Updated specific locations to be searchable, take a look at Las Vegas as an example.
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We need an accelerated loss system to pair with smurf detection
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It takes far too long for players that are so beyond a doubt terrible to fall to a medal they belong in. Boosters, account buyers, people who haven't played in years and hop straight into ranked, etc.

If you're so bad that you have even a 45% win rate (griefing level bad) it takes over 500 games for you to drop a medal.

500 games. that's literally months of time they get to grief people to go down just ONE medal. That may not even be the rank they should be at.

There desperately needs to be the same surf detection in reverse. If across all roles your average stats for your rank (gpm, xpm, kill, deaths, damage dealt, etc.) Is a % below the average of your current mmr, you need to receive a HEAVY penalty on losses. 30% lower? 3x the loss penalty and 30% of the win mmr. That's a 9 to 1 ratio, dropping games required from 500 to nearly 60.

The closer you get to a rank that has closer stats to your average, the lower the penalty. This DRASTICALLY speeds up the process of mmr decay for those who earned a rank 4 years ago and just play on and off or people who purchased an account, etc.

The amount of people in 3.5-5k who clearly don't belong makes up like over half. The majority of players either boost, or stagnate from their last rank up 2 years ago.

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Posted
3 years ago