It can also mean you dropped to a point where your tilt no longer caused you to lose. Again, in an Elo system, runaway winning streaks and losing streaks can have a disproportionate impact on your player value and place you in lobbies that are way above or below your actual level of performance. Also, 50/50 matchups mean you have as much chance of winning or losing, so luck may have simply favored you. Without looking at the actual numbers, it's impossible to tell what turned things around for you guys.
Maybe, but results are results. "Tilt" would mean I was playing badly as a result of the losing streak. If my raw performance was the best or second best in each room during the streak, (I know elo wouldn't know that, but I would.) it's hard to say I was tilting or that I was placed in a rank above my actual skill.
In TW's invisible ranks I have no problem based on my own performance I have no problem believing it's placed me in a position well above my skill, but not yet in ranked. That's something different.
And we already established a "50/50" matchup based on elo's knowledge is not necessarily close to a 50/50 matchup in reality.
How exactly do winning streaks and losing streaks have such a disproportionate impact. Are you saying player value is based only on w/l? And in a system that's so bad, how do you avoid winning/losing streaks if you're going to be either overvalued or undervalued at all times? If the above is true, then would not the way to "beat" the elo system as
@97Stephen asked be to intentionally throw matches in a controlled manner? Sit on spawn, ink 3 points, troll the poor fools on your team to lose a few here and there to keep the winning streak in control? By tricking the system by intentionally losing, would no you actually improve your player value for matchmaking by preventing it from being too improved by winning?
This is called "rating inflation." To counter this, the people in control of ratings simply inject more points into the Elo system to prevent a tier from getting oversaturated or disproportionally large. I suspect this is what they did when they raised the rank cap to S+ and "improved matchmaking." Nintendo wouldn't need to implement slanted matchmaking to counter this. Simply injecting points into the system to keep the tiers balanced would do the same thing without Nintendo setting up a matchmaker that regularly puts people in bad matches on purpose. That doesn't mean you won't get bad matchups from time to time, but I'd be very surprised if Nintendo designed things for this to be the norm.
Well, I did say that it could be either broken or rigged, but if it's rigged, it's to balance out the lobbies. Injecting points, where would those points be injected? Across the board to everyone? Only to the top, to the bottom? Adding new rank tiers hurts more than helps since it creates more lobbies to have to fill. if the point of rigging it would be to distribute players to all lobbies, adding more lobbies isn't going to be a good idea. Though I personally wish they would add more ranks as it might help distribute the skill levels a little better.
It's also possible that the lowest valued players just get run through a *1.5 multiplier that was really meant for awarding rank points or something and it's just THAT broken.
You need to get out of the mad houses. Mad houses are B+ and A- or A+ and S lobbies. Those are where players are getting ranked up/down and stakes are very high. I have always found them to be nerve wrecking. Sweet spots are B and A lobbies. Somehow players are less intense. I have always found A- harder than A and when I get to A+, all hell breaks loose again.
While I don't doubt that, everyone's pretty much guaranteed to get to at least C+ due to how the points work, so out of 9 brackets, 5 are mad houses. That's not a good ratio at all
B didn't seem like a sweet spot, though. The swings were volatile from what I saw. I don't know about seeing great players there, but seeing horrible ones, definitely. ANd that makes it a madhouse too. So, A or bust? :)