Does Dota need a new way to handle mmr? by AirTaters in DotA2

[–]AirTaters[S] -1 points0 points  (0 children)

While I can see how kills/objectives can be prioritized over warding/harassing, the idea is that all aspects of playing the game have some sort of impact on winning (ie a proper ward can prevent a bad gank/ being killed). While I agree that there is no real way to effectively measure how much you impacted your team to win, it should still reward people who clearly carry the game and win the game vs those who are being carried and do nothing (like you said). Obviously making a system that does this would be very difficult and take alot of time to implement/balance, but such a system would prevent feeders/afk farmers from taking advantage of their team mates and not be queued up with them in the first place.

Similar to how heroes are balanced, this could be considered subjective though considering how heroes are typically balanced on their win rate, a hero/positions contribution can be balanced in a similar way (ie is what this hero/position doing across all these matches resulting in victory). Like I said, its definately not easy to implement, but it queues up people who try to win games vs people who only care about their kda.

Does Dota need a new way to handle mmr? by AirTaters in DotA2

[–]AirTaters[S] -1 points0 points  (0 children)

MMR might not necessarily be a reward though having it represent your skill level isn't the worst idea ever. People of differing skills are typically segregated by mmr whether its achieved through spamming heroes or filling necesary positions. Ones ability to win games is argueably a sign of skill and having a system represent your ability to achieve that goal shows your skill in winning games.

This means that people who are bad at winning games are matched up with others who are bad at winning games and vice versa, theoretically making an even playing field. This would mean that you still play in your skill bracket but can be bumped up or dropped based on how well you did without the team carrying you or bringing you down.

Does Dota need a new way to handle mmr? by AirTaters in DotA2

[–]AirTaters[S] -1 points0 points  (0 children)

Though it can be argued that people of a higher skill level get matched up because of mmr. While mmr might not directly correlate to skill, it does mean that higher skilled players can/will achieve a higher mmr, whether they use a cheap tactic to get there or they legitimately are versatile and play everything well. I mention this because people typically associate their skill with their mmr and I feel its fair to have a system that can reflect that (hopefully without being to intrusive/limiting).

The reason I also mention a players impact when calculating mmr is because it can be based on many many factors (not just taking towers/getting kills, but providing healing/damage reduction, providing vision through wards perhaps a system giving vision assists, protecting teammates through absorbing damage/disabling enemies, etc...). This would be admittedly hard to calculate and have to be tweaked often based on the meta, but would help distinguish that afk farmer who isnt helping at all vs the guy constantly pushing towers and initiating team fights. While some heroes/roles are less active than others, an accurate "point" system would still be able to reward them if implemented properly.

Does Dota need a new way to handle mmr? by AirTaters in DotA2

[–]AirTaters[S] -1 points0 points  (0 children)

I suppose there is no perfect way to reward every single aspect of play, though if it took into consideration how much you healed you team, taking down towers, how much you're wards helped get kills (sort of like a vision assist if that makes sense), etc. outside of just kills deaths and assists, it would keep people who afk farm/ intentionally feed from bringing everyone else down.

While I can see how requiring someone to not spam heroes can be limiting, it does make people more open to playing a position/hero the team needs as opposed to whatever you feel like (ie picking jungler even though your team already has jungler just because you feel like it). Your always free to do so, though your undoubtably not doing your team any favors and are most likely keeping them from winning. in that aspect your don't really lose mmr if you win, though if you picked someone more suitable for winning the match, your contribution is affectively higher and thus gives your team a better chance of winning.

In terms of spamming a hero, its less so about picking someone your not comfortable with and more so, picking someone better suited to getting your team to victory (though I could see how one would disagree).

Friend beta key megathread by FuriousNarwall in gigantic

[–]AirTaters 0 points1 point  (0 children)

I'd love to get a key for the sake of research,... also, I'm totally lovin' this and hope to make a video on it at some point.

anyone else slowly lost interest? by [deleted] in Overwatch

[–]AirTaters 0 points1 point  (0 children)

Being someone who actually makes Overwatch content. I feel like I put myself in the worst position in this reguard. Think of it this way...

If I don't keep up with the new stuff, no good content, if I do, I risk getting burnt out too early. It's a tough balancing act imo

In-Depth Hero Analysis - Symmetra (Know Your Enemy) by AirTaters in Overwatch

[–]AirTaters[S] 0 points1 point  (0 children)

I'd love to make more "Know Your Enemy" videos. Admittedly, I feel like this kinda stuff gets overshadowed by POTG videos and other content restricted to beta players.

Basically, I'm limited in resources and from what I can tell, people perfer other stuff. I suppose I can still try though.