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Tensei

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Posts posted by Tensei

  1. you serious dude? you think that feminism equals gender equality in modern western world? :lol:

    I don't mean to be rude or anything but that's so 1920's

    Feminism is a collection of movements and ideologies aimed at defining, establishing, and defending equal political, economic, and social rights for women. This includes seeking to establish equal opportunities for women in education and employment. A feminist advocates or supports the rights and equality of women.

    From wiki.

  2. I wanted to get this bundled with Raymond Origins but I think I missed out on that deal. :/ Gonna get it on Steam eventually... maybe they'll have the bundle again...

    There's no point in getting Origins if you have Legends because Legends has most of the Origins levels in it as a bonus. Unless you really really prefer the Origins art style I guess...

  3. I never said that grinding games with griefers on both teams for a marginal increase in your MMR is *fun*. I said that theoretically, over a longer time, it's impossible to stay in the 'wrong' bracket because at some point, the disparity between your own skill level and the rest of the players around you will come into play.

    If the person in this example is truly better than the bracket they are playing in, every time they play a match, the team that they are on will have an inherently higher chance to win simply because they have *one* player who is slightly better than the rest and is more or less guaranteed not to actively ruin the game. If you match up 10 random players from the same bracket, the odds are supposed to be 50/50. In your matches, however, there are only 9 random players + you. It's irrelevant that one in every couple of games is flat out unwinnable because of a single player who throws the game. Your team is guaranteed to always have at least one slot taken up by a player who presumably knows what they are doing (yourself), while the enemy team has no such guarantee.

    Again, this is all under the assumption that the person really is better than their actual placement.

  4. if a 54% win rate is pretty good (and it is) and despite this, 1 out of every 10 times you get an unwinnable game due to intentional feeding, afk, or other unfixable circumstance beyond your control, you have statistically a 44% chance of winning your match.

    so no

    and the theoretical assumption that at low MMR the game can effectively match you into a 50/50 game, or even a 45/55 game, with any sort of regularity is laughable given that because of the issue we're discussing, two people of identical MMR can have vastly different skill levels, making the idea of an 'even game' a fallacy to begin with.

    That's not what I am saying, though. There isn't a system in place that automatically makes 1 out of every 10 matches unwinnable. Over time, every match that is out of your control (whether you lose because of someone on your team or win because of someone on the other team) will balance out, because again, the system presumably doesn't/shouldn't have a bias to place bad players/griefers on your team more often than on the enemy team. The only constant factor between all those matches are you yourself, so if you are better than your bracket indicates, EVENTUALLY it should start making a difference.

  5. I definitely get where you're coming from. And I think the issue is that once you get below a certain point... let's call it the event horizon of a black hole... there is a way higher chance of things happening in games that are unrelated to player skill. Someone being AFK, or leaving, or instalocking a role and refusing to communicate, these are things that can severely impact a game and reduce the impact of player skill.

    So for example, let's say you're better than average and your team *should* have a 55% win chance. But because you're at that level, there is a way higher chance that some idiot will feed, rage, AFK (etc) and all of a sudden the typical odds of the game (that should be based on player skill) get completely skewed. Now you need to be way WAY better than the average to make up for that extreme deficiency. Whereas even in Silver, it's fairly uncommon to have players acting like that.

    In other words, because of all the statistical noise, your own skill has to be disproportionately higher to win games and go up in rating over time. Derrit made this same observation and it really does correlate with what diotrans is talking about. It's NOT the same as players being "not good", but actually ruining games completely by feeding/AFK/leaving.

    Technically, over time, this should still translate to a higher win/loss ratio (and therefore an increase in MMR), though, shouldn't it? Even if games are far swingier because people aren't just playing badly but actively undermining each other, it's still effectively a 50/50 chance whether your own team or the enemy team throws harder.

    If someone truly considers themselves ranked below their actual skill, couldn't they just pick higher impact roles (I guess that would be Junglers or Mids in League?) and effectively drag their team kicking and screaming to a win? I mean, that's obviously not going to work in a lot of games, but say that it does in 1 out of 10 and the rest are pretty much split 50/50, the difference in player skill should eventually start to matter. That said, I can imagine that it could take an immense amount of time to bootstrap yourself out of a low ranking.

  6. rocket jumps and combos can be utilized by all players and characters; the existence of these strategies does not actively undermine the rest of the game

    Rocket jumps and combos are 'overpowered'. You could easily argue that they *do* undermine the rest of the game. They change the way the game is played, and every new player will have to learn how to utilize them and play against them. Especially with rocket jumping, that isn't something that every player has access to, only the one that happens to have picked up the rocket launcher.

    like what

    I don't know enough about LoL mechanics to theorycraft counters , but LoL has a vibrant global competitive scene. Competitive players would likely devise ways to counter it. Ultimately, though, does it really affect the game negatively if you have a pre-5 minute tower trade, and people grouping up for fast pushes? Isn't the laning phase generally accepted to be the most boring part of the game?

    yeah but... who cares

    why should riot let thousands of new players get stomped on by a strategy that appears to be unbeatable just so that maybe somebody can maybe come up with a way to counter it?

    This guy cares, and I'm sure that sentiment exists among many competitive players as well. You could just as easily say "Why should Capcom let thousands of new players get stomped by combos."

    The reason is that if a mechanic or strategy is balanced at the pro level, new players can always look 'upwards' to learn how to counter it. This is the entire concept behind so called pubstompers, i.e. champions that rely on mechanics that are easier to counter as your opponents go up in skill. Why should a company cater balance changes to people that have spent only a minute amount of time playing the game compared to the pro players, when the new players could simply adapt and learn how to play the game?

    stealth is just kind of an anti-fun mechanic (and I say this as a twitch main) and I can't really come up with any argument as to why it should be a thing

    also I don't think they've actually done anything to proxy singed

    Yeah, I don't really buy into the whole Riot buzzwords thing. Dying and losing the game are 'anti-fun' too, should we remove those from the game as well?

    Stealth adds variety to the game, it opens up the map by letting you walk past sight wards and it forces specific counterplays by the enemy team. It often gets criticized as a binary mechanic (if it gets countered, you lose, if it doesn't get countered, you win), but really it all depends on how you balance out detection and the stealth mechanics themselves.

  7. the difference with those examples is that everyone can do combos in street fighter, and everyone can rocket jump in quake

    whereas early tower pushing limits the viable champion pool to 'people who can push towers early', and viable character builds generally seems to refer to building a champion in such a way as to give them damage and cc and tankyness which is fun to play as of course but uh isn't really fun to play against

    I don't really see the distinction here. Both Rocket Jumps and Combos changed the way Quake and Street Fighter played, in the sense that pretty much every player had to learn how to utilize those mechanics themselves, as well as figure out how to play against them. You are always free to draft champions that can push quickly as well, and I do think that if given a chance, the community could develop ways to play against it. Except now we won't know if that's possible, because Riot effectively removed it. Much like stealth and proxy Singed. I'm gonna say that the way it is right now (Towers start with additional armor which starts decaying after 4 minutes) is about as unintuitive to a new player as denying.

    Even if fast 2v1 pushes were deemed imbalanced, there are far more elegant solutions for nerfing it than effectively adding a hard limit on when it's okay to push down a tower, such as cheap items or summoner spells that clear minions faster or maybe temporarily power up a single tower.

  8. I think there's something to be said for emergent gameplay. Some of the most iconic, important gameplay mechanics of entire genres started out unintended. Can you imagine Capcom patching out combo's in SF2, or ID software removing rocket jumping in Quake?

    Riot essentially putting a hard limit on pushing early towers and severely restricting viable character builds rubs me the wrong way for that reason.

  9. People in these kinds of games tend to not look at Elo as a ranking (as it should be), but as a direct reflection of their own skill at the game. It sucks as a measure of skill because it's a relative, rather than a static system. You can fairly safely say that if you play a game regularly, your skill at it will increase. At the same time, though, your Elo might fluctuate or even drop if your improvement happens to be slower than that of the rest of the playerbase. A constant influx of new players muddles things even more.

    And that's not even touching on the problems associated with using a ranking intended for single player games for a team game.

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