're playing for hours on end, day after day you should get a sense that any of these can happen at any time. Yet the very observable pattern in this game is you get ONLY one type or another in succession. Maybe a stray #3 you can win or lose equally here and there. But while you are in transit between ranks, you'll get statically one variety. "losing streaks" very clearly have back to back successions of very weak teams (easy way to tell a weak team: Do not touch the objective yourself. If the objective never, ever moves in your favor, the team is weak. When I'm playing hydra or eliter I get lots of time to observe who is or is not touching the objective and who is dying in every encounter - a luxury I don't have with shooters, bamboozlers, brushes, etc.) Even average teams will touch the objective and make some distance with it. Poor teams do not. Conversely when you seemed marked for promotion, every team you get is a good team. Even if you don't participate they seem likely to win without you. The objective presses forward steadily - someone other than yourself stops the objective from approaching. The'res a 4th scenario which is when your team is average and the opponent is obviously strong. These tend to be the situations where your team can lead for half a match and seem "not bad" but then they get steamrolled in the second half and seem utterly helpless to deal with it. So there are two "favored to win", two "favored to lose" and one "equal match" situation(s) The issue isn't the types of matches, it's the patterning of getting the same types of matches in succession. I change lobbies every match. I shouldn't see endless streams of weaker teams through a whole rank. I also shouldn't see endless streams of stronger teams through a whole rank. Not in an actual random system. The fact that there's a pattern to it indicates that something other than natural statistics is driving the team building.My point of view: there three kinds of matches you can be in. 1 = your team is quite weaker than the other one ; 2 = quite stronger ; 3 = more or less the same level. In 1, you’ll lose most of the games anyway (or you’re making an alt), in 2 you’ll win most of your games anyway. So the only thing needed is to win in 3. And pro-tip: a normal team looks like a weak one actually.
Previously we've speculated that the agenda is simply to keep players from moving up in general, or that some players are overvalued and expected to be the one carrying a weaker team. Or that it was a stacker machine etc. But none of it really fit with the game very well....even if they were doing that, WHY? The concept made sense but the motive did not. But seeing it go in both directions makes it very clear - it's deliberately maintaining state. Why would it maintain state if w/l is what determines rank? Because w/l doesn't determine rank! Which technically would be a good thing. Using w/l in a team scored game would technically be an AWFUL way to determine rank. On paper this system would indeed be superior. Except for those that fall into the holes where it still has flaws in determining player skill.