3 ms·
>having smurfs that lost on purpose when their rank got too high Those still exist, but they are a tiny minority compared to smurfs who just decay. The simple
by pingyong 7y ago
>having smurfs that lost on purpose when their rank got too high
Those still exist, but they are a tiny minority compared to smurfs who just decay. The simple problem is this: Losing on purpose is extremely boring and very time consuming. Having to spend 50% of your time on an account intentionally losing just so you can win a few easy matches is more annoying than just playing on a higher ranked account.
>Maybe something like a hidden quick ranking would help.
If I'm being cynical, Trust Factor is exactly this kind of hidden rank system. Which is probably why they're seeing decent results from it. The problem however is how do you distinguish between a talented player and a smurf? Someone who simply played a lot of 1.6 or Quake will have exactly the same indicators as a smurf or even a cheater.
Doing this results in very fair matches if we simply define fair as "both teams have a decent chance of winning", but it completely kills any meaning of ranked progression. If someone is "DMG", that has a completely different meaning combined with a very high hidden rank or a very low hidden rank. It's literally worlds apart. And that's exactly what we're seeing with Trust Factor of course, low trust factor matches are worlds apart in skill (whether that's actual skill or cheats) from high trust factor matches.
What would really help is simply abandoning the idea that the ranked distribution has to look like a bell curve, removing MMR decay, and showing some sort of ranked points after reaching GE. That would get rid of 80% of smurfs easily. Even better would be a ranked system more like LoLs system, so you can decay people's rank without decaying their MMR. Plus ideally some sort of way to recognize when players perform way above or below their expected skill level, and quickly adjusting their MMR. (For situations where people buy accounts or buy boosting services. Some people think that boosting should be detected and then the adjustment should be extra slow - but that's just stupid really. It's not going to stop anyone from boosting, it just means the booster is going to destroy more games. Detect boosting, and rank them up really quickly, and then detect when someone is playing really badly, and rank them down really quickly. That keeps the amount of destroyed games at a minimum.)