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Exactly as TrueDivinorium said.
Wins mean NOTHING when you consider just that. Noobs can be carried and lucky wins can happen here and there plus people can dodge going into upper tiers/ranks by simply forfeiting/leaving/suiciding to not win. So they would spend all game vaporising less skilled players only to kill themselves, let themselves be killed or leaving the game before becoming champions to dodge ranking up.
Average accuracy, average kills per game, average assists per game, average damage per game, average deaths per game, average respawns per game, average revives per game, win ratio, etc. all need to be taken into consideration if you want a SBMM that actually works.
@TSF_VindictiV wrote:Exactly as TrueDivinorium said.
Wins mean NOTHING when you consider just that. Noobs can be carried and lucky wins can happen here and there plus people can dodge going into upper tiers/ranks by simply forfeiting/leaving/suiciding to not win. So they would spend all game vaporising less skilled players only to kill themselves, let themselves be killed or leaving the game before becoming champions to dodge ranking up.
Average accuracy, average kills per game, average assists per game, average damage per game, average deaths per game, average respawns per game, average revives per game, win ratio, etc. all need to be taken into consideration if you want a SBMM that actually works.
Love your posts man, keep em coming. I've had these arguments for years in many video games, its nice to see others making the same common sense points.
IMO, these games should be treated no differently then how real life pro athletic athletes get ranked by scouts and ranked leaderboards. And the more stats the better 😉
Quake live bought an amazing skill rating algorithm from gaimtheory, but were too scared to ever use it. IMO it was the best I've ever seen and its a real shame they had no faith in it. Still upsets me to this day.
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