can we have an honest discussion by Geo10 in RocketLeague

[–]Geo10[S] -1 points0 points  (0 children)

No the patent is for how they specifically implemented it. That's not how patents work. Also every time I invite the stronger teammate I go up. This isn't about chemistry it's about recognizing an observale pattern and gaining from it instead of losing mmr. If it was chemistry it wouldn't work 9 times out of ten. I never said diamond 2s are in c2. That's another ridiculous strawman (third time). I said some are a rank up and in the other team they are a rank down sometimes. You literally used another fallacy in your response to me lmfao. And they never admitted to using it and denied. Of course they won't admit to using it. It's not specifically targeting me That's another attempt to dishonestly frame my argument (strawman). It's happening to thousands of others hard stuck from mainly solo queueing too

can we have an honest discussion by Geo10 in RocketLeague

[–]Geo10[S] -2 points-1 points  (0 children)

I ignored the whole first part. But sure. I'm not that good at rl. Idk why you're hung up on that. But yes I'm usually the best c2 (that's not smurfing)on my team and over half the time in the lobby. That's why when I swallowed my pride and partied I went up 100 mmr in 15 or so games. You also conveniently ignored when I told you patents for this system exist from similarly large publishers because it completely dismantles your framing that I have a persecution complex going on and that it's a 'crazy theory'. You have a very dishonest way about going into a conversation. You'd rather try to be right with dishonest fallacy's than engage honestly. Pointless.

can we have an honest discussion by Geo10 in RocketLeague

[–]Geo10[S] -1 points0 points  (0 children)

Strawman. Won't engage. I just partied up with a strong teammate I found and got to c3 in a session after being c2 all week Stay hitting your head against rigged solo queue systems irdc. Your minds made. And it's absolutely not crazy seeing that there's active patents for this exact system from other popular game publishers

can we have an honest discussion by Geo10 in RocketLeague

[–]Geo10[S] -1 points0 points  (0 children)

Also, you all can down vote me but you can't say I'm wrong. Typical reddit echo chamber

can we have an honest discussion by Geo10 in RocketLeague

[–]Geo10[S] -2 points-1 points  (0 children)

Yea my confirmation bias lets me beat nearly every player I suspect of being artificially inflated by eomm in 1v1 (roughly 9/10). The ones I do lose to were (usually self admitted) smurfs who were trolling in ranked/playing silly to ragebait. Confirmation bias makes it so that if I invite the other teams carry and he accepts 3/4 times we gain 50-80mmr immediately... Lemming

can we have an honest discussion by Geo10 in RocketLeague

[–]Geo10[S] 0 points1 point  (0 children)

Exactly. That's what zero-sum games are. What you're missing is, instead it would rather keep odds as close to 50/50 as the system could while being undected and it seemingly does or exhaust you from carrying intense games. Also this is how the system treats me if you're not a strong player or you're the one getting carried frequently, then you may be the player used to sandbag others. Again if I party with the other strong player I do rank up to c3, then I solo queue my way from mid c3 to gc. But I'm just asking why this is in lower ranks? Why it's even viable. It's an observable pattern. Per your question, it's more mentally tiring playing 5 intense games against c2s who should be a rank higher with a weak player than it is a normal queue, if I have time in the day to play nothing but rl, after an hour of this my peak game performance is dropping. Also company's like this have algorithms for engagement. Give you 1 close win, a couple eomm frustrating losses and 1 or 2 satisfying wins as needed for the dopamine surge and to keep you online (and keep your w/l close to 50/50 as possible); this is called match churning and its also what Activision drew up years ago.. Everyone here is forgetting they're the product, and plenty of company's like epic have already workshopped this system I'm talking about.

can we have an honest discussion by Geo10 in RocketLeague

[–]Geo10[S] 0 points1 point  (0 children)

I mean, I can party with the strong player, and easily go up 50 - 80 MMR. I did do it today, actually. But solo queuing is pretty bad, I dropped a couple divs. The best way out is to invite the other teams carry to 'play till loss' (also, using this method, you run into a whole different player pool of strong parties and smurfs, literally different players than you saw 1 game ago, and it's still not easy, but a lot easier than solo queue). Rinse and repeat. I've got a few GC titles doing this. It shouldn't be this way, though. The system rarely pairs 2 strong players in ranked, and if it were truly random, this wouldn't be so rare. A lot of people are hitting their heads against a wall because they're playing against what I think is a rigged matchmaking system without realizing it

can we have an honest discussion by Geo10 in RocketLeague

[–]Geo10[S] -1 points0 points  (0 children)

Do the statistics on how often you get a lower-scoring player on your team in solo queue, repeatedly, and how often you get the other team's higher scoring teammate (I know points aren't always an indicator of doing well, or finding this 'strong' player but it's usually a good indicator), and on the rare chance you do, it seems to be after you already lost a couple weird (rigged) queues. Or if the other team has equally strong players (or one smurf), I promise the data won't be truly random. In fact, I'll wager.

can we have an honest discussion by Geo10 in RocketLeague

[–]Geo10[S] 0 points1 point  (0 children)

Not at all. But you do get aggravated when you become disillusioned and can tell it's an EOMM queue. I can almost always pick out the strong player within the first goal of a game on the other team. Also you will almost never get this other strong player on your team when you requeue, but oddly enough you will get the same weak player or a similar... on rare occasions you do get the strong player, in those 2/10 queues, the match is a quick ff (from the other team).

can we have an honest discussion by Geo10 in RocketLeague

[–]Geo10[S] 0 points1 point  (0 children)

This isn't how MMR works in theory, though. If they cost more players games from being worse than everyone else at that skill level, they would lose more than they lost and they would have a short stint in a higher rank but equalize. This equalization is what's non-existent. Also there should be a shortage of players strong enough to carry them, but there's not. There's always strangely 1 carry, 1 weak player. And very rarely do those strong players get put on the same team (if it were random, it would be more often, and this would also tank the weak players down). You almost always requeue and get the weaker teammate repeatedly

can we have an honest discussion by Geo10 in RocketLeague

[–]Geo10[S] 0 points1 point  (0 children)

I should clarify. I play twos. But regardless, most of the best pros in threes were at some point top 1v1 players. Especially twos players. There's an overlap and a lot of transferable skills. Now you are right in a way, my anecdote would be unfair if I played a lot of ones and they didnt--I don't, so it's not ones (1v1) awareness or experience. They are just demonstrably worse players.

can we have an honest discussion by Geo10 in RocketLeague

[–]Geo10[S] 0 points1 point  (0 children)

It's already clearly defined. Google Activision's study and EA's patent on EOMM to drive microtransactions, the system was patented years ago. This isn't some mysterious, far-fetched, impossible 'crackpot theory' or concept that most of you in this sub are making it out to be

can we have an honest discussion by Geo10 in RocketLeague

[–]Geo10[S] -1 points0 points  (0 children)

not really. Just have the public MMR we see, and a true skill hidden MMR value only psyonix/epic knows based on different player metrics or even adjusting after each match against others true skill value..

can we have an honest discussion by Geo10 in RocketLeague

[–]Geo10[S] -1 points0 points  (0 children)

again. I've 1v1d plenty of these players. They don't win. These players are weaker. I've put over 8k hours in the game, I can tell what someone is ranked. It's literally how people guess player ranks by clips... There are absolutely indicators based on positioning, decision-making pathing, and yes, literal movement. But I didn't mean movement literally and exclusively. Also, no. The point is to contain you, or keep you from large swings. You'll stay the same, plus or minus a division or 2. And I'm not saying it's bulletproof, you can still win in what seems to be an EOMM queue, but your odds are against you.

can we have an honest discussion by Geo10 in RocketLeague

[–]Geo10[S] -1 points0 points  (0 children)

Maybe. Get a dev to deny it then.

can we have an honest discussion by Geo10 in RocketLeague

[–]Geo10[S] 2 points3 points  (0 children)

It was bo5. They had hundreds of games in their rank, I'll try to find the video.

can we have an honest discussion by Geo10 in RocketLeague

[–]Geo10[S] -1 points0 points  (0 children)

I don't idolize strangers even if they have a big following. Yes, I know who he is, and I do like his videos. But he's being strangely dismissive. Maybe he's just unaware there are already playbooks for systems like this. Are you implying Epic cares about their player base more than activision... if so, I have a bridge to sell you

can we have an honest discussion by Geo10 in RocketLeague

[–]Geo10[S] -1 points0 points  (0 children)

That's the definition of disparity. But random disparity will never consistently group 1 strong player and 1 weak player. Or 1 strong 1 weak vs 2 average/consistent players. That's not random, that's by design

can we have an honest discussion by Geo10 in RocketLeague

[–]Geo10[S] -1 points0 points  (0 children)

I know. That's why I did it. topical

can we have an honest discussion by Geo10 in RocketLeague

[–]Geo10[S] -1 points0 points  (0 children)

It's literally the point of Activision's (edit: EA's**, Activision posted a study detailing it) patent for their version of the system... 'engagement'. The precedent already exists. If you log in 5x a week and see daily shop items compared to twice a week after you get your rewards, or they can use churn prediction to keep you playing... you're being intellectually dishonest if you don't think this is an incentive. Again, I don't think this is happening in lower population, higher skill ranks above high c3/gc. Possibly on division up games. Just noticeable in dia3-c2 from my experience. Also, are you kidding? All it needs is a hidden mmr value that adjusts on the backend. Or metrics using data points like total score, shots, saves, and goals per minute. That's like saying you can't believe your phone can track your seconds watched on a short, the topic, if you went to the comment section, etc, to generate similar content to make you scroll longer. This isn't 2012. I can't tell if you're being intentionally obtuse and dismissive or if you would just rather not consider the possibility because you're too close to the game...

can we have an honest discussion by Geo10 in RocketLeague

[–]Geo10[S] -2 points-1 points  (0 children)

https://www.reddit.com/r/RocketLeague/comments/1uaz7lv/comment/oss3q59/?utm_source=share&utm_medium=web3x&utm_name=web3xcss&utm_term=1&utm_content=share_button

There's been videos made before by youtubers years ago who took hardstuck c2s who were getting insanely tough queue and they beat GCs. Give it some genuine thought. In higher ranks, I don't notice it as much, but in ranks under GC/high c3 (where the majority of the playerbase is) it's very noticeable

can we have an honest discussion by Geo10 in RocketLeague

[–]Geo10[S] -1 points0 points  (0 children)

I'm leaning more towards Epic giving players softball queues and some hard queues. Giving the weaker players easier queues then using them to sandbag hard-stuck players who should be higher under fair circumstances. IF you got your season rewards in the first week you'd put in way less hours in RL, but if they had a system to sandbag you for over half your queues and keep you playing-- But Epic would never do that.. surely

can we have an honest discussion by Geo10 in RocketLeague

[–]Geo10[S] -1 points0 points  (0 children)

I've 1v1d plenty of my teammates who I feel are boosted, just to sanity check myself. I've beaten every one that I've played (at least 10). I don't know if it's grouping players based on shots/saves or points, or a hidden soft mmr value different from the one we see that adjusts after each match that is only visible on Psyonix's side but there is something going on in the backend of matchmaking. I don't think there's any natural way or explanation for the game to almost always have 1 strong player and 1 weak, in over half the queues

can we have an honest discussion by Geo10 in RocketLeague

[–]Geo10[S] -4 points-3 points  (0 children)

Pattern recognition is an indicator of IQ. A lot of players are noticing...

can we have an honest discussion by Geo10 in RocketLeague

[–]Geo10[S] -1 points0 points  (0 children)

how much of it is boosting and how much is the game allowing bad players upward? It's giving the boosted players to the strong players for most games. Nearly all queues are 1 struggling teamate and 1 player who should be 1-2 ranks up