look at page 38, a platinum 6 (now diamond 3) with a smurf championZaedynFel wrote:I have not seen this. Show me an example. Every case I've seen the smurf has been within an expected gap from the main.NBK DarkWarlock wrote:Unfortunately TS2 is terrible to measure skill because many smurf are one tier above the mainZaedynFel wrote:Unfortunately neither of these approaches will get you accurate measures of skill unless you account for how strong your opponents are compared to the rest of the population. Having high stats against the worst players doesn't mean anything.Likewise, having average stats against great players also doesn't mean you're average.NBK DarkWarlock wrote:maybe use the placement for example i am the first of the winning team i get a plus 5 on my CSR gain and so onGRANDMAS SCARF wrote:Ok I have an idea. Let's keep CSR to a points system. So if you win, add up total kills. So if you went for example 15-7, thats 8 CSR points. Then lets add .5 points for every assist. So say you went 15-7 with 4 assists, you go up 10 CSR. Then, we can add .1 for all medals obtained. And if you are on the losing team, the kills you get can help you lose less points. With a cap 20 CSR points gained for a win, and the lowest being 2 gained if you played a horrible game. Like if you went 3-14. And same for if you lose. Maximum of 20CSR loss for a completley bad game and 2 CSR loss if you had a good game. If anyone could elaborate or other ideas to throw in, let's hear em!! Or if you think it sucks, let's hear that too!!
Those methods will do terrible at actually predicting who will win the match, and predicting your kills and deaths.
TrueSkill2, on the other hand, is doing an amazing job at predicting who will win each match, and how many kills and deaths each player will have. So we are already accurately measuring how good each player is.
[Locked] Matchmaking Feedback Update – June 11