I'm not saying they don't. I just think that people are over-analyzing it. Losing streaks are just part of gaming. I don't know how the game updates your player value. I suspect (but can't prove) that it doesn't change your player value until after you back out of a lobby, but it may not update your player value until you back out of multiplayer completely and go to Inkopolis. In this case, your player value wouldn't update to reflect your latest performances until after you left multiplayer mode. At that point, your data would update and your matches would reflect the new data. This could be why you don't notice any significant change in the quality of matches: without leaving to Inkopolis, your player data doesn't update. Beyond that, I don't know.
Interesting. that's possible. I've been dropping to the plaza more frequently recently to check the ranks of my lobby. I wonder what effect if any it will have (yet again in TW, I got a lobby with me, a B-, an A-, and a C+ against an S, S, S+, S+ team. WTF is with the matchmaking? I'm against a full S/S+ team 1/2 of all matches, you can't tell me that 1/2 of all players are top ranks in TW for crying out loud!
On the other hand, oddly, I just had a TW match with 2 S's and a B on my team. The other team consisted of A, A, A+, A-. We won, and I had the best k/d and #3 ink (custom eliter). How is it I'm performing well on an S team when S's normally trounce me (or dominate when on my team.) I'm starting to REALLY understand the frustration of
@Holidaze and others about scrubby players in S rank. These guys weren't scrubby at ALL, but they were at the same level as me more or less, which is to say not nearly as good as a good many S players I encounter. How is it S consists of players ranging from my skill to superhuman robots with 100% accuracy? And what good is a ranked mode when the skill pool of the top tier consists of "everyone that doesn't paint the walls?"
Bear in mind that Elo matchmaking strives for 50/50, but will settle for less if it has to or if the devs set a wide range of percentages considered "even." The game may try to get a 50/50, but may end up with a 55/45 or 60/40 depending on how the player values average out. That may account for this too. I don't know how much flexibility the matchmaking algorithm has.
That definitely makes sense, and opens the question, just how wide a range do they give it. And if we're to the point it might be giving a wide range of matches, it's hard to distinguish between rigged, broken, or rigged to mask that it's broken. When there's players in the A ranks that carry the rainmaker to their OWN base, we really have to question how they get there, and what player value the system is assigning them and how? That may still come back somewhat to not having mandatory modes: You can't have players that jump into an S rank game that don't even know how to play that game mode. They're damaging other players. Though there's far too many wildly mismatched teams to think most of them "never played that mode before."
So, you're saying that your matches could have gone either way? I'm not trying to be an *******, but that's what 50/50 means. It means that, in spite of things like skill, luck or random chance can still cast the deciding vote. That's not imbalanced, that's just unlucky. I agree that the matchmaking system is poor, but I think it's a bit of an exaggeration to say every match is slanted against someone. I think a lot of it is just luck: someone zigged when they should have zagged, or the other team got a lucky shot in, someone got an ink-strike off just in time to tip coverage into their favor. This has worked both for and against me many times. It's just one of those things.
If I were to keep an accurate record of my shut outs, curb stomps, almost wins, and almost losses, I don't think there would be an appreciable statistical relationship. Even if I feel like I have more bad matches than good, I don't think my stats would support that very strongly. I think I'd see a jump in my player value after a winning streak, a dip after a losing streak, and shifts from other players with higher player values to lower values based on how I was doing.
No, no, no, that's not what I mean. I mean it's the pattern that's inexplicable. In any game of chance and probability, if you take different random pools, you shouldn't end up with the same result of mismatched teams in every single sampling. There's something causing that. Either we're missing a key point of how it makes the lobbies (probable) or it's not entirely arbitrary in terms of how it matches you. In any game of chance the systematic losing/winning streaks should not happen in series. It's not statistically possible to happen with such consistency. Not in a truly random system. Alternating blocks of mostly the same result can't happen repeatedly across a large sample group. Something other than luck is causing that. It may be as simple as a key factor we're omitting from lobby building. (Still doesn't mean it's not broken.)
The only think I can think of that would impact this would be the uncertainty variable (sigma), which increases if you are inconsistent with your wins and losses. If bounce between wins and losses, the game "loses confidence" in your ability to win despite your player value. It reflects this uncertainty by increasing your sigma value, which pulls your player value down when it's averaging people up for matchmaking. This would match you with players who's values are lower than your actual value, but are in the same tier after your sigma weighs your player value down. This would make you perform as the best player in the lobby and possibly increase the chances of you getting teamed up with the weaker players to balance the match out. With all that said, I don't know if a normal Elo system uses a sigma value in that way, so this is wild ***** guessing.
That's a promising thought, but if it pulled your value down, would that not mean it would have to pair you with superior (or average) players to make up for your reduced value on the team, and/or pair you against weaker opponents? I'd think the sigma problem would be INCREASED consistency not decreased. If it's fairly certain you'll win they can have lower value team mates against moderate value opponents.
If I'm going to take a guess at what's wrong *IF* we're going to assume flawed algorithms are to blame alone, and that it's not artificially rigged, and that it's not using additional factors to intentionally pair players a certain way, then my guess here is that the matchmaking system ASSUMES ranks will consist of players of similar skill and the algorithm is designed with that factor assumed, when in reality the disastrous ranking system creates too wide a spread in skill in a given rank and thus it breaks down (and furthers the widening of the spread in skill.)