S O L A I S, on 01 July 2018 - 07:21 PM, said:
You say for some reason that the concern of two people swaying the game is invalid. What do you have that backs that up? Considering one Emp guy can do it, again groups of two you think wouldn't be a problem?
The other issue that refuse to wrap your head around is what adding duos would do to matchmaker. Have you asked Paul on his thread if it would be considered?
Either way it is not going to happen or even worth considering.
I believe you are failing to take into account how uncommon a top 1% player is or even a top 5%.
Maybe we need to clearify what this top 1-5% means.
Is it the top 1% of all players that are currently playing regularly or even semi regularly ( as in currently placed in the top 1-5% on the leader boards on this forums)
Or is it top 1-5% of players that are currently online when the match maker fills it's match. (this is a significant difference over the top 1-5% of all players listed on the leader boards)
Or lastly is it the top 1-5% of players currently in the match being played. (As in the two best players of the 24 currently playing are on the same team and grouped together)
Of these three possible definitions the last holds the most sway as being an impactful variable.
Otherwise the first two definitions would be small sample groups that are likely to equalize as their percentages dictate Ie. 1% of all matches include 1% top quality players therefore 99% of matches do not include top 1% players.
Seems silly to put so much concern on something that will not occur 99% of the time.
The last definition I outlined however could potentially become an issue. But even then this would mean the two best players in the matchmaker bucket must be grouped together first.
And this may be rare enough that it isn't a significant factor in the vast majority of matches. And a similar effect can already happen within the framework of the current match maker.
Since we can fairly assume that top 1-5% placed players will be tier one the match maker concentrates this pool of players already by having the criteria set as it is now (2 steps of tier difference in a given match). The match maker currently only matches tier for tier so a genuinely top 1-5% skill level tier one is valued the same as a tier one player who got there by Lurm-spamming their way up the ranks.
The match maker just grabs X number of tier ones from the bucket and places them on teams. Since the tier rank is the only criteria used a tier one lurm spud would be the same value as the hypothetical EMP player in your post.
Blue team gets a LURM spud Red team gets top 1% EMP dude. And since this does currently happen one could assume it is also possible for Blue team to get 2 X Lurm Spuds and Red team to get 2 X genuine top 1-5% skill level players since the current match maker will green light this as "Balanced" since all 4 players have the same value (tier one)
So since we can assume this issue does already occur since it can occur we need to consider the possible complications of players selecting to make this occur. How frequently would 2 top 1=5% players be grouped together and drop in solo queue and of what percentage does this result in a victory for their teams (certainly not 100% but high) and finally what percentage of total matches does the top 1-5% 2 player group even occur at all.
And one last thing to contemplate.
If there is only one 2 player group per team per match wouldn't this mean that 10 players on every team that includes a group are solo players?
And if 10 players on a team are not the top 1-5% skill level grouped players and that team wins doesn't this mean that every victory achieved by the top 1-5% skill level group also grants a win to 10 solos.
So if this hypothetical top 1-5% group wins 100 matches they would have beaten 200 grouped players and 1000 solo players.
Conversely this would mean they would have also shared a victory with 1000 solo players.
Since solo players who win equal solo players who lost wouldn't this logicly mean the top 1-5% skill level groups only negatively impact grouped players since there is no pairity in shared victories with grouped players.
Mathematicly the total number of solo players losing equals the total number of solo players winning.This would mean that since it is highly unlikely that any given solo player would consistantly be placed only opposing these hypothetical top skill level players the existance of these players in a shared queue would mathematicly equalize to NULL values for solo players win/loss ratios.