@tomma said in Please show rating changes in replay vault:
@ftxcommando so like why gas every gamer because of the newbros? Cant you make the rating change invisible for dudes in placement/with less than insert number games or just make it a toggle switched to brackets by defdault? It really seems shitty to force it on everyone
Because I wrote to expand on what Brutus was talking about and it’s just one reason for said decision. Trueskill as a leaderboard is already an arbitrary number you know, the system gives 0 shit about your shown rating and the number everybody sees is just the attempt of the matchmaking system to give an inhouse leaderboard.
The problem is the vast majority of people TREAT trueskill like a leaderboard instead of a probability function for matchmaking instead of the reverse and so you get behaviors like people seeing a 1900 lose to a 1500 alongside other variants and everyone going baboon mode because their “carry” has now cost them potentially more “points” than usual.
This means a league can hide the recalibration of rating which can be more volatile with more of a granulation in the movement in leagues so losses are less of a mental crybaby moment. Wins will mean less too, but since people are mainly loss averse, it’s typically better when you have a wash outcome such as that.
This stuff isn’t ironed out in pvp games, and you have games that only show league with no mmr, games that show mmr but league doesn’t exist, and games that show both. But the trend in modern games is definitely moving more and more towards some sort of league system to be the basis of player comprehension of their skill.
@sainserow said in Please show rating changes in replay vault:
@tomma I think the answer is even simplier. It would be much easier to give 500 rating from the start so it would be harder for newcomer to get it into negative. Or cap minimum possible rating at zero. What scares some of newbies is negative rating, not losses or rating drop, so there is no reason to hide only the last one.
Your solution is a sign you don’t really understand trueskill. How exactly do you expect to “give” 500 rating? What is the combination of trueskill ratings you expect new players to actually start with in order to have 500 rating and how will this not just result in translating the population bell curve? You haven’t solved anything about losing games early having drastic impact on uncertainty but nobody having any clue what uncertainty actually means. They just see themselves fall down a lot when a loss is already painful.
I should also say FAF has attempted to resolve this issue itself via the matchmaker by making new players start at 500 mu and then interpolate to their actual rating over 10 games. This was to make it so that their first games tend to be against people they have a decent shot at competing with rather than the total stomp of facing someone with 1500 mu that trueskill would traditionally prefer. Like as close to a 0% chance as it can get for a new player to beat a 2000 mu player so the attempt by trueskill to be theoretically efficient with its data was really just not practically efficient.