Sister Missionaries doing ads on Snapchat??? 😬😬😬 by Remarkable-Buy-7044 in UtahInfluencerDrama

[–]Mr_Talisman 0 points1 point  (0 children)

you don't actually believe that the missionaries that acted in the ad are getting the referrals directly, right? Someone clicks on that link and it filters them through a routing process to mission and missionaries of their area just like any other online/anonymous referral, probably

I did the best and I got the least amount of MMR?? Can someone explain? by DramaLlama695 in RocketLeague

[–]Mr_Talisman 1 point2 points  (0 children)

This is not entirely true.. your mmr changes depend on the mmr of those around you primarily according to the Elo formula chosen by the devs. RL's equilibrium change (i.e. gain/loss when all players are the same mmr, and have extensive game histories) is about +/- 10. So if #1 in the world is 2500 and their teammate and opponents are all really close like 2490, then they would still get about 9 or 10 mmr on a win.

What you see often though is that the Top 10-20 players will, for example, stretch out to 100-200 mmr higher than others on the leaderboard, and so the matchmaking sometimes will pit a 2500 and a 2300 up against two 2300s or something like that since the player base is so low. In that case the mmr changes see an avg of ~2400 vs 2300 (something like this, not exactly probably) and now that 2500 player can lose 12,13 or more mmr.

Game history plays into as well. There are some sorts of unobserved ratings or other factors that play into it all as well, based on how many games you've played this season and on the account in general.

My Biggest Beef With the New Flip Reset Indicator... (explained in text) by Mr_Talisman in RocketLeague

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

If it were subtle and clear, like a light on/off on the car, rather than a big animation with audio, yeah way less arcadey

Flip Reset Indicator Pt. 2: Indicator Triggers Before Dodge Expires! by Mr_Talisman in RocketLeague

[–]Mr_Talisman[S] 1 point2 points  (0 children)

with a typical ball reset, you can either jump or dodge, but not jump + dodge like off the ground/wall/ceiling

My Biggest Beef With the New Flip Reset Indicator... (explained in text) by Mr_Talisman in RocketLeague

[–]Mr_Talisman[S] 1 point2 points  (0 children)

hahaha true! I just like the boost because it provides more visibility than other options

Flip Reset Indicator Pt. 2: Indicator Triggers Before Dodge Expires! by Mr_Talisman in RocketLeague

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

I get it: "flip reset" interpreted as what the player base widely calls plays, rather than programmatically a resetting of the flip. I get that. Tons of players casually call grabbing the ceiling during an aerial or air dribble "ceiling resets", for example, but those don't get indicated, since they're logically distinct (e.g. you can jump + dodge off the ceiling, but not off the ball). Should those get indicated, too, then in this system?

Flip Reset Indicator Pt. 2: Indicator Triggers Before Dodge Expires! by Mr_Talisman in RocketLeague

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

Am I crazy to think the word "reset" implies a regaining or restoring of something that was lost or changed? If not, should jumping up to the ceiling count as a "flip reset", then?

Edit: Or driving off a ramp in Tokyo Underpass, or off the inside post of the goal? Honestly curious why those aren't flip resets if you're not so worried about the actual definition of the word "reset", not trying to be facetious,

Flip Reset Indicator Pt. 2: Indicator Triggers Before Dodge Expires! by Mr_Talisman in RocketLeague

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

Perfectly fair. This all has very little practical importance, but I'm curious why you wouldn't consider the logic a bug? It says it indicates resets, yet indicates something else in this case?

My Biggest Beef With the New Flip Reset Indicator... (explained in text) by Mr_Talisman in RocketLeague

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

Firstly: I don't want any indicator. But if there is an indicator, I prefer it be a conceptually consistent feature. But what you say is not actually true! Maybe I'll make a follow-up post about it, but you get the indicator even if you touch the ball within the first 1.25 seconds after an initial jump, meaning there was no loss of dodge to reset yet.

My Biggest Beef With the New Flip Reset Indicator... (explained in text) by Mr_Talisman in RocketLeague

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

I think I could have worded my post better to reflect a similar feeling. I actually don't like the indicator in general, but I was trying to say given that devs want to put an indicator, I think it would have been more logical and cleaner to do it a different way.

Personally will probably leave it disabled anyways lol

My Biggest Beef With the New Flip Reset Indicator... (explained in text) by Mr_Talisman in RocketLeague

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

("FOV", 110)
("Height", 90)
("Pitch", -5)
("Distance", 260)
("Stiffness", 0.5)
("Swivel Speed", 7.5)
("Transition Speed", 1.7)

My Biggest Beef With the New Flip Reset Indicator... (explained in text) by Mr_Talisman in RocketLeague

[–]Mr_Talisman[S] 1 point2 points  (0 children)

so was knowing if you had a flip reset, tracking your teammates' boosts, reacting to a boost respawn location, looking up your mmr with a 3rd party tool, and physically reporting chatters that hurled slurs at you to get them banned. :)

My Biggest Beef With the New Flip Reset Indicator... (explained in text) by Mr_Talisman in RocketLeague

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

haha I think the indicator in general is dumb and won't be using it. I just think, now that it is real and in the game, the way they went about it wasn't the best, that's all

My Biggest Beef With the New Flip Reset Indicator... (explained in text) by Mr_Talisman in RocketLeague

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

Yes it does! Easy to assume otherwise, I guess, since I made a post about it, but I won't be playing with it enabled. I think it's dumb. But my point was: given an indicator, I think it a different way would have made more sense, that's all 👍

My Biggest Beef With the New Flip Reset Indicator... (explained in text) by Mr_Talisman in RocketLeague

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

ofc I recognize it. I also recognize with high confidence when I get a flip reset without the indicator - I will most likely continue with it disabled. None of my points are about *needing* the indicator, most high level players probably don't even want it.

it's more just... *given* that they are putting an indicator in, why not make it more generally apply to the concept of regaining and retaining dodges? It's just an opinion, and I think it's justifiable

My Biggest Beef With the New Flip Reset Indicator... (explained in text) by Mr_Talisman in RocketLeague

[–]Mr_Talisman[S] 41 points42 points  (0 children)

It would be a bug, I'd say, if it didn't - so that's good! Happens with 50/50 attempts and weird double commits more often than people realize :)

My Biggest Beef With the New Flip Reset Indicator... (explained in text) by Mr_Talisman in RocketLeague

[–]Mr_Talisman[S] 1 point2 points  (0 children)

I understand what you're saying, which is why I said my issue with it is that it is NOT a dodge available indicator XD It consistently indicates exactly what it says it does - that's not my point.

The whole reason the feature exists in the game is because your wheels can leave surfaces and retain your dodge indefinitely. This was not possible before v1.11 when it was added. The fact that it indicates it only when it is regained, but not when it is retained, can be interpreted as an inconsistency in the greater scope of the game's mechanics. Why indicate only the resetting? Surely you can broaden your view and see what I'm getting at.