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    posted a message on How does matchmaking work (better player at lower ranks?)

    We understand completely what you're saying, but it's just not correct.

    This post I made a few minutes ago points to a public data set that makes absolutely clear that across thousands of players the matchmaking is random with respect to what is in your deck.

    Posted in: General Discussion
  • 3

    posted a message on How does matchmaking work (better player at lower ranks?)

    In my post above, I offered you a source of a huge amount of publicly available data that says you're not right about this.  Have you looked at it yet?

    Posted in: General Discussion
  • 2

    posted a message on How does matchmaking work (better player at lower ranks?)

    - Rank (shold be around the same rank as you)
    - Experience (number of wins in ranked)
    - NEW: Deck type (dont know how it works, but if you switch decks you will see that also your opponents change, and will pilot a deck that has a high chance to defeat you)

    They have stated that they try to match newer players against each other, but other than that the third on your list is certainly not the case.  How do I know?  Easy.  If you visit HSReplay's Meta Matchups tab, you can mouse over each archetype matchup in their entire database and see both popularity percentages and raw numbers of times those matchups have occurred in their entire data set.

    I'll cut to the chase so you don't have to:  The percentage matchups for each archetype closely track the popularity of each opponent archetype.  Or, to put it another way, they are not manipulating your opponents based on what is in your deck.

    It's unlikely there's a more comprehensive data set out there for looking at these numbers.  Fortunately, HSReplay.net has put it all out there for anyone to see who cares enough to look.

    Posted in: General Discussion
  • 0

    posted a message on A simple challenge for folks who think the game is rigged.

    Regarding whether matchmaking is biased toward certain match-ups based on a player's selected archetype:

    It dawned on me just down that hsreplay.net displays raw counts of recorded games for each archetype matchup in their database.  (Go to the Meta tab, click on Matchups, and mouse over each win percentage.)  Their total sample size is millions of games in the past 7 days, and some of the more common matchups have 60-70 thousand games recorded.

    Just inspecting the numbers casually, there doesn't seem to be any indication that certain archetypes are particularly over- or under-represented in matches for other archetypes.  So, it doesn't appear that they're doing the kind of thing I was hypothesizing about.

    If someone wants to collect those numbers and do a more rigorous analysis, I'd be interested to read it, but I didn't see much interesting to convince me that it would be worth doing so myself.

    Posted in: General Discussion
  • 0

    posted a message on A simple challenge for folks who think the game is rigged.

     

    Quote from Xynot >>

     Currently, game makers deny implementing these patents, but their existence has fueled this debate.

    From where I stand (as a software engineer on a reasonably well-known game in a different genre) I tend to believe explicit denials of such things, at least at the time they're stated.  The reason is that the default, and easier, behavior is to remain silent.  The cost of being caught in a lie can be high.
    But, highly engaged players can get pretty wound up in conspiracy theories.  And, saying "we have no intention to do X" doesn't bind them now and forever, it's still just a snapshot in time.
     
    Posted in: General Discussion
  • 0

    posted a message on A simple challenge for folks who think the game is rigged.

     

    Quote from iandakar >>

    You know one thing that does bug me though, everyone bringing up info about it being rigged keeps proving that they are at the 'negative' side of it: the game purposely matching opponents against them.  Given this particular hypothesis, this means we have folks who are on the other end, getting great and easy matches against opponents.

    Let me start by saying that I too want to see a lot more data.  (I really, really wish that either the HSReplay.net or Vicious Syndicate people, who both have very sizeable data sets, could take this on, but I have no clue whether they're even aware the question is kicking around out here.)
    Regarding your comment that I quoted: I feel I'm a counterexample to this.  I argue that IF ranked matchmaking does currently take factors other than star rating level (such as class or what archetype they appear to be playing) into account, that's precisely the goal:  To ensure that players see a mix of both counters to them and decks against which they're strong. 
    You and I have both been in a number of these threads, and you may or may not remember that I've been on both sides of the argument.  Part of the problem is that there's no consistency or clarity about what people are claiming constitutes "rigging."  I believe there's at least a little evidence to suggest that factors other than star rating are now being used in ranked matchmaking, and also that this has changed since they last talked about that question directly in January of 2017.  But, I have reasons for this that come from their game design goals, their public statements, and (regrettably very weakly) a little bit of data.
    First, let's focus on matchmaking, rather than people claiming their card draw is rigged.  (I believe that the development team would consider manipulating what card you draw next an unthinkable choice for a game like this.  It risks violating very basic assumptions about what constitutes a "card" game, and would punish statistically-based deck choices, which would be counterproductive to making a good card game.)
    Most of the people complaining about "rigging" are salty players who lose some games and see a pattern where there's probably not one.  The developers last directly talked about ranked matchmaking as such in January of 2017, and stated that star rating was the only input (though they also talked about tending to match newer players preferentially against each other.)  But, that was 15 months ago, we know they've been iterating on the ranked experience to try to make it better, and there has been a Blizzcon in between.
    There are very solid game design justifications for either adjusting matchmaking by class or by some kind of archetype detection, with the goal that each divided category have closer to a 50% win rate.
    • Ideally, ranked ladder should measure your skill at playing the game to a greater degree than your skill at picking a deck archetype.
    • Matchmaking that tries to even out differences by class/archetype also makes the experience better for people without access to or awareness of community data like Vicious Syndicate or HSReplay.net.

    I collected some of my own data back in December.  Unfortunately, my sample size was way too small.  It's really hard to grind enough games fast enough, because one needs to compare opponent distribution to a known, measured distribution across the whole community like Vicious Syndicate's, and those can change pretty fast.  So, I got tired before I had a large enough sample size (although I felt my results were interesting enough to warrant a closer look.)

    Aside from that, I also posted about the comments of an engineer working on Hearthstone matchmaking from Blizzcon 2017 that seemed to indicate that they were using business intelligence data to tweak matchmaking.  Note that archetype classification and performance are well within what a game company's business intelligence group would be routinely collecting and feeding back into development.  Unfortunately, since the engineer just casually threw the term "meta" around as the subject of their data input, it's not entirely clear what precisely he meant by that.

    Finally, some thoughts on reasons that such an approach would be good for meeting game design goals and improving player engagement.

    I keep posting links back to some of this stuff because there's so much noise in these threads that the people who want a serious conversation and/or serious data collection and analysis end up talking past each other.

    Posted in: General Discussion
  • 1

    posted a message on Hearthstone earnings.

    If the different methodology is to exclude mobile revenue, sure.

    Regardless, Hearthstone is a tremendous moneymaker for Blizzard at any of these revenue levels.  The team is small, the game is technically simple, and the art costs are relatively quite low compared to any other Blizzard game.

    However, I do know a lot of people who used to play on PC who have migrated to playing entirely on mobile because their mobile implementation is so good and the short game length works well with how people play mobile games.

    Posted in: General Discussion
  • 0

    posted a message on Priest just too good?
    Quote from Marakius >>
    I don't exactly know how the vS Deck Power is calculated, as Razakus Priest haven't dropped below 52% winrate since the start of January according to HSreplay, but somehow it doesn't make the cut.

    The disagreement you notice between HSReplay and Vicious Syndicate is probably within the range of each site's measurement uncertainty (which they don't estimate or display, unfortunately.)  They have different data sets in terms of collected games (since not everybody submits to both) and probably different heuristics for identifying deck type also.

    Q: What is the meaning of the Power Rankings and how do you compute Power Ranking scores?

    The Power Ranking scores are each deck’s expected win rate against the field. We calculate a deck’s Power Ranking score by weighting its matchups against other archetypes, factoring each archetype’s frequency. Both matchup win rates and archetype frequencies are factors that can change at different ranks, which is why the Power Ranking table can be filtered by rank groups.

    Source

    Posted in: Priest
  • 1

    posted a message on i can't win against aggro as a razakus

    People just complain that it's "autopilot" because it can be very frustrating to lose to a well-played combo deck.  They don't get to see the hours of awful games that led up to that point for their priest opponent. :)

    Posted in: Priest
  • 2

    posted a message on i can't win against aggro as a razakus

    This is the deck I have been running with.  I have not been feeling weak against aggro in general, though there are some games that I just straight-up lose.  Trick is to mulligan heavily for early AOE and card draw vs. paladin, rogue, druid (just in case), and, to a lesser extent, warlock.  Key cards for this are Spirit LashDuskbreakerDragonfire PotionKazakus (which can give you both AOE and card draw), Netherspite Historian (to fish for Duskbreaker), Primordial Drake, and Psychic Scream.

    Sometimes aggro decks just walk all over me, but just as often, it feels like I can come up with an answer for everything they do and they just get nowhere while I chip away at them.

    Edit:  Pint-Size Potion and Shadow Word: Horror are a great combo, but I find it's easier just to run some heavier AOE that doesn't require having both cards, particularly since Pint-Size Potion doesn't seem that handy on its own.  But, I haven't spent a lot of time working out how best to use them.

    AOE-heavy Razakus
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    Posted in: Priest
  • 0

    posted a message on Everyone is complaining about highlander priest...
    Quote from robert_fanr >>
    The "skill" required by this deck is to draw RAZA and ANDUIN on time .
     OK, so why do some players achieve 60% win rates over the long run with the deck when the average is about 51%?
    The skill is knowing when to prioritize holding responsive cards over card draw to survive vs. faster decks, and what to go fishing for with the Discover mechanic.  Done right, it often doesn't matter how late you draw Raza and Anduin.
    Posted in: General Discussion
  • 0

    posted a message on Everyone is complaining about highlander priest...
    Quote from scorpyon >>

    Raza Priest isn't very strong any more.

     I disagree.  It's a very strong deck, but on average performs poorly because it requires thinking multiple steps ahead to make it work well.
    In short, it's exactly what the Hearthstone developers want, a deck that rewards skilled play with a much higher win rate than average.
    Posted in: General Discussion
  • 0

    posted a message on Advice for climbing from 5 to Legend?

    Looking at the stats on HSReplay.net, the difference between average, population-wide murloc and aggro paladin win rates is less than half a percent.  To put this in perspective, you would need to play at least 40,000 games to be able to see a clear statistical difference between these win rates.

    Posted in: General Discussion
  • 0

    posted a message on A "fun" change to Glimmerroot

    I think definitelynotsalty's "rank 10 or better" qualification was to ensure that your opponents are playing at least three class cards in their decks, so you're very unlikely to see neutral cards in the pick.

    Posted in: Card Discussion
  • 0

    posted a message on Priest just too good?

    Fair enough, I wasn't arguing that it shouldn't be nerfed, just that doing so would require a different argument than to appeal to Blizzard's dislike of certain kinds of combo decks.

    However, it's not a great candidate to nerf.  Skilled players can do quite well with it, but the population-wide win rate for it is hanging right around 50% (49.8% from Vicious Syndicate's numbers, 51.5% from HSReplay's statistics.)  If anything, a deck that's sensitive to skill like that is the kind of deck I'd imagine the designers would like to encourage.

    Posted in: Priest
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