Il Lead Designer Travis McGeathy è intervenuto su reddit dichiarando che un blogpost dettagliato a riguardo è in arrivo, ma intanto ha spiegato a grandi linee come funzionerà il nuovo sistema, che sarà attivato a partire dalla prossima stagione classificata.
- Il nuovo sistema sarà applicato a tutte le modalità che fanno uso dell'indice MMR di un giocatore;
- Nei calcoli dell'MMR l'elemento più importante è sempre essere riusciti a vincere la partita;
- Usare sempre lo stesso eroe o variare non fa differenza;
- La fase di draft e ban non viene contata;
- Gli effetti degli aggiustamenti saranno visibili al giocatore;
- Internamente hanno già tantissimi dati per i loro calcoli, e possono aggiungerli e rimuoverli a seconda della necessità;
- Per i nuovi eroi o grossi rework contano di disabilitare il sistema fino a quando non vengono generati sufficienti dati;
- Il proprio MMR non sarà visibile, ma McGeathy vorrebbe renderlo possibile in futuro.
BlizzTravis ha scritto
I'm looking at pulling a blog post together at least. To answer some of these quickly...
Uncertainty doesn't exist in the same form in the new system. The core concept of something that limits how much MMR can adjust on a per-game basis is there, but the factors that go into it are different.
The most important thing is still winning the game. That hasn't changed. Sometimes, that means sticking to heroes you know really well. Other times, that means having flexibility in your hero roster and playing the heroes that best fit the situation.
Drafting matters in the same way as the above statement. Drafting is a skill and how well you draft affects your win rate.
We have great insight into what parameters are used...but aren't going into that level of detail externally.
We'll add more parameters as it makes sense.
We have more than enough data on all existing heroes. For new heroes or major reworks, the performance-based adjustments will basically be disabled until enough data exists.
It will apply to all game modes that have MMR.
Woah, thanks a lot, that was prompt!
As I expected, despite some scepticism in comments, the only really sensible question was about the specific parameters :)
Alas, I only now remembered a topic that was intended from the very start, hope you can add something on that in an upcoming blog post at least.
It is: revealing MMR and the general clarity. Assuming "no" on "if you're going to reveal MMR" (:D) I'd like to ask whether we would be able to see when the adjustment takes place on the post-match screen, like we see PRA now.
And while we're at it, PRA is still really unclear system, community certainly would appreciate an insight into it; at the very least I suggest displaying rank points gained/lost not just in hovered tooltip but explicitly, like:
- + 200
- - 2
- + 4
..and save toolptips for the source of the points (base, relative team strength, PRA).
We won't have visible MMR for this update, but I do still want to do it in the future.
For now, you'll mainly see the effects through rank points. We're planning to swap out personal rank adjustment for a more direct performance adjustment which will give better insight while filling a similar role of keeping rank close to MMR. I'm not sure right now whether that will be for this season or the next yet.