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Why Does MM Keep Stacking Teams?

Дата: 20.07.2021 00:03:19
View PostSimplyPzB2, on Jul 19 2021 - 18:28, said:
Thanks for proving my point with your data (again).  Final time of battle has nothing to do with when a battle is actually 'over'... like I just said... - -
Nope.  A 61%er will win more 50% battles than a 46%er.  That's just common sense.  Same for a 61%er will win more battles than a 60%er. - What you are missing is that no two players are identical.  So if we have two teams:  Team one has a 61%er + 14 tomatoes.  And Team two has a 60%er + 14 tomatoes.  More often than not, the 61%er is going to win more than the 60%er.  And the reality is, that is usually a range of good players, AND a limited amount of good players on each team.  Because of these two facts, skill difference means slightly better players will win slightly more than slightly lesser skilled players. - - Would help 'a little'.  But really, even if your battle is 'all tier 8', the random  mm can give one team most/all of the skilled players - and you'll still get the auto win/loss. - - Nope.  As the players aren't "fixed".  Old players leave, new players join.  So a very bad player can come on, get a terrible win rate, then leave.  This allows a better player to have a higher than average win rate.   You are fixated on the results of 'heads vs tails' as a closed system.  You would argue that you'll aways get an even number of heads and tails.  Thing is, the tails change over time in reality.  If a good player is heads, and the revolving door of players is tails.  Heads can be a long term good palyer.  But he won't face the same tails over time.  He'll face the dog tail, then the horse tail, then the cat tail, etc etc.  - - Sigh..  so much wrong... - The ctw is calculated on that specific battle, based on who's in it at the time.    There is a huge skill range in this game.  So most battles have a couple of good players and mostly bad players.  Which means those couple of good players are what detrmine who wins and who loses.  - So we have team one, with a 61%er + 14 tomateos vs. team 2 with a 59%er + 14 tomatoes.  That's balanced, as it fall with the 40-60% range. (And common sense, there are two good players, and one of them is on each team).  So the 61%er is going to win a match up like this that little bit more than a 59%er.  That's how this works. - And just stop with the 'rating's are exactly up date' nonsense.  Overall win rate is "accurate enough".  As "perfectly balanced" isn't a requirement for sbmm to work. - -    

DeviouslyCursed:  So there's a 61%er on one team, and a 59%er on the other.  Then the next players gets assigned. Now a 57%er gets placed on the 59%er's team, and a 54%er gets placed on the 61%er's team. Now it's 61% + 54% vs 59% and 57%, then a bunch of lower skilled players. Now who wins? No matter how you have it, one of the "better" players in the match ups is going to lose. Either the 61% loses to the 59%, or the 54% loses to the 57%. One of those two things will happen. That's why your magical trickle down theory is garbage and won't happen. And yes, I know you don't like to discuss perfect match ups, because you hide in the "stuff happens" aspect of your crappy fuzzy reasoning. Stay non-committal enough and you can claim anything happens in the gaps. Treat numbers like their value is subjective or changeable and you get to things like claim 150-200 battles out of 1000 is the same thing as 10 or 0 battles (1% or none).  

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