Suggestion: Factoring in your xp in relation to team's avarage xp to determine rank in competitive


(Hallaw) #1

While browsing reddit/the forum I noticed there are a lot of people unhappy about the fact that even when they are carrying a random team in competitive, we are talking about having 5000+ points in regards to the player with the second highest score on your team, they get ranked back. This seems like an unfair mechanic to me because you can not really choose who you queue up against/with (except for the 1 person in your squad).
If you have A LOT more points than the second person in your team it seems to me that you are better than your team, and you should be readjusted in matchmaking accordingly. Of course, the amount of XP that each merc gets should be balanced before this would be a perfect mechanic, but I really think that this could help with making competitive more fair. This would mean that leavers will make the ranking less harsh on people who get left having to do 4v5, which generally results in a loss, considering the leaver’s score will remain low while the other team members’s scores still increase.

I do not know what the current algorithm that determines your rank looks like, but if it were to pop out a number between let’s say 1 (lose one entire rank) and -1 (gain one entire rank), with 0 being staying exactly where you are, then I think you should at least be able to gain 10% of a rank even if you lose if you are playing extraordinarily well. I guess it would look something like this: X = 2/(A*B)-2

X = rank gain, if X > 1, return 1. If X < -1, return -1.
X/Y = total amount of rank gain/loss

A = win/lose coëfficient, if you win your “rank gain” gets increased by a certain amount, e.g. x1,25 for win and x0,75 for loss. I agree that winning or losing should have an effect on your rank, but it should become pretty irrelevant once avarage team xp determines your rank gain, considering you won’t be able to carry a team if you get ranked up to a really high rank.

B = your score/(score of each team member/total amount of team members), this number is somewhere between 0 and infinite, but once it exceeds a certain value (e.g. 2, so if your score is 2x the avarage team member’s score) it remains two (if B >2, return B =2;), this to make it not become too ridiculous.

Y = ranking speed coëfficient, the higher this number the slower you will rank up.

So if you score exactly the avarage, and you win, you get a 20% of the amount you need to rank up, and if you lose with the exact avarage you lose 33% of the amount you need to rank up. If you lose with 1,5x your team’s avarage you will gain 11% and if you win with 0,5x your team’s avarage you will lose 60% of the rank (this might need to be changed a bit, it seems pretty harsh but it will prevent people being carried to a high rank).

I might have screwed this up a little bit, both the formula might and my English might be off, and I am sure there is already a big algorithm in place to determine rank, but I would really love for the devs to see this and maybe implement some form of it, because losing ranks when your team sucks is NOT fun at all. Cheers.


(bontsa) #2

All in all, system does look like giving too much credit to solely win/loss aspect instead of individual performance. For example support/combat/gamemode exp’s could be used as directional measure in calculating how “well” someone is doing their supposed class job.

Sure, loss is loss and rank should not be getting higher from that, but some compensation for doing good but that simply not cutting it, should be given.

@stayfreshshoe @RazielWarmonic I can imagine you 2 have been tagged in godawful lot of posts already by the subject but some transparency of what exactly affects the rank movement would be sweet. If you could ask around someone who knows about it?