this post was submitted on 16 Dec 2023
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[–] conciselyverbose@kbin.social 4 points 11 months ago* (last edited 11 months ago) (6 children)

I can't imagine anything less fun than playing way better than someone and losing because of trash rubberbanding nonsense to make games more "fun". Or anything more hollow than getting murdered and "winning" anyways for the same reason.

[–] MentalEdge@sopuli.xyz 3 points 11 months ago* (last edited 11 months ago) (5 children)

I agree. In that sense that first comment is completely off the rails.

I'd personally like to see changes like not having the ranking system torpedo your evaluation because of a single underperforming team-mate.

A lot of current systems go hard on negative reinforcement, and spread it around like candy on halloween along with gleefully engaging in collective punishment.

[–] conciselyverbose@kbin.social 4 points 11 months ago (1 children)

I don't really care about ranking (or play the kind of leaderboard stuff that uses it) so I can't comment on implementation. I think it's genuinely hard to do in team competition environments, though.

I know with certainty it's extremely hard to do in heavily team based sports like football and basketball, because that I do pay attention to. Maybe MoBAs are closer to baseball where even though it's a "team" sport, you actually can isolate out parts reliably enough to measure effectively, but I don't play them to know for sure.

I just find any and all rubber banding (an opt in "skill handicap" casual mode is fine; dynamically changing it mid game just makes everything feel like horseshit) a truly nauseating excuse for terrible design.

[–] PrincessEli@reddthat.com 1 points 11 months ago

I know with certainty it's extremely hard to do in heavily team based sports like football and basketball, because that I do pay attention to. Maybe MoBAs are closer to baseball where even though it's a "team" sport, you actually can isolate out parts reliably enough to measure effectively, but I don't play them to know for sure.

At least for league, I'd say it's definitely the former. Team play and strategy is a huge component and is extremely difficult to measure. There's no hard tracking for things like "knew when to run the opposite way so the enemy couldn't get multiple kills" or "blocked an important spell so the carry didn't die". Individual skill is so closely intertwined with team results that separating out the two is only possible in the extreme cases.

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