Previous article, I stayed up all night.
After staying up late to read a bunch of "developer logs", I stayed up late to write the matching principle of the MMR mechanism of the League of Legends mobile game, and analyzed how to avoid it correctly and effectively.
Then he dug a "next" pit for himself, and this article was to fill the pit.
XiaoKepu: LOL mobile games now use the MMR mechanism, and the 2.6 version only continues to upgrade. (ps: the first time to brush to the friend, it is recommended to start from the home page "on the method (1)" to start to see, and humblely ask for a attention)
Good nonsense is not much to say, the text continues.

When we effectively avoided the "mismatch of MMR" in the matching phase, the challenge really began.
Based on the experience of many players and bloggers in the past, including me, I have always believed that the best way to fight the LOLM matchmaking mechanism is to "swing":
Reduce your hidden points by deliberately controlling your innings performance, and then rely on your teammates to take you to lie down. In fact, this method is effective to a certain extent, and it is also an absolutely effective "lazy upper division" under the ELO mechanism next door.
But in the face of MMR mechanisms, especially after version 2.6, this method will never work.
Even, version 2.6 has strengthened the punishment for players to "deliberately lose the game", "pendulum" will not only not become an effective means of scoring points in the future, but will also make the account have the risk of violation.
And even now, when the prediction accuracy of the MMR mechanism is not high, "pendulum" is actually not the preferred target for scoring.
I don't know if you have felt that the effect of "swinging" on the score often appears after a continuous defeat, and once it is a continuous victory through the way of swinging, it is easy to lose again.
In layman's terms:
The points that come from the pendulum are finally to be returned.
This involves the "upper division principle" under the MMR mechanism.
In the previous article, I mentioned that the MMR mechanism is not what prevents players from scoring, but "inaccurate MMR" is. Under normal circumstances, as long as we can avoid the occurrence of inaccurate MMR, it is actually very easy to score.
As for how to avoid it, the previous article has already talked about it, and I will not repeat it here.
Let's talk about the principle of MMR scoring.
The biggest feature of MMR is to evaluate the hidden strength of the player.
If a player's real strength is "Grandmaster", then as long as the hidden strength of the "Grandmaster" level can be judged, it will definitely climb to the "Grandmaster Rank" in a very short period of time.
Because it is very difficult for a high-level player to match an opponent and teammate with a "small MMR value gap" in the low-level position, the system must quickly increase the player's rank in order to match smoothly.
This is why some players "skip sections".
One principle that must be remembered is:
The system will prioritize matching "teammates and opponents with similar MMR values", and we also need teammates and opponents with similar MMR values.
Therefore, what players need to do should not be to "swing" to lower the MMR value.
On the contrary, trying to maintain your MMR value at a "high score" is the right way to score. Because players with high MMR values will give priority to matching teammates and opponents with the same high MMR values.
Many people may say, doesn't this match a strong opponent, how to score?
But don't forget, your teammates are also "high MMR" players.
Therefore, it is precisely in this way that we can perfectly avoid the situation of "one god with four pits". Although the opponent is stronger, the teammates are also strong players, and the victory or defeat at this time often depends on the real competition between the two sides.
Conversely, if you deliberately reduce the MMR value by pendulum, although it will match the opponent with the low MMR value, the MMR value of the teammate is also ridiculously low.
At this time, both sides will fall into the dilemma of "shorter than the short board and than the thigh", relying on someone in the team on both sides who deliberately controls the MMR score to control the game. In this case, even a true master would never have predicted how bad his teammates would be and how strong his opponents would be.
For master and grandmaster players, if you want to quickly score points in the jade diamond stage, "swinging rotten" is definitely the next strategy.
Only by taking more SMVP is the best policy.
Rely on excellent in-game performance, improve your MMR value as much as possible, and when you match, you can meet teammates with the same high MMR value. Although in this way, the opponent will also be a little stronger, but the probability of the team's victory or defeat is at least equal, not 0-10, or 10-0.
What's more, a high MMR value means a hidden "high upper limit".
The system will judge that the player's hidden strength is high, making it easier to trigger the jump, the diamond rank will have more extra points, and the upper score will be faster.
If a player deliberately controls his MMR value so that it is on a low value, the system will determine that the player's "upper limit is low".
Do you think the system will give you a matching big guy to take you flying?
On the contrary, according to the matching logic of MMR, in fact, there are only a few cases where teammates will be people at the same level as you, and in most cases teammates and opponents will be lower than you.
Therefore, many players who control points often win and how they will eventually lose back.
You hide your strength and fry the fish, and others will also hide their strength and fry you. Only by showing real strength and matching teammates and opponents of the same level as much as possible can win or lose 5-5.
So it comes down to the fundamentals, the League of Legends mobile game is indeed different from the pursuit next door, although the MMR mechanism also has a situation where the control score reduces the activity, and even before it was forced to stuff people into the game... But in general, players who are strong and do not mess up are often easier to match to good teammates and thus achieve a score.
On the contrary, people who are in a mess are often punished by streaks and streaks.
If you really have strength, you may wish to change your mind, experiment with "put C", and pay attention to using the method I mentioned in the previous article to prevent the MMR value gap from being too large in the matching stage.
Believe me, the speed of such a score is bound to be more qualitative and faster than "pendulum".
Of course, the premise is that you are really powerful.
I'm Don Jiluo, and I code words every day. For more exciting game interpretations, welcome to follow @Tang Jiluo.