A friend and I sat down at a pub yesterday and started talking about HoN, were interesting people. We got stuck on a conversation about the MMR system and how difficult it is to join a match with three randoms and actually progress up the MMR ranks after you have played over a thousand games. Both Tango and I have reached 1700+ but constantly get stabbed in the back by the current MMR system.
S2 has changed the MMR system to give a bonus 75 MMR to a brand new player who achieves a feat before reaching their 10th game played, ie. Immortal or Annihilation in an attempt to quickly sort smurfs to an elevated MMR. Im sure theres going to be people who flame this post but it is very easy to tell that something is broken with the MMR system.
Im speaking of the hundreds and thousands of people who have been playing HoN since beta, and somehow, by some miracle still have a perfect 50% win percentage. They might be good, they might be bad. Either way, if they are good; then they shouldnt be in the 1500 bracket. Some say it's because the MMR system is "perfect", balanced to perfection. Its not, not when HoN went free to play.
The 1500 bracket is now swelling with new blood, HoN regularly has up to 100.000 peoples online now! With this new influx of people as well as the huge amount of smurfing its incredibly easy to come to the conclusion that the MMR rework and compression was just simply not enough.
The current MMR system for level locked players gives or takes ~5 MMR per game, changing depending on whether or not you lose a team mate. Meaning if you win one game, Great! If you lose a game however, you are set back two games. Only to be forced to roll the dice on team mates another two times to be back where you started. This is the least enjoyable part of HoN for everyone, and it does happen to everyone.
The groundwork is already laid out, instead of issuing a fixed amount of MMR for all players I call for the community to support a skill based MMR gain system. Much like that that is already implemented to combat smurfing.
I havent wriitten all this down before now so bear with me.
I want a system that tracks actions proving skill and awards those players respectively.
Whether its +2 bonus MMR for placing 10 wards
or a scaled +2/3/4/5 bonus MMR for getting a kill streak
+5 bonus MMR for achieving an immortal
This new system could be the beginning of a different community, those who play the game like the competitive game it is advances the ranks of MMR while those who either lack the skill to earn bonus MMR or those who dont care about the game and only play to ruin the time of others are slowly separated from the "playing" crowd.
This new system could also be upgraded later to track actions such as saving a team mate, martyrdom, there are just so many possibilities here. I just feel like the MMR system is being downplayed by the skill tracking behind silver coins. Since silver coins are so worthless right now anyways, maybe change the MMR system to track skill and the silver coins can be a constant number?
As it stands now the MMR system is not balanced, its a roll of the dice, complete random chance. With the help of the community I would like to get this suggestion recognized by S2, if you are curious of this idea, if you think most of what I have said is garbage but maybe there is some nugget buried here.
PLEASE reply, I cant do this alone.
Last edited by LazerGlovez; 03-16-2012 at 01:58 AM.
long live dota and the deny
I don't think you know how the MMR system works.
50% win percentage is perfect, that means the player wins the games they are supposed to win and loses the games they are supposed to lose.
Matchmaking sets you up in a game you are either supposed to win or supposed to lose, and you are awarded MMR based on how you perform. As the underdog you are awarded more coins for a win, and you lose less for a loss. Vice versa for being the favorite.
Your argument about MMR not awarding people individually is also completely wrong. Like, go into matchmaking or something and actually look at the rating system in hero select. Everyone is getting rewarded differently.
Your proposed ideas both break the game, and don't fix anything. It's the equivalent of raising everyone in America's hourly wage by $1. Cool, now everyone's MMR/Pay is inflated but none of the players have changed what so ever. The 1500's are just 1600's and the 1900's are now 2000's.
They break the game because you would have to give an "achievement" to each role in the game, or else it wouldn't be balanced. Also, the they are non-condusive to winning the game. You might as well remove the nexus and towers and creeps, make it first to 50 kills and change the games name to Call of duty.
Apparently win/loss streaks are affecting team balance.
Remove that stupid ****, and the playerbalance will be MUCH better.
So am i delusional? I didnt even want to respond to the poster the guy 2 posts above me, but... I have to think that Im right. Can I get some support? This adjustment would increase team play for individuals that care about the game while at the same time sorting out trolls, new players, intermediate players, and advanced players
long live dota and the deny
I dont agree with this suggestion. Giving bonus MMR for certain game performance will mislead people to do foolish things. And silver coins are there to cover that aspect.
You are forgetting something really important about HoN. HoN is a team game and you are supposed to play with a team. In games where random people play it is hard to set roles, especially in low average MMR games.Instead of finding a way to manipulate MMR formula u can start advising people to found or join teams.