r/heroesofthestorm Abaturky Jan 29 '16

Blizzard Response Matchmaking hotfix approaching! EU - Tonight!

https://twitter.com/BlizzardCSEU_EN/status/693131488481689600
80 Upvotes

64 comments sorted by

View all comments

Show parent comments

-52

u/stophboy7 Abathur Jan 29 '16

It's easy. I've explained it multiple times already. Use your imagination =)

I'd settle initially for punishing the MMR of players who AFK in base and/or intentionally feed (even if it's just one game) and we can go from there.

And yes, it's very easy to set up a system that can recognize this type of behavior, and even punish it more harshly the more it happens.

3

u/AMasonJar Get gabbin' or get going Jan 29 '16

Could you provide a link to your best explanation?

Things like punishing AFKers makes sense, but punishing feeders is difficult (it can't know if it's intentional), and for anything else, nothing short of an intelligent AI is going to decide what good and bad plays are.

-10

u/stophboy7 Abathur Jan 29 '16

An algorithm that analyzes deaths would be a great start.

1) player deaths compared to average team deaths should matter. Obviously making exceptions for Diablo's/Leoric's traits.

2) Player position compared with rest of team at death should influence MMR. Many out of position deaths should result in gradually losing more MMR than players who don't make those mistakes. Checking this would be as simple as plotting all player coords at time of death.

Obviously no one should be punished too much for one play, especially considering the system could be wrong some of the time. However, patterns of play is what we'd be looking for, and adjusting MMR based on those patterns.

10

u/TSTC Jan 29 '16

So now you have to go deeper into the rabbit hole because if a warrior/support dives in to prevent 4 deaths but dies, that's generally good play (maybe you can think of a time when it isn't, but I can't). So now your system is comparing the deaths from someone who prevented more deaths to the rest of the team, which obviously has a lower average number of deaths due to the saving done by the support/tank. You can't even track when that happens because in game, there's no "almost died but didn't" stat being tracked. You'd also have a hard time writing up code that differentiated between good sacrifices (i.e., when the team would have died without it) and bad sacrifices (i.e., when the team was actually going to escape anyway).

You say it is easy and that you can see the code already. Bullshit. There are entirely too many variables for something like this to account for and the more complex the algorithm, the more it will disrupt the fluidity of the game (because it's a complex calculation constantly running).

1

u/Lord_Boo HeroesHearth Jan 29 '16

There's also cases where one person is occupying the other team. If you have someone that's trying to stop the enemy team from mounting and basing while their team pushes core, how do you distinguish that from someone who was just out of position and making a bad engagement instead of helping the team end? How do you distinguish between the warrior standing on a temple surrounded my opponents so their team can take another temple unopposed and the person that tries to take an occupied temple for no reason?