DOTA2 is a game with a variety of characters that can be chosen and used, which tests the player's strength and strategy. If you want to play well in this game, you must solve the problem of "DOTA2" 7.33 Big Show Matching Mechanism Adjustments. In fact, the solution to this problem is very simple. The editor will explain it to you in detail below.
Let’s be honest: There are 8 billion people on the planet, and 99.99% of them are bad at playing Dota (official complaint). This means matchmaking can be a challenge, especially if someone is good at Dota and likes to play with people who are not as good at Dota as you are. We've put a lot of work and thought into improving the quality of matchmaking across the board for players of all skill levels.
Matchmaking system ratings are really just made up of two numbers: Ranked Points and Ranked Confidence. Your ladder score is an estimate of your level, and your ladder confidence is how much we trust your estimate. As you play, we'll adjust your ladder points based on whether you win or lose, and your ladder confidence will increase because now we have more data.
Dota has been using an improved version of the Elo algorithm to make changes to the ladder score and ladder confidence. But over time, we noticed that our approach created several problems. For example, the distribution of ladder points gradually began to shift downwards, and there was an unwelcome clustering in the 0-1000 segment. Another problem is that players come back after taking a break, but find it difficult to reach an accurate ladder score because their past levels are no longer representative.
To solve these problems, we switched to using a different Glicko algorithm, which should allow you to quickly and accurately match other players of a similar skill level to you. From a mathematical point of view, Glicko allows us to better integrate the player's ladder confidence in calculations, so that we can achieve more accurate results when determining the increase or decrease in ladder points.
The new matching system will be a bit like the new ladder season:
All players will enter a shorter calibration mode, and the initial score will be the original ladder score.
The calibration process is no longer a fixed number of games. Now players can consider the calibration process complete as long as their ladder confidence reaches a certain threshold.
After the calibration is completed, it may become a ladder medal that is different from the original one. However, even if the medals are completely different, you will still be matched with players of a similar skill level to you.
The result of the game is no longer a fixed increase or decrease in ladder points. It is now a variable based on several factors, including Rank Score and Rank Confidence. However, we will set a cap on the increase or decrease for each game to avoid particularly negative results.
After a player stops playing games, his ladder confidence will gradually decrease.
We've been running both matchmaking systems in secret for some time, allowing us to build confidence in these changes. We understand that accurate ladder scores are only one of many factors that impact match quality, and like all changes in this area, we're interested in hearing your feedback.
When you reach the top level, understanding other players, communicating with them, and achieving an excellent balance in the positions of several people are far more important than ladder points. So we redesigned the matchmaking system for top players.
The best matches no longer have teams pre-assigned. Now, the two captains have to select the remaining eight players to join the two teams respectively, so that their team configuration is more reasonable, instead of just deciding the position based on the score. So now if the game doesn't go well, you can't blame anyone else, you can only blame yourself, Brother Ranking.
Finally, that’s all about DOTA2. The editor has also compiled other strategies to help you easily play the game. If you are interested, come to the DOTA2 section to check it out!