Blizz how the hell do you work this out?
Been the same for me, even tho i was below average matchmaking rating… won 4 games and gain 0 rating,
I’m convinced Blizz is actively trying to keep too many players from reaching a high rating.
But blizzard plans to announce something about this? Is not normal, I played and win 6-0 and +40 rating but other win 3-0 and have +190 rating.
I got 0 rating for 4 games as well.
I would guess it was because it was always the same guy that got targeted and died, he got 0-6
because your cr is very close to your mmr, next game your mmr would be higher so win again and theres your cr, my dh is around 1900 mmr and was 1100 cr, 2 games and i was 1830 odd cr
everyone in here is clueless to how the corrolation between mmr and cr works, if your cr is 1500 and mmr is 1500 no wonder your not gaining at all or as much but if you went 4/2 then next game yourll find your mmr is 1550 for example
That not true. Your MMR can be 1550 and your CR can be 1500, but if the person you were winning against had a lower MMR and CR you can win 4-2 and still get 0 rating. Plenty of screen shots have been posted showing this. If you went 3-3 in that same match you would actually lose rating. I know because it’s happened to me lots of times.
It’s fairly obvious the way rating is calculated in Solo Shuffle is not fit for purpose. Rating should be calculated based on win rate and average team MMR of all 6 people alone, not tied to individuals you face. That would go a very long way to solving the current sate of SS.
It really wouldn’t, you’d get a very weird inflation since when everybody gets their rating calculated based on the overall average matchmaking rating, then let’s say you’ve got 3 players between 2100-2300 in MMR facing 3 players between 1900-2000, and the average would end up in the middle of that, the people with 2100-2300 would presumably still perform better overall in rounds won but all the rounds would reward players every single time based on that overall average.
It’d reward way too much points, make players lose too little points, and there’d pretty much be no deflation ever like that.
That part is true, but the way you suggest would just cause other problems. Worse problems.
the worst part of solo shuffle is that when i play as say 1900 mmr personal the overall is 1830 or something low like that, then its a 0 gain but huge loss situation
The funny part is, that the more healers/prot palas per dps that queues across all rating ranges, it should make those kinds of matchmakings more rare in turn.
Or Blizzard can put in a lobby where you pick what to play on new kinds of pure-PvP realms (since all rewards are account-wide anyway, except for the r1 title (or maybe the r1 title is account-wide too? I don’t remember, cba to check) but it can pretty easily be adjusted to fit such a design), after being matched but before the shuffle begins. Lots more freedom for the design in a solo queue in a matchmaking like that.
(More freedom to make class designs purely for PvP like that as well.)
But anyway, so with more healers/prot palas per dps overall compared to now, it reduces queue times, reduces the amount of times matchmaking parameters expands due to time spent in queue, and makes it more likely for MMRs to be closer to each other.
(Which wouldn’t need to be forced with class+spec specific queue if people could pick what to play after having been matched, but w/e. Because that choice of what to play would then become a skill expression too, and not require Blizzard to force it before people have even gotten matched up.)
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