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Dota Underlords changes ranking again to be more about skill and less about time

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While in Early Access, Dota Underlords is in a constant state of flux and Valve have again changed the ranking system.

For those good enough to be in the Lord of White Spire ranking, they're now using the well-known Elo rating system, so the number of points gained or lost now depends on the skill of your opponents. Why the switch? As Valve said, the Lords of White Spire leaderboard ended up being a list of who played the most instead of the best so they're hoping this will solve it and be a little more fair to those who don't play all the time.

Other ranks don't seem to be affected by this change, as Valve think they have a good enough balance for those ranked from Upstart through to Big Boss. You can see the main changelog here, with their explanation on the rank changes here.

Dota Underlords still seems to be doing very well on Steam. It's regularly hitting over fifty thousand players a day, although going by SteamDB graphs there's a clear decline over time. That said, it's pretty skewed due to the massive player influx at the start.

What is great, is to see a team at Valve keep in constant communication with the community, I imagine that has helped Underlords quite a lot.

Are you enjoying Underlords? What are you hoping they do with it next? Let everyone know in the comments.

Article taken from GamingOnLinux.com.
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jasonm 16 August 2019 at 2:03 pm UTC
I enjoy the game and play it once or twice a week for a round or two in single-player mode with the time counter turned off. It does seem to be more about die rolls than skill but then again, maybe I just suck at it. haha...
thedukesd 16 August 2019 at 4:32 pm UTC
Elo system in a rng based game...

Use the AI at the end of the game to replay the entire game and see how the result will end up. It will be a better way to evaluate someone skill level in a game where you just can't control the rng (sure you can rerol and get crap after crap after crap).

There is no way to fix such game format.


Last edited by thedukesd at 16 August 2019 at 4:42 pm UTC
KohlyKohl 16 August 2019 at 5:06 pm UTC
There is some skill involved.

  • Where you place your units matters

  • Balance between getting a good army right away versus getting more gold instead

  • Knowing who has what and what you should get based on that

  • Which 3 star heroes to go for in a given match

  • Picking the right items for your build



Sure there is some randomness that can make or break a build. A good example of this is going for all 4 trolls. Getting the 5 gold troll can win the game but you may never see him once (I've had that happen to me before) and lose the game on that.


Last edited by KohlyKohl at 16 August 2019 at 5:07 pm UTC
Stick 16 August 2019 at 5:41 pm UTC
  • Supporter
I believe this change _only_ affects the Lord of Whitespire tier (which definitely isn't me ).
The rest of the tiers will still use the previous static point system.

QuoteThere is some skill involved.
Yeah, agree. I can usually tell where I've gone wrong, or where my opponents have done something clever when I lose. Also agree there's a good deal of randomness. I actually like the RNG, it keeps things exciting. A good roll or ten can change the dynamics a ton, for you or your opponent. Has a bit of that gambling excitement that feels great when it pays off for your strategy, and terrible when it doesn't


Last edited by Stick at 16 August 2019 at 5:47 pm UTC
thedukesd 16 August 2019 at 6:45 pm UTC
KohlyKohlThere is some skill involved.

  • Where you place your units matters

  • Balance between getting a good army right away versus getting more gold instead

  • Knowing who has what and what you should get based on that

  • Which 3 star heroes to go for in a given match

  • Picking the right items for your build



Sure there is some randomness that can make or break a build. A good example of this is going for all 4 trolls. Getting the 5 gold troll can win the game but you may never see him once (I've had that happen to me before) and lose the game on that.

1) Units move totaly retarded. After a kill they change the target they decide to attack in a silly retarded way (like having 3 units in the next squares that were 1 hit, but no, decides to go after the only ranged enemy full hp unit that was miles away and die before doing 2nd hit on that unit (yes it matters, sure it would had been a lost round but it's important the damage you take, this particular behaviour can easily make the diference between 6 damage and 18 damage)).
2) Good luck doing that. You can't get a good army when you get useless heroes and you rerol and rerol and rerol and get crap after crap.
3) Knowing who has what and what you should get helps you with nothing when you get useless heroes.
4) You are assuming here you can actually get a 3 star hero... (You need to actualy hit 9 same hero and that hero to actually fit in your strategy. Would you actually focus on getting CM to 3 star?)
5) You are again assuming you are getting items, you can easily not get items or get silly items...

The fact that it's a better implementation than Teamfight Tactics doesn't actually change the effects of rng.
Ofc there is a way to remove rng but you will not see it implemented.


Last edited by thedukesd at 16 August 2019 at 6:53 pm UTC
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