Ranking ELO + tier suggestion


(Protekt1) #1

It would be nice to have some transparency on your ranking which goes into the matchmaking system. So this is my suggestion:

ELO + a tier system.

So you have an ELO score and a tier. The ELO score could be hidden, could be revealed. Not really sure which is better. I think having the ELO score revealed is better, but you could do something even more interesting in its place perhaps.

The tier system is kinda like a bronze, silver, gold type of thing. Everyone starts off in bronze league or you have a system to determine your skill and place you in a tier below the highest. Players can play each other between the tiers, but it prefers putting you into your own tier if possible.

So lets take a look at how ELO ties into tiers. First off, the ELO for silver is separate from the ELO for gold. So a 1500 silver player is a big difference from a 1500 gold player. If you’re gold tier, your ELO counts as near maximum when paired against silver players, so if you’re playing silver players, you’re playing against the best of silver players. If a silver player is high in ELO, lets say 1800+, and they have a good winning streak, then they get bumped to the next tier of play and start again at 1500 as a gold player. The same goes for dropping in tiers. If you’re low, like below 1200, and you lose 5 or so matches in a row (which should not happen very often under a good match making system), then you may drop to the tier below you.

Bronze/silver/gold are very very boring tier names though. Maybe amateur merc, novice merc, adept merc, expert merc, pro merc would be better names for the tiers. The starting tiers would be amateur through adept if there is a placement system made. If not, then everyone starts as novice when they first begin.

There could also be ranking seasons, where at the end of the season your ranking is reset to 1500 in the tier you’re in. The season could last a month or two. And of course you have a player list to see who is dominating each tier.

Could add some incentives to rank up tiers etc… Rewards for the first time you rank up like a weapon camo or something.


(Mustang) #2

I want to see my ranking/rating.


(Protekt1) #3

One of the things I like with hearthstone is that once you hit legendary rank for a season, you see your ranking based on your region wide ranking. So if you’re rank 1 legend, that means you’re the top rated player in the region you’re playing in. Only about 2-3k of the player base ever hits legend in a season and that is only .5% of active players according to their stats a couple months ago. So its a pretty cool achievement to hit legend and then see exactly where you are ranked among all other top players in NA, EU, or Asia. It is no small feat to hit legend, but pretty rewarding when you do.

I would love to see that kind of climb being possible in Dirty Bomb.


(Protekt1) #4

I figure when I first post the idea down it comes across rather long and not straight forward to comprehend. So here is a TLDR version:

Tier system with separate ELO rankings.
Move between tiers by having high rating followed by a high winrate across several consecutive matches. Vice verse can happen with dropping a tier but it is harder to drop a tier.
When you hit a new tier, you start at 1500 rating again but with a new tier. When a new season starts, you start at 1500 rating again, within your tier.
Matchmaking prefers to line you up with people within your tier, or with people at the top of the previous tier or the bottom of the next tier.


(AssortedStuff) #5

Soon. They’re working on it. (…well, you know that already) Check screenshot.



(Mustang) #6

[QUOTE=AssortedStuff;521401]Soon. They’re working on it. (…well, you know that already) Check screenshot.


[/QUOTE]
No, that’s just a group banding, I’m talking about seeing an actual number.


(spookify) #7

yeah lets see some stats from this weekend. Please :smiley:

XP, level, time played ELO and stuff like that :wink:


(CryptiK) #8

Two options.

Do what CS:GO does
or
Do what SC2 and LoL Does with Leagues etc.


(INF3RN0) #9

[QUOTE=spookify;521428]yeah lets see some stats from this weekend. Please :smiley:

XP, level, time played ELO and stuff like that :wink:[/QUOTE]

I’m afraid to see that… I sunk in about 14hrs worth- half of which was spent crashing to desktop/ waiting for a match to be found of course lol.


(spookify) #10

I came up with a pretty solid system of quitting out of the game and starting a new game so I wouldnt time out or crash. Seemed to work really well in the match making other then the 10 minute waits… I could have gotten double the amount of games in if I qued right away.

Control + ALT + DEL and End ShooterEngine and hope back in hahhaahhahaha

The server browser I would crazy all the time but didnt really play that… 8v8 obj mode is dumb haha!!


(tokamak) #11

[QUOTE=CryptiK;521429]
or
Do what SC2 and LoL Does with Leagues etc.[/QUOTE]

Do what HotS does. Simple ranking system individual or team. Only available after you really worked your ass off to level 30 and acquired enough characters. This is to make sure that only experienced players enter the ranking system and that previous noobishness doesn’t pollute your rating.


(prophett) #12

Best option.


(Protekt1) #13

[QUOTE=CryptiK;521429]Two options.

Do what CS:GO does
or
Do what SC2 and LoL Does with Leagues etc.[/QUOTE]

I think my suggestion falls more in line with SC2 (not sure about LoL) than it does CSGO. But also has a mix of hearthstone’s ladder flavor to it.


(tokamak) #14

SC2 isn’t really ideal. It works for 1v1 but the 2v2 or 3v3 are pretty meaningless rankings.

HotS has a better system for random groups. But ideally you want fixed groups, just like in team sports.


(Protekt1) #15

[QUOTE=tokamak;521498]SC2 isn’t really ideal. It works for 1v1 but the 2v2 or 3v3 are pretty meaningless rankings.

HotS has a better system for random groups. But ideally you want fixed groups, just like in team sports.[/QUOTE]

Why do you think it doesn’t work for 2v2 or 3v3? Seems to work based on my experience.

I haven’t checked out how HotS does it though.

Also to be clear I am not talking about straight up using ELO based on W/L. I am talking about how ELO is done commonly in MP games where the game calculates your chance to win based on everyone’s ELO in the match and rewards based on that - whether you win or lose. Either way its about accumulating a high win rate over many matches and an odd match or two where you lose where you should have won won’t change much.