#0 - Jan. 22, 2009, 10:29 p.m.
Q u o t e:
Although I can't go into great detail at the moment, I'd like to make a few comments.
- The team/personal ratings and the hidden ratings are related to each other. Your team/personal ratings essentially drift toward your hidden rating, so if you deliberately lower your hidden rating and remake a team, your team/personal ratings simply won't get up to high ratings until your hidden rating does. His exploit as proposed simply doesn't work because his assumptions about the relationship between the visible and hidden rating are incorrect.
- Yes, a group of good players could still deliberately stomp nubs by intentionally losing lots of games to lower their hidden rating. A rating system won't stop that, but it still solves most cases of high rated players beating up on lower rated players. First, many of the cases where high rated players were being matched against low rated players wasn't because the high rated players were deliberately trying to stomp people, it was often accidental as high rated players had normal/natural reasons to change teams on occasion (helping friends, trying out new players, new comps, new strategies, etc). Second, it takes far more effort to deliberately deflate your rating down to low levels than it did to simply create a new team.
- Something that many of you have mentioned is that the rating adjustments are now not always "zero sum". However, a rating system doesn't need to be zero sum in order to prevent inflation. The new system uses a bayesian prior distribution in order to prevent inflation, which in simpler terms means there's math that enforces that players won't have ratings outside of some range (when working without bugs, of course). For the population size we have for arenas, this means we should see ratings range from around 600 to 2400 (again, assuming no bugs).
- There were two bugs with the system that we're in the process of fixing before we reactivate arenas (should be soon) that were causing serious problems (and distorting everyone's perspective on the system). One was in the functionality that seeded everyone's hidden rating based on their pre-3.0.8 patch performance, causing players to "drift" toward wildly inaccurate ratings, the other being in the way that personal ratings were adjusted.
Kalgan, lead PvP developer. Quoted from US PvP forums.
http://forums.worldofwarcraft.com/thread.html?topicId=14498233633&pageNo=6&sid=1#115