Forum Discussion
2 years ago
@Skimpp For your point 3 (Non ranked Overall skill rating SBMM),
1. I think it is good to have Total number of 20-kill badges owned and Total number of 4k damage badges owned to be the most weighted parameters as this will overshoot the smurf skill rating to people better than them (for example, silver players with many 20-kill badge will be matched against multi season predators in pubs).
2. Lifetime Win rate and Lifetime Top 5 rate should not be one of the parameters as smurf will usually intentionally rank down/grief games to get subsequent easy lobbies
3. KDR over last 50 matches and Average damage over last 50 matches should be considered as an important parameters to improve engagement, however, an algorithm to detect potential intentional griefing games to get easy lobbies should exist to prevent this
So I think it would be better to be
Total number of 20-kill badges owned > Total number of 4k damage badges owned > Lifetime highest kills > Lifetime highest damage dealt > Lifetime KDR > Lifetime average damage dealt > KDR over last 50 matches > Average damage over last 50 matches > Legend total kills > Legend total damages
1. I think it is good to have Total number of 20-kill badges owned and Total number of 4k damage badges owned to be the most weighted parameters as this will overshoot the smurf skill rating to people better than them (for example, silver players with many 20-kill badge will be matched against multi season predators in pubs).
2. Lifetime Win rate and Lifetime Top 5 rate should not be one of the parameters as smurf will usually intentionally rank down/grief games to get subsequent easy lobbies
3. KDR over last 50 matches and Average damage over last 50 matches should be considered as an important parameters to improve engagement, however, an algorithm to detect potential intentional griefing games to get easy lobbies should exist to prevent this
So I think it would be better to be
Total number of 20-kill badges owned > Total number of 4k damage badges owned > Lifetime highest kills > Lifetime highest damage dealt > Lifetime KDR > Lifetime average damage dealt > KDR over last 50 matches > Average damage over last 50 matches > Legend total kills > Legend total damages
2 years ago
Honestly at this point the devs are just actively trying to kill the game , no soloq , still no audio , still no anti cheat.
but they wasted a ton of ressources in the worst matchmaking mmr you'll ever see in any video games.
The game is in a worse state than at release lmao.
- 2 years ago@WTF_Huitzo they are currently trying to fix ranked matchmaking system without thinking about the side effects of it (which makes it worse) because in the previous ranked matchmaking system:
1. It is too easy to climb rank if you have good teammate with you (boosting issue)
2. Many smurf intentionally play in low rank lobbies and eliminate most of the lobby which results in the game ends early, i.e. no "end game"
As I said in my post, instead of making ranked matchmaking using the HIGHEST skill rating of the team members, it should just be rank-based matchmaking, let smurfs make a new account, but converge them immediately to their actual rank so they won't stay in low-rank lobbies for a long time.
LP should be based on how much kill/damage. If you deal ~0.5 kill/damage compared to both of your teammates, you should get very little LP, so you won't rank up easily. Conversely, those who deal ~2x kill/damage compared to their teammates should have an insane LP bonus as it indicates that they don't belong to their rank.
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