@bgyoshi said:
So what are the actual metric considerations around this? Is there a specific ratio of these things that go into determining a rank move?
And what does “individual match performance” mean? Is that some combination of values on the end game screen like accuracy, headshot %, revives, etc? Or is it more like your exp per minute?
Hey,
So I won’t be able to go too detailed with all of this, as we don’t want to fully expose how everything as it could lead a ‘gaming’ of the system, when what we simply want are players doing their best to win as a team.
Regarding the different ‘metrics’ I do want to quickly dive into a couple of factors which have a large bearing on the rating changes:
- The difference in team strengths at the start of each match
- The size of the parties on each team (bigger parties are treated as higher skilled)
For example, if a Party of 5 x Gold Recruits came up against a Party 5 x Silver Officers, the system would expect the Gold Recruits to have a ~75% chance of winning the match, so from the match the Gold Recruits would gain about half as much from a win as they would lose if they lost. The opposite is also true where the Silver Officers stand to gain much more than they would lose from a loss.
If that same Party of 5 x Gold Recruits came up against 5 solo Gold Officers, the system would ‘boost’ the Party of 5 (due to the inherent advantage of being a pre-made party) and in this case consider them have a 50/50 chance of winning/losing. So the potential gain/loss of Rank would be the same for both sides.
When it comes to the breakdown of change after that, it can vary significantly based on the different values of the factors involved but here’s a rough idea:
Individual game won/lost
This makes up the ‘base’ of the change as explained above, let’s say this is +20% of a Rank, to give the rest of this a point of reference.
Recent Win/loss ratio
When using that +20% figure, if you have a 100% win ratio this can increase the rate of change by up to around 1.5x so as high as +30% of a Rank, however typically this will add very little as most players quickly get closer to a 50/50 WLR. The opposite is also true where a 100% loss streak could take a -20% rank to a -30% rank.
Individual match performance
While I won’t dive into what this actually uses (since it would definitely cause players to alter how they play during a game, rather than just trying to win) this can increase the rate of change by up to 1.35x, so taking that +20% up to +27%. Again, the opposite is also true and it can take a -20% to a -27%.
Previous season rank
This is only ever factored in to what rating you have for your first placement match of every season, beyond that it’s no longer used in calculations.
With the way this all works, the combination a perfect winning streak and an great individual match performance has the ability to give you up to around ~1.9x the ‘base’ change, taking that +20% to +38%.
Since we’re always striving to be a team-based game and to put team-play first, it’s the ‘base’ change that has the largest impact of all the factors, and that’s decided mostly by the difference in skill of the two teams but also is heavily impacted by the size of the different parties involved.
I hope this helps explain things some