Nothing cant help this server because good players left on other platform, so newbies stayed, so you dont have from anyone to learn, also accept system IT WONT BE CHANGED because you zeroes cant learn basics, why would anyone waste his time and bother to "fix" this when you all are not capable to learn basic stuff from dota which is way more simplier than coders to do theirs job like monax, luke and cen..
And arthas no offence but you suck so hard, watch clips on yt if you wanna improve at least, i know its old game but still you're playing it for a long time, why dont become a normal player.
Nothing cant help this server because good players left on other platform, so newbies stayed, so you dont have from anyone to learn, also accept system IT WONT BE CHANGED because you zeroes cant learn basics, why would anyone waste his time and bother to "fix" this when you all are not capable to learn basic stuff from dota which is way more simplier than coders to do theirs job like monax, luke and cen..
And arthas no offence but you suck so hard, watch clips on yt if you wanna improve at least, i know its old game but still you're playing it for a long time, why dont become a normal player.
and your english suchs hard
To give a small example, if you would gain some rating points for having x amount of last hits, people would afk on lanes to get those last hits instead of doing things on the map like they should.
It worked better because there were more players. Now high psr players arent contested and are forced to play with low players or smurf ruining games for others. Example: http://dota.eurobattle.net/la/forum/index.php?action=gameinfo;sa=game;gid=6274004
But generally even mun admitted that system doesnt work as it should due to some missing components
Make the system like RGC 5 psr per win - 3 per losemaybe that would be good. the current one takes too much time to go above 1700 due the lack of high psr players to play againts.
Make the system like RGC 5 psr per win - 3 per loseYou have no idea what you are talking. Been there, done that. That system is flawed to the root. Mainly because 5 losses = 3 wins , that makes it for any 37.5% winrate or above, you get to go up ladder. So you reward quantity vs quality.
Just like what valve does now, when after 10 wins in a row or something like that, it starts giving you +50 MMR.Sounds interesting btw !
We also track our uncertainty about your MMR. New accounts and those playing in Ranked Matchmaking for the first time have high uncertainty. Higher uncertainty allows larger adjustments after each match, and lower uncertainty leads to smaller adjustments. Together, the MMR and uncertainty can be interpreted as a probability distribution of performance in your next game; the MMR itself serves as the mean of this distribution and the uncertainty is its standard deviation. If the match outcomes (both the win/loss and individual performance) repeatedly match our expectations, the uncertainty tends to decrease until it reaches a floor. A surprising match outcome will tend to cause an increase in uncertainty.
Any form of metric is good for determining who is the best at that specific metric.
Winning is the main objective of the game, therefore having winning as the metric is the best way to rank people.
If other forms of rating were present, people would give up on trying to win when the game is even slightly difficult and they would instead try to farm rating points in those specific hypothetical ways.
To give a small example, if you would gain some rating points for having x amount of last hits, people would afk on lanes to get those last hits instead of doing things on the map like they should.
Another example, if you would gain some rating points for having y amount of kills, people would start using spells only to last hit the kill instead of using the spells when they should in order to win the fight.
Yet another example, if you would gain some rating points for having z amount of k.d.a. ratio, everyone would start being scared of dying and not going in to do things in fights even if they should, (because every death reduces the k.d.a. ratio immensely), and so on and so forth.
Therefore, having only winning as a metric is the best.