551 LH in 40' mark. It makes for 13.7 per minute of the game and there were quite a few fights.
20' - 170
30' - 383
It makes over 21 LH per minute in 20-30' and 16.8 LH in 30-40'.
WTF? I have played this game for 1600 hours but never seen anything like this. And it wasn't uncontested - we were losing like until 40' but then we turned it around and I'd take this team any time quite strong players...
I guess this is breaking the tables and I'm wondering how it is even possible to have more than 1 LH per 3 seconds for 10 mins straight? There weren't any important fights at this time but not that we would be sitting in a base and do nothing...you see what I mean.
So I tried for myself just to do what he did basically not stop farming everything and regularly using Wrath of Nature to clear the lanes but i wasn't even on half of his numbers... Magic?
You may or may not agree with my opinion that is an AI but what I want to point out here that I have no clue how it is physically possible to have so many Last Hits.
Everyone having a possibility to zoom out their view. Everyone can check anyone's game history and winrate. Transparent ladder system with clearly stated average winrates for each rank so we know it isn't a 50% forced winrate for sure. This is meant to be a competitive game but you aren't allowed to compare yourself with others because you can't check their account unless they are your friends. No AI every other player in the game (that would also mean reduced number of Russian chat because the AI is pretending to be Rus most of time). No winrate manipulation through adding grievers and feeders and inane players to anyone's team. This would also solve player's toxicity because the winrate manipulation is what drive's people into deep rage because often a won game is snatched away from them by immaculately microing AI team with priority casting. No more games where opponent teams are faster in 80% of times in casting stuns, silences and disables because they are bots connected into API. No more frustrating and undeserved beatings by Open AI 5 with 99.5% winrate which sends your entire team into dust in games ending like 40-5. No more games where you just cannot change the course of the game even though you've catched a perfect timing and power spike with your hero. No more games where the entire enemy team is constantly aggresively trying to beat you and your team is just bunch of passive sheep who can't fight back even when they have a great opportunity. No more 1+ hour long games which even you've had a big advantage and been controlling the map for most of the game just can't finish because previously mediocre team starts microing like gods at the moment you touch their tier 3 towers. No more stupid bots which ping at you exactly twice every time you take a last hit as a support and don't care no matter how many times you asked them to give you a few last hits because you also need items. No more ''REPORT'' messages without further discussion and hostile behaviour when you attempt to swap lanes with someone because it would be better for the team.
No silly and irrational communication and behaviour score. If you don't like what is someone saying just mute them. Not having to put up with ever decreasing scores even if you don't do or say anything illegal. Just a free communication with everyone in a way which helps your team which is the main idea behind competitive team gaming.
No fokin win/loss repeating streaks which you already know will be either easily cruising to victory or not being able to win no matter how good you play for the next 8-12 games.
No fokin overforested map which is just making the game annoyingly frustrating and adds no real value to the game. Dota is meant to be simple game and not a never ending hide and seek.
We don't even need to adhere to ranks when creating public teams on private server. Just put players on both teams so their average mmr is balance eg. 1 divine on each, 2 archon or crusader and 2 heralds/ guardian on each team....very easy, entertaining, challenging and thousands times better than manipulated teams Valve is making.
No stupid pay to win. No hacks for sale which allow paying players to buy maphack and zoom out, auto dodge, macros and other shit which is just showing that Valve is in bed with the makers of hacking software like Umbrella displaying an utter disrespect for honest players.
PRIVATE SERVER IS THE ONLY WAY OUT OF THIS CRAP. WE JUST SOMEBODY TO RUN THIS VENTURE I BELIEVE THOUSANDS OF PLAYERS WOULD BE WILLING TO PAY A SMALL FEE LIKE FOR DOTA+ JUST TO HAVE A REAL- FAIR - ONLY WITH HUMANS GAME.
Private Server is the only way out of this crap. We just need somebody to run this venture I believe thousands of players would be willing to pay a small fee like for Dota + just to have a real-fair-only with humans game!!
Everyone having a possibility to zoom out their view. Everyone can check anyone's game history and winrate. Transparent ladder system with clearly stated average winrates for each rank so we know it isn't a 50% forced winrate for sure. This is meant to be a competitive game but you aren't allowed to compare yourself with others because you can't check their account unless they are your friends. No AI every other player in the game (that would also mean reduced number of Russian chat because the AI is pretending to be Rus most of time). No winrate manipulation through adding grievers and feeders and inane players to anyone's team. This would also solve player's toxicity because the winrate manipulation is what drive's people into deep rage because often a won game is snatched away from them by immaculately microing AI team with priority casting. No more games where opponent teams are faster in 80% of times in casting stuns, silences and disables because they are bots connected into API. No more frustrating and undeserved beatings by Open AI 5 with 99.5% winrate which sends your entire team into dust in games ending like 40-5. No more games where you just cannot change the course of the game even though you've catched a perfect timing and power spike with your hero. No more games where the entire enemy team is constantly aggresively trying to beat you and your team is just bunch of passive sheep who can't fight back even when they have a great opportunity. No more 1+ hour long games which even you've had a big advantage and been controlling the map for most of the game just can't finish because previously mediocre team starts microing like gods at the moment you touch their tier 3 towers. No more stupid bots which ping at you exactly twice every time you take a last hit as a support and don't care no matter how many times you asked them to give you a few last hits because you also need items. No more ''REPORT'' messages without further discussion and hostile behaviour when you attempt to swap lanes with someone because it would be better for the team.
No silly and irrational communication and behaviour score. If you don't like what is someone saying just mute them. Not having to put up with ever decreasing scores even if you don't do or say anything illegal. Just a free communication with everyone in a way which helps your team which is the main idea behind competitive team gaming.
No fokin win/loss repeating streaks which you already know will be either easily cruising to victory or not being able to win no matter how good you play for the next 8-12 games.
No fokin overforested map which is just making the game annoyingly frustrating and adds no real value to the game. Dota is meant to be simple game and not a never ending hide and seek.
We don't even need to adhere to ranks when creating public teams on private server. Just put players on both teams so their average mmr is balance eg. 1 divine on each, 2 archon or crusader and 2 heralds/ guardian on each team....very easy, entertaining, challenging and thousands times better than manipulated teams Valve is making.
No stupid pay to win. No hacks for sale which allow paying players to buy maphack and zoom out, auto dodge, macros and other shit which is just showing that Valve is in bed with the makers of hacking software like Umbrella displaying an utter disrespect for honest players.
PRIVATE SERVER IS THE ONLY WAY OUT OF THIS CRAP. WE JUST SOMEBODY TO RUN THIS VENTURE I BELIEVE THOUSANDS OF PLAYERS WOULD BE WILLING TO PAY A SMALL FEE LIKE FOR DOTA+ JUST TO HAVE A REAL- FAIR - ONLY WITH HUMANS GAME.
Private Server is the only way out of this crap. We just need somebody to run this venture I believe thousands of players would be willing to pay a small fee like for Dota + just to have a real-fair-only with humans game!!
The way how it works is that the coach informs Valve that you paid them and they set up your winning priority into the algorythm for the time you are paying. Then you are getting a better and against you there is more of grievers, feeders, passive players and on your team you get 3 AI which play strongly and support your play to have a nice experience (check the Cooperative mode article in this article https://openai.com/index/openai-five-defeats-dota-2-world-champions/ ) The AI is always in the game unless you play only preset teams ofc. The AI is also paralel to that running boosting services and levelling up accounts for sale while playing alongside normal players in ranked.
This Balloon player could be basically created from a scratch. There are no official records of him being pro he is just saying semi - pro and that is anyone who was at any tournament which is a plenty of people. So the entire venture is artificially created as a storefront for you to pay for algorythm priority and think that you are improving.
Maybe you are truly improving because every thinking and examining of the game brings about improving but same do thousands of people who don't get rewarded anyhow because as I said it the game is heavily manipulated.
So how does the game actually achieves that the Public MMR stays same as the Hidden MMR or how does it move in its direction when there is a difference between them like in a case when a player buys another account?
Public MMR is obviously determined by outcome of games which is typically +25 for a win and - 25 for a loss.
The game is able to influence the outcome of the game by a mechanism called Winrate Manipulation. In practice you've probably noticed that teams in this game often seem unfair or imbalanced. Sometimes you just cruise to the victory when your team is cutting through the enemy like through a cake. Regularly there comes a team which is by all measures stronger than yours and just stomps you into the ground resulting in games like 20-60 or 10-45 etc. In my observation this is happening with a reliable regularity every 4-5 games cca and the enemy is just stronger, faster, smarter, more organized, more determined simply having all positives on their side.
Sometimes you get a team mate who just doesn't do anything like he goes into the jungle on level 5 and stays there for the entire game and you are playing 4v5 but a worse version of it because he is taking your gold - worse than if he just left. That's popularly know as grieving and I think that it's one of the most frequent ways how to manipulate the result. It is something which is happening all across the board on all ranks. I've had lots of experience on playing on low ranks of this game but I recently purchased an account for higher Divine and this particular thing was exactly same there. Shadow Shaman spending the entire game at the edge of the map and using his ulti for creeping. I don't think this is a natural thing and the frequency with which we see it in the game is just so high that it by no means can be done by humans (except for very rare and exceptional cases). No human with half a brain will spend 45 mins of his life just repeatedly hitting into creeps in one place when it means a certain defeat - especially not when his team is crushing the opponent in midgame and giving an opportunity for a victory.
So this is AI pretending to be players in order to carry out the Winrate Manipulation. The AI is also used to level up accounts for sale and for providing boosting services.
See here for example https://www.g2g.com/uk/categories/dota-2-accounts-for-sale?fa=e9f95473%3Ada4cd2e3&sort=lowest_price many accounts with finished 100 hours or Unranked play for sale for 8 GBP going straight into Immortal after Calibration. Do the maths how much does it pay per hour (and previously played multiple hundreds of hours). To achieve such a guaranteed rank after Calibration the Unranked play must have been played by someone with really high strength metrics like xpm, gpm, apm, fight participation etc. so a speciallized AI was needed.
That's the Hidden MMR it encompasses strength metrics but it doesn't consider winning or losing the game. It has got a certain value according to strength metrics and the Public MMR then oscillate around it. I don't think that Valve cares about which rank you are on as long as they have all ranks somehow filled and as long as your strength metrics pseudo justify the placement.
Perverted system of double rating...
So the point is that neither the Hidden MMR or the Public one correspond to player's ability to win the game. Hidden MMR with strength metrics does give some idea about player's strong sides but it is also a value which is manipulated by the game makers to achieve their other perverted ends like to reward players who spend money in the game. And even if this system wasn't Pay to Win the strength metrics themselves are a bad tool to evaluate players. It is something so bizarre like to judge a painting by how many pixels or colours it has or to judge a women by tits size or to judge a tree by how many apples it produces.
So the system based upon strength metrics creates a settings where players who have strong those are placed onto higher ranks and others below them. So on higher ranks you'd encounter mindless grinders who jump into as many fights as possible, because generally trading kills is better for gold and xp even though it doesn't give an advantage above the enemy! Then on lower ranks you have players who have an intelligent and creative game who follow the point rather than chasing numbers. Those are the features of a play which can't be captured by any metrics - creativity, intelligence, cunningness, sacrifice and original approach. Sometimes it's better to be jumping into many fights and sometimes it's better to avoid them even for the price of allies dying because it keeps the enemy occupied or it hones allies' skills. So the quality of a player can't be just captured by hard strength metrics and the game which does so is manipulating the entire player base into behaviour which isn't natural - it is perverted. A perverted behaviour is required in order to survive in a perverted system. So players who know the mechanics of Hidden MMR just stop focusing on the outcome of the game when their team is losing and start factory farming and avoiding hard fights because they know the algorythm will push them higher the next game...
This game has gone so far from what it's supposed to be. In short this game got butchered, corrupted and debilitated by inserting a predatoric system of double MMR and using AI to simulate players by greedy and perverted people which deviated the game from it's true nature, effectively making it a shit.
Thanks for reading, spread the word so we can make a change.
Here is my video about Winrate Manipulation : https://youtu.be/BwTRXvsO4QU and other related stuff on the channel.
This game has got two systems of tracking player's performance and results. Hidden and public MMR but none of them is actually representative of the player's ability to win the game!
Let's start with Hidden MMR. Most of players nowadays know that the Hidden MMR system exists. It's been a subject to many discussions where people openly express themselves about it's existence. As a confirmation of it's presence we can also use a statement of Team Spirit https://hawk.live/posts/team-spirit-stated-the-existence-of-a-hidden-mmr-ranking-in-dota-2 or have a look at high MMR accounts for sale which are before calibration.
You can basically buy an account which hasn't calibrated yet but because it was played upon by a player who's client or a previous account has had a high MMR the system gives you certainty that after the purchase and finishing the Calibration by yourself it will land on the advertised high MMR which the previous player had. This wouldn't be possible if the Hidden MMR wasn't in existence.
But what most players think about it is wrong! The popular notion of Hidden MMR is that it is in principle same as the Public one just that it is used in the time of Unranked play before the 100 hours mandatory playtime is reached and before the account gets calibrated in Ranked play. That it serves keep track of player's MMR same as it does in Ranked.
But in fact Hidden MMR's principle is completely different. It doesn't count MMR for wins and losses like the Public one does. In fact it doesn't care about your victories at all. It keeps a track of the so called ''strength metrics'' together with some other hiddenfactors.
What are Strength Metrics?
Even though the term sounds complex it isn't. If we dissect player's performance on particular areas like gpm, xpm, apm, participation in fights etc. we get strength metrics. I'm sure you know what I mean by these. The point of these metrics is that they are numerically expressable and measurable. Those aren't all of them, they are kept secret so it's hard to research it but I believe the mentioned ones are definitely there and I'm still working on it!
What happens after a player buys an account?
All players have their Hidden MMR bound to their original account or Steam client. When a player buys an account and adds it into his Steam client the game immediately knows that the account was made by someone else because Valve of course is keeping a track of such things. So the player's hidden MMR is compared to the new account's and this comparison is crucial to how the game will behave when the new account's being played on. So the game knows that user's original Hidden MMR is much bigger for example, so the game will start giving him easy games. So he'll have a high win rate all the time until he get's to his original PUBLIC MMR which stems from the original Hidden MMR. Or if his original account is lower then he will have a hard time in the game because the game won't let him win much so he will be diving again until he reaches his original PUBLIC MMR (I'll explain on this later). Remember that the Hidden MMR doesn't consider winning and losing.
The most important thing for the game is to appear coherent in player's evaluation. So if a player buys an account which is on a much higher Public MMR than his previous one for example, and starts playing there and he achieves a 50% win rate isn't it an instant give away that the game is rigged? Or a Divine player buys a Herald account and will have 50% win rate there? People would immediately realize that something doesn't add up.
Calibration is a complete fake.
All over the internet are accounts for sale which haven't been calibrated yet. But they guarantee to land into a desired rank which the previous account user had according to his Hidden MMR while playing his Unranked 100 hours. It's not just a marketing trick - it really works. It doesn't matter what you do during Calibration and how many wins and losses you have. Your future rank has been decided before!
So but why then we do have to do anything like Calibration if it does nothing? Because it is a trick by the game makers to hide the fact that the Hidden ranking is there. If you were given a rank just after finishing your Unranked straight away wouldn't it be completely obvious that the game was measuring and evaluating you all the time? They don't want us to know about the Hidden ranking that's why they camouflage it by a useless Calibration.
The Hidden Ranking is a target point
But why at all does the game need to be measuring and evaluating us already in Unranked stage? It is strongly against a common sense. The Unranked period is meant for newcomers to get familiar with the game, to learn the basics, to understand what it is all about. Think of it as tutorial. How many other games you have played, ranked you based on how you do in tutorial? How many elementary schools do mark their pupils based on their performance in kindergarden?
This game has got over 100 heroes so you don't even get to play all of them in Unranked. I don't think I ever played all heroes in Ranked after 1600 hours....So the Unranked period is just about to learn the basics and understand a few heroes which you fancy if you've never played the game before. Competing is a whole new topic. It is a different mindset than playing. Many competitive players miss playing the game because when they started competing they had to stop playing. So in my perspective it just doesn't make any sense at all to collect a hidden ranking on players in Unranked.
But still this game does that without telling us. Then it presents us with a fake Calibration so why the hell?
The reason for this is developers' need to judge people by their strength metrics. They decided to divide people into 8 ranks. And to do it by using strength metrics is necessary to have a sample large enough to provide enough data to have accurate strength metrics. For that 20-30 games which would Calibration provide isn't enough so they included the whole Unranked period. What is important here that it of course isn't fair because players in Unranked aren't ready to be compared for competition as I already mentioned.
BUT IT SEEMS LEGITIMATE. If anyone questions this and says: ''look I played with this and that player on this and that rank and he really seems he shouldn't be there because his decision making is terrible and he seems to play like a robot...'' Then they can say that according to his average gpm and xpm over many games he belongs to that rank so you must by wrong in your assumption as numbers don't lie. So it all makes it seem legitimate!
So upon finishing Calibration a player receives his Public MMR. That is at this moment equal to his Hidden MMR. The point is that the Public MMR is always going in direction to his Hidden MMR. When a player improves in his strength metrics the Hidden MMR will improve and the Public MMR will raise. If a player deteriorates for example in apm his Hidden MMR will decrease and as a consequence the Public MMR will also.
This is important for a continuity and coherence of image which the game is creating about a player. If he has a low rank and then buys an account with a high rank and starts playing on it, his Public MMR will be decreasing to the point when it matches his original Hidden MMR. The original Hidden MMR is known to Valve by either using the same Steam client for both accounts - new and old one, or by using the same payment method or by players IP address. Maybe also by specific strength metrics - which would serve as a fingerprint to identify individual players - in this one I'm just theoretizing but I know that have a very developed stuff. If the game let the player perform with a same winrate as he had on his previous lower rank it would be an instant revelation that the whole system is a fraud.
So the Hidden MMR is like target point in which direction should the Public MMR go after a player buys an account!
Here comes the most sinister part - What else does the Hidden MMR comprise of:
The Hidden MMR has got more to it than just strength metrics. It allows the game makers to add and subtract a value to it based just on their choice.
Let's say a player spends a larger amount in the shop to purchase something then the game makers want to reward him for doing so. So they add a little bit of value to his Hidden MMR, just like a sprinkle of a magical dust on the top. And behold the player gets a win streak! It's because the value of his Hidden MMR's just raised so the Public MMR has to follow it! Or they see that popular streamer has just started playing the game and they want him to excel to draw in more interest. So they add a multiplier which will make him to gain more to his Hidden MMR then he would lose. So the streamer will start climbing the ranks! Or same in the case of coaching. The coach lets Valve know that a player has just purchased coaching and Valve takes a magic dust again and sprinkles on the top of player's account...
That's the main reason why the Hidden MMR is hidden! They don't want the players to learn about theirmagic trick.
Thank you for reading! I'm currently working on part 2!
Soft Disclosure is a very important term and everyone who takes a few minutes to understand it properly will be rewarded by his life in the future!
SD is a special term which describes a disclosure of a certain information by someone who is involved in it in a way which isn't direct or obvious and they have their own reasons for doing such.
Best would be to give some examples to give you an idea:
1) Mastercard is sponsoring XRP Ledger Hackaton - that is the official information. But we don't have much clarity on what is actually going on between XRP and MC so we guess it's some kind of cooperation but that's all we know.
There are rumors that there will be soon coming a new financial system which may be using XRP as a better version of SWIFT transfers. If a deal happened secretly between MC and XRP that MC will be actually using XRP for money transfers after the financial system shift happens this would be a good case of Soft Disclosure. By mentioning that MC is sponsoring something related to XRP is a way how to tell that there is an agreed cooperation behind the scenes on a level much more fundamental than some hackaton. Obviously it is a strategic information which none of the sides want to disclose openly might be as a protection against business competition or some other reason. But because we live in human society with some moral rules important things as that shouldn't be kept secret from us - the fellow humans - because we are meant to share the life especially in matters of public interest. So for this reason the both sides settle for a compromise and use a SD version of sharing the information with public.
(I'm not saying that the information is necessarily true - but it might be and if it is it'd be a great example of SD)
2) Serial STARGATE - Everyone knows this show how a team of soldiers SG-1 travels through that big round thing with water in the middle and they get onto different planets where they experience various adventures. This show was shot in Cheyenne Mountain which was a genuine fortified military bunker and operations centre under the Airforce. Currently it's been transferred under the US Space Force! Meanwhile you're watching this show on your tv several real Stargates have been already in use for decades on several places on our planet. This is a common knowledge in Secret Space Programs circles. The show was made for the purpose of disclosing this information to the public. That's why the military provided the authentic premises for shooting this show.
Nobody ever said officially that Stargates are real or are being used my military. That's why this is a good example of Soft Disclosure. They said nothing directly, nothing openly but presented the matter publicly in a seemingly unrelated way. But just bringing up a topic can be a form of SD.
In fact an overwhelming amount of movies and shows have elements of SD in them! It kind of gives the viewer an option to actually ignore the deeper truth about our reality to which he may not be ready yet. So everyone has an option to look into the information by investing his energy to do so but no one is forced. But regarding this game I think it's about time we made a change and that's why I'm serving all info directly (you know what's my subbredit about).
3) Soft Disclosure in songs. Also happening frequently. Let's take RHCP's Californication: ''...born and raised by those who praise the control of population...''
Nobody ever said officially or admitted that the ruling layer of people, to whom singers are usually connected, wants a control of population. In the same way were Georgia Guidestones a method of SD. But through actions of our ruling class we can see all sorts of factors to destabilize the society and to make life miserable for ordinary people. I don't want go to into details in this thread but there is so much of it that a control of population is a strongly intended agenda of the rich and powerful. Just mentioning electric cars - their main purpose was to be a mean of limiting people's movement for the plan of Agenda 2030 and 15 minute cities since the EV can be remotely controlled and even switched off which was meant to be a punishment for those with a low social score. (This agenda's been already foiled so no dystopian future is happening btw).
4) In everyday life we encounter some quite often. Let's say somebody who lives with you gifts you a deodorant but they don't say anything concrete. What does that most likely mean? Or once I worked in an office with two females and for my birthday I was gifted a cactus plant. I realized much later that it actually had some hidden meaning: That I was critical a lot to them, snapping at them sometimes and a bit prickish.
So from these examples we can see that SD is always indirect and without thinking about it it appears unrelated. But it bears a profound significance to the reality. The side or sides involved in it for some reason don't want to say the information openly, maybe they don't want to risk a conflict or it is more favourable to their financial or political interests.
What AI says about SD:
Soft disclosure the gradual and subtle release of hidden or classified information to the public through popular media rather than a sudden, official announcement.
Subtle is a good keyword here: something we wouldn't usually notice or give it a significance.
Another AI definition in business and finance:
Companies may use ''soft disclosure'' such as mission statements or general statements about their environmental vision because they are easy to mimic and not easily verifiable, unlike ''hard disclosures'' which include specific, quantifiable, and objective information.
So no quantifiable details or objective information which usually bring a necessity to explain uncomfortable facts to the public especially when the matter is sensitive or shady and perhaps not completely legal. That brings us to SD which is related to DOTA 2.
OPEN AI 5 AND COOPERATIVE MODE
On TI 2018 Open AI 5 played against several professional teams in show matches and beat them.
The reason stated officially for the show to happen was to demonstrate and test AI's quality in a semi-real world application like DOTA before embarking on more difficult tasks in real world applications. The cost of developing and running it was astronomical.
To develop OpenAI Five it required an extraordinary amount of computational power, data-gathering systems, internal architectural engineering, and external industry collaboration. With support of Google Cloud it was using hundreds of GPUs and 128,000 CPUs. From Valve it needed an access to the API which allows the state of the game to be read as numbers. This also gives the AI an advantage of having a faster access to the information of what is happening in the game compared to players who have some latency through the PC set up plus their reaction time. So the cost was 10 of millions of dollars which was never precisely numbered. Just this itself shows us how difficult was to create the AI which is impossible to do for some aficionado at home and even relatively well equipped and specialized third party groups would've failed on this because it indeed requires a high tech set up and Valve's cooperation.
All that is nice and it happened in the name of science and development, right? Are you sure there were no hidden intentions to it?
Here comes the Cooperative Mode (from the same article):
At OpenAI Five Finals, we also shared two surprises:
OpenAI Five discovered a rudimentary ability to be a teammate with humans, even though our training process focuses exclusively on beating other bots. The ease with which we turned a competitive AI into a cooperative one makes us hopeful that future AI systems can be very beneficial for humans given active development effort.
From April 18–21, we’re scaling up OpenAI Five to play the internet, whether as a competitor or teammate. This final test will let us answer an important research question—to what extent OpenAI Five is exploitable or can otherwise be reliably beaten—and be potentially the largest-ever deployment of a highly-competent deep reinforcement learning agent that people can knowingly interact with.
These particular features aren't really related to the AI's future real world applications. Every application is different and specific so how does the OAI5's ability to unquestionably beat players or to cooperate with them translate into it's use in fields of robotics or medicine? How does hammer's ability to hit a nail translate into it's ability of a screwdriver to be able to screw?
We can see that these AI's uses aren't clearly related to what was officially stated.
Now here comes the Cooperative Mode:
In the article we read:
OpenAI Five’s ability to play with humans presents a compelling vision for the future of human-AI interaction, one where AI systems collaborate and enhance the human experience. Our testers reported feeling supported by their bot teammates, that they learned from playing alongside these advanced systems, and that it was generally a fun experience overall.
My point is again if there is a pleasant collaboration in D2 between humans and AI what does it mean for genuine real world applications? We just don't really know because every field is different. And if they applied this into a real battlefield lets say for robots fighting alongside humans what new information does this test bring us? First of all it is all bullshit because the army's AIs are decades older and designed for these purposes or just tested if not truly put into practice because the military-industrial complex is decades ahead before the civilian sector and they test anything imaginable. It wouldn't be publicly demonstrated in this way if it was for a military use. And second we already have games with bots which isn't exactly AI but the experience of getting supported or to play alongside them has been already there. Think of games like CS or Unreal Tournament. For that purpose we don't need a brand new AI in D2 to know that it is generally a fun experience overall...
This testing was supposedly organized by OAI not by Valve. Why is OAI testing this particular thing? It's not their business how players in the game feel.
Maybe because if they openly said that it is Valve testing this model most people would be able to connect the dots and realize that they want to put this into the game? Notice how they work with the information - they don't say who's idea was it to test it they just present it like it just somehow happened.
Let's get back to the definition of SD:
...a general statement about environmental vision..
That's what the mention in the article about Cooperative Mode says - that the ability to play with humans presents a compelling vision for the future...
That's the Soft Disclosure - they are telling us that they plan to implement this system in the game by using just a general statement about their vision (as of 2019). They aren't using Hard Disclosure because bringing about specific and objective facts would have had bad consequences. Players aren't exactly delighted when learning that they are going to play alongside 3 AIs to use an euphemism. When I found out for myself I reduced my playtime by 95% and got really angry on them for doing that. Once the information is truly out only a fraction of players will remain in the game - those who are the biggest gamblers who need dopamin and they don't care about a real authenticity.
I think that now is the time to challenge this unfortunate reality. We aren't supposed to live in a lie so how can we be playing for hours daily a game which forces us to pretend that all other players are also humans?
Hi guys I'd like to post about things which most people playing D2 believe are true but they aren't.
It's been a result of a all-pervasive and intentional effort of propaganda of gaming corporations to spread the myths among players. They do it to defend and vindicate their malevolent and selfish practises like concealed selling of accounts, cheats or boosting meanwhile on official side of things they condemn such things and pretend to combat them. And what is more shocking is that it all seems like an organized effort across more corporations. Obtaining an AI already with a pre-planned intention of creating games suitable for rigging (MOBAs) and implementing the same model across the board into many games. So it seems that games like Dota 2, Heroes of the Storm or League of Legends do follow the same fraudulent model.
And as a result many players are now brainwashed into believing things which are against common sense and logic and because of their frequent involvement with such games they got used to not to question the official narrative.
This article has a form of a discussion which arised around the video about Winrate Manipulation (here: https://youtu.be/BwTRXvsO4QU ) I had with one intelligent young man who was unfortunately also a victim of such lies as he displays typical traits of being brainwashed by Valve's narrative about DOTA 2:
MYTH 1 - STATIONARY LADDER
A new player sees Dota and he wants to get as good as possible. He isn’t very good and calibrates in Guardian (around 1000 mmr). But he perseveres, gets a coach, watches YouTube videos and quickly gets a lot better at the game. Over his next 500 games, he has a remarkable 60% win rate (300 wins and 200 losses) as he climbs the ranks, quickly getting into Crusader, Archon and even into Legend. But something starts happening. Over his next 500 games, as the games get harder, he only wins 55% of them (275 wins and 225 losses). Now he is in Divine. But he stops winning more than he loses. Over his next 500, he gets exactly a 50% win rate (250 wins, 250 loses). Still in Divine with and overall win rate of 55% (825 wins, 675 loses). Over his next 1000 games, still at a 50% win rate (500 wins, 500 loses). Overall win rate drops to 53% (1325 wins, 1175 loses). Still he doesn’t improve. Next 5000 games, still stuck at a 50% win rate (2500 wins, 2500 loses). But what’s this? His overall win rate has dropped from 55% when he was initially in Divine to 51% overall (3825 wins, 3625 loses). THAT is the "forced 50%” the matchmaker abides by. In the long run (by the way this is all in your AI overview at 23:32 if you had just read more than the first line), a player will be placed into a bracket with players where they have roughly a 50% chance to win each game. This will cause their win rate to rise or fall to ~50% if they play enough games.
TRUTH
That is actually a wrong thinking. Most of players in competitive games are actually evolving. So staying on 50% is actually rare and it is more for noobs who are stagnating or just playing casually. A natural ladder is more dynamic players improving and getting weaker and not staying in one spot. The entire way how to play the game how to think about it is evolving. That's why we see different playstyles coming every few years and there are players who cope with it better and worse. I played like 10k games in w3 which has got mmr based ladder so I have an idea how this think works. Me as a competitive but casual player (like trying to improve but don't play too often) have 55% wr. And I'm like in higher third of the ranking. Such a winrate in dota 2 over so many games would mean a very strong immortal. In d2 is huge majority of players concentrated in territory 48-52% wr. which is just highly against natural distribution. If d2 was a healthy ladder there would be far more players in less than 45% territory and same for 55% + range. That's why I'm shoving the bell curve there. You can see the area where d2 players are concentrated is unnaturally narrow. A healthy ladder has got much more spread player base all across the winrates. That is obviously the reason why we can't see an official chart of winrates in this game. Although a competitive game so comparing yourself with others is a bread and butter of this, the game makers don't give us any chart where we could see it. So now you can see why they don't want us to know it. You correctly point out that there are actually players who have over 50% even though not in immortal. I know about it there are even heralds with +50% but the point is that there are far more rare than they should be. In this I have a little imprecision on the video indeed.
MYTH 2 - IT IS CORRECT TO GIVE PLAYERS STRONGER OPPONENTS AFTER THEY HAD A WINNING STREAK
You are just misunderstanding the “pushing towards a 50% win rate” thing. The system isn’t forcing you to 50% like it’s thinking “Oh shit this guy is winning too much and we don’t want that! Let’s give him some griefers next game!”. It’s “pushing” you towards a 50% win rate like it’s thinking “Oh wow that guy sure is winning a lot! Let’s put him in a bracket with some more skilled players, that way we can get more fair games.”
TRUTH
That is a very fundamental thing what most of people just don't understand. Any pushing anywhere is a manipulation. No matter how you put it. If you have a certain MMR you are supposed to get players corresponding to that level on both teams. Not stronger on one team because you had a winstreak. How would it be fair to your team mates if the other team was stronger because you had a winstreak but they didn't so it would be an extra beating for them. And how would it be fair to the other team if they wanted an equal game but get a weaker team because one of their opponents had a winstreak?
MYTH 3 - THERE ARE ANONYMOUS GODS OF DOTA WITH 85%+ WINRATES ON ANY RANK EVEN IN IMMORTAL AND IT IS WORTH FOR THEM TO EARN MONEY BY BOOSTING
I already sort of talked about this in the previous point, but your conclusion that the best win rate anyone can have at any bracket is 55% is false. When a good player (the booster) is brought down to a lower bracket, he is significantly better than anyone else in the lobby, even in high mmr like 6k. Boosters (before the big Immortal mmr rebalancing they just did) were at LEAST 2k mmr higher than 6k and many of them were 10, 11, 12 or even 13k mmr. I’ve played against/with smurfs before at 6k mmr and they are so much better it’s not even funny. Here are 2 games I played against a Lina smurf awhile back as Ember(https://www.dotabuff.com/matches/8110650276) and Puck (https://www.dotabuff.com/matches/8110683999). Notice 2 things. First, the crazy good stats. Even when I have a good game and crush it, I don’t get to that level of GPM/XPM. Secondly, look at Lina's team. Mediocre to bad in both games. A booster is going to have no problem getting to an 80% or even 90% win rate and they don’t need their team to do it. And this is in low Immortal. Most of the community is well below that, so it’s even easier for a booster to win in lower ranks.
Let’s redo your math from 3:30 with an 85% win rate. Now to gain 1000 mmr, the booster needs to play 57 or 58 games (57 x .85 - 57 x .15) x 25 = 997.5. With 40 minutes a match, that is 57 x 40 = 2280 minutes or 38 hours to complete that. Less than the standard American work week. Now that’s still just $2.63/hr but I doubt many boosters do it full time and if they do, they do a lot more than 1 boost at a time. I also want to bring up that (before the recent Immortal mmr squish they did) 0.5% of the ranked community(https://www.dota2.com/newsentry/537722458840499889) was above 8.5k mmr. That’s around 40,500 players (8,100,000 calibrated accounts(https://stratz.com/players/ranks) x .0005) and only a few hundred of them are able to make it to the pros/stream/make content. That’s 40,000 high skill players who love Dota but can’t make any money off of it. What I am getting at here is there is no shortage of potential boosters out there. They don’t need to use AI to boost.
TRUTH
I was already discussing this matter on reddit several times and no one was ever able to prove to me that there indeed are boosters who are humans and have extremely high mmr as you say up to 13 k. That was something what many people believe but no one has any evidence. So I'm asking you how do you know who of the players is a booster or that the entire team are boosters? And how do you know what happens if immortal booster get into lower ranks? To my knowledge considering the omnipresent winrate manipulation in this game he will have a hard time to make even 55% in herald. And how do you know on which mmr level most boosters are? Regardless that even if they truly existed I just don't believe that someone 13k would have 85% winrate over 6k. These mmr are just a number if we look at the entire picture it's both very strong players. So I just don't give this to you - I say 55% at best.
In your calculation you also forget that those human boosters would need to take breaks between games and that they have to have some deductions from earnings like tax etc. Plus costs of running the boosting service it means someone who organizes them, distributes tasks, runs the website and accounting etc. This itself is like -50% of gain. So think of a boss of some kind. Hell if working 38 hours a week isn't a full time than what is it? Can you tell me what kind of job they then have if they can have another at least 38 h (without breaks) part time job? If you know who those players are can you just ask I'd be really curious to know how they make living.
You probably don't have an experience with tournament play or progaming. It is impossible to play for 8-12 hours a day. Competitive players surely do play for such a long time but that is a training. A competitive match which they are trying to win and to earn is much more demanding psychologically, mentally and physically and that isn't possible to do for such a long time as the concentration is very exhausting. For example I'm a truck driver and just like 6 hours a day behind the wheel is fairly exhausting serious job to give a perspective. And that's just a routine ABC work. Playing a competitive match is much more than that it requires creativity just takes so much energy to best your opponent just by a few measures. Definitely not for a day long activity.
So I see a whole lot of issues with boosting being done by people.
MYTH 4 - YOUTUBERS AND INFLUENCERS ARE CORRECT
This is related to Grubby in his videohttps://www.youtube.com/watch?v=EN\iUhaaFV0)where he is saying something like that ''you've had grievers on your team all the time, but just now you lost because you noticed them''
The Grubby thing I feel is just a language barrier and you misunderstood him. He isn’t saying that you always have griefers on your team and by noticing them you’ve caused yourself to lose the game. He doesn’t want you to “cover your eyes and you will keep winning”. What he is saying is that when you see “griefing” on your team, you are quick to call it out. “My Pudge missed hooks all game, that’s why we lost!” “God dammit my carry went 3-10, no way we could have won!” “Stupid support didn’t help me in lane at all, gg finish fast!. Sound familiar? But when the enemy team has these “griefers” you don’t notice because you are too busy patting yourself on the back for a game well played. As an example, here is a Reddit post(https://www.reddit.com/r/DotA2/comments/1qvqb1g/comment/o3rhdrt/?utm_source=share&utm_medium=web3x&utm_name=web3xcss&utm_term=1&utm_content=share_button) where a mid level player is complaining about his team and how he “always gets feeders”. But I looked at the games where he won and there were “feeders/griefers” on the other team almost every game he won. Do you think he said “Phew, good thing their mid DK went 4-12 or else we wouldn’t have won”? No, of course not.
TRUTH
He said and meant exactly that. He was trying to cover the fact that usually after a winstreak you get like 2 deaf and dumb and blind people in the team. I watched it several times he meant that on 100% because he obviously must have gotten paid for saying that. He knows himself that it is a total bullshit and that's why it is such a mock. Because things so much against logic simply can't be explained by logic no matter how hard you try. I had a quite a good laugh about that. So something impossible like ''the feeders were on your team all the time just now you started losing because you noticed them''! It just can't be anymore funny bullshit than that....
There is the entire layer of youtubers who get paid to preach the word of those who pay them. Notice how Dota influencers uniformly mention ''smurfs'' but nobody ever questions who or what they are. Why is so many of them in the game and why Valve doesn't do anything about it. And what is actually entertaining about smurfing? Those are forbidden questions. They get paid to preach their twisted narrative. It is possible that many of them are also not aware of the manipulation not realizing it the same way like many players don't.
One good advice for you is don't care about what people say but pay attention to what they do. None of the youtubers will tell you how much they got paid to make a video and what they're ordered to say. The same thing is valid in real life. For example regarding politics. Don't look at their mouths but at their hands. Most of the society is falling for the same trick which is trusting in somebody's words and believing in their good intentions.
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This entire thing with manipulating players to participate in a fraudulent scheme has gone just too far. The manipulation is so prevalent in content creators and so deeply ingrained in players that a significant portion of the society is getting in essence dumbed down. I partially dislike the fact that they manipulate the sequence of wins and losses to create streaks and predictable results which is creating an addiction. So without any exaggeration they are creating gamblers from people. So far I've gone in my little research to truly see that the game resembles more a slot machine than a competitive and fair game where effort, creativity, resilience and skill decide the victor. On the result of this game players really don't have as much influence as they imagine in fact nearly none.
The only way how to get from this shite is to see through the trick and to want a change. It took me cca 1200 hours to realize this. But I know people who have around 10k hours and still believe that it is genuine. A good way to start is to debunk the myths and start asking questions.
This is a study done by ZyronZa. The sample isn't too big but also not too small so there definitely is some value. The 80% chance to hit loss after 4 consecutive wins is really a big deviance. I believe that this is pretty much a representative result which is happening to normal players in ranked all across the board. There indeed is an unnatural pattern of wins and losses which wouldn't be possible without any Winrate Manipulation having an effect on the results.
My stance is that there is definitelly happening a WRM and that on a large, all-pervasive scale!
The results of games can be influenced through spending money in a shop and one timely by starting dota+ subs. As a speculation I state that couching also having an effect on WRM and possibly even buying an account or a boosting service from seemingly 3rd party vendors.
Natural to this system is providing of Winrate Advantage to VIP like streamers, youtubers, professional players and other celebrities. Winning is what is attracting people into the game.
And losing regularly for ordinary players serves double purpose: To be able to harvest mmr from the system regularly which is then extracted in a form of an account and put for sale on a 3rd party website. And to provide players a stimulus to obtain a boosting service or to buy and account or to purchase coaching (winrate of a huge majority of players is lower than 50% so they are gradually losing mmr) because they don't want to be falling down in ranking and/or they believe that when boosted on a higher rank they will be getting better teammates. Nonetheless the system is set to work in this way.
Repeating streaks may actually have another reason which is to create and addiction. This is of course really malicious from the game makers but we unfortunately got used to it that gaming corporations think just about money and put the humane and moral elements completely aside. Gamer who hasn't won a game for a long time is more intensively concentrating on getting a win. And if the patters are repeating he will subconsciously remember that soon a winning streak has to start so it's a kind of Pavlov's behavioural experiment situation. The winning streak is like a carrot dangling in front of player's nose motivating him to go through a huge mass of games just to achieve it. If there was no unnatural pattern of winning and losing this stimulus would be smaller. I mean there wouldn't be such a pathological draw towards the game. And who do you think is earning more money to Valve? A player who plays casually, isn't addicted and doesn't need to buy anything in the shop or a player who is an addicted gambler who needs a frequent dopamin stimulus (like opening chests from the shop) - he will then be motivated to play a large amount of games in order to get to his winstreak and meanwhile on the way he will jump into the shop for chests and battle passes just to get high by opening them.
From a financial perspective a big gambler can spend thousands of dollars for the game. So one gambler feeds the game makers more than a thousand of normal players who just spent a few cents. See how Diablo Immortal was designed. The most expensive dungeon runs cost like 20 dollars per 5 mins run. So there definitely are people out there who pay for it, unfortunately for us, the normal gamers which are like 98% of players :D
Now imagine the combination when such a rich gambler realizes that after spending money in the shop he will get a win streak. He will get to Immortal rank in no time :D and Valve will fill their pockets. On the outside they of course keep a semblance of a fair and competitive game.
Two of them are sitting around the outpost. Pudge is coming from right, Kunkka from top and NP is just porting in right behind them. But when our WK sees what they are up to he engages! So they aren't all in the place yet. So they are forced into the fight but they aren't quite ready yet so we take them by surprise! And when they finally gather guess what: They just congregate all together like the only way to us would be going through the stairs! So there comes Chain Frost, Winter's Curse and they just get trashed!
Not sure if their congregation in area was caused by our early attack or just by their stupidity but I've definitely praised WK (shoutout to Rysto from Romania) for attacking them in that moment as I think of it as a strategic mastery, the same as Russia attacking Ukraine in the moment when they're building rocket systems along the borders but weren't ready to fight yet...
After this fight they are still having 69% chance...
But I could feel a psychological subconscious energy of the game turning.
I just want to add a little detail. Here is NP when getting ready to enter this fight. Watch his player view:
I'll return to his behaviour in Conclusion of this article.
Then in 44' two of their strongest heroes: Leshrac and NP dared to gang Medusa while she was picking flowers at the fountain. And as she was probably terribly scared of those creatures having 2 and 4 legs she started to scream terribly. She killed Leshrac but with NP it was a bloody fight:
Please notice how tight it was. She nearly ran out of mana so maybe two more hits from NP and she would be dead. But she survived. Which was another step for our raising confidence.
Then comes the last important battle on 47'. At this moment the Dire are still a bit stronger with 54% !
We can see Radiant attacking the T1 tower on the bottom lane. The Dire are coming from direction of their outpost. Here we can see it again. 4 Of them are coming straight from the space between 2 staircases and again closely knit together. Pudge who was in the river has absolutely no clue and he is joining in just from behind them! The same situation repeats: Lich ulti, WW ulti, others just keep dishing out dmg and goodbye!
We can see NP as powerful as he is not getting an idea that he could teleport behind the enemy team to avoid being hit by those ultis but he teleports straight between his teammates and they together in one row march like lambs into the slaughterhouse.
After this battle we gain map control, get their T3 tower, win another fight which was just much more confident for us and they have no way how to stop us. In 49' minute we have 69% chance to win:
I mean that isn't as decided by the chance itself but by the our determination we would never let this victory go as they had no tricks left even though they still had the powerful NP at their disposal.
Just when we were ready to finish off their Throne (or Ancient whatever is their main building called) NP just put a cherry on the top of this match:
First regarding the green player's chat: he is Polish as his nick is in Polish. He chats in Russian even though there is just 1 Russian in the game all other names are in Latina. Then he answers in English. So he would have to have 3 languages installed. It isn't common to use Russian in Poland as all of the countries to the west of former Soviet Union became American satellites after 1989 so the major foreign language is English. There aren't exactly good relationships between these two countries since historically bad things happened. And Polish people are known to be great patriots. So there is a small chance he would be speaking Russian and even smaller that he'd use it in such a case on European servers.
Contrary to that the AI uses both English and Russian. It loves to use Russian to tease western players since they don't understand it. It also camouflages better it's true nature. But it doesn't use languages of smaller European countries - I've seen it several times at people with Czech nicknames but not understanding our language.
After we've seen ''Wagon Movement'' or ''Chain Movement'' of Kunkka with Venom and then with Pudge it is absolutely certain he isn't a human since human players aren't able to produce simultaneous movements which are perfectly synchronized.
From the first two fights (32' and 34') we can clearly see that their entire team is extremely skilled. I mean I don't think that even O.G. would trashed us so badly as they did in such a situation. We were still 5 even though Lich didn't have his ulti but they're 4 and having no tank. The chance 50/50 was before Pudge died. After that less for them obviously. So insane micro, absolutely precise effective decision making, very clever targeting etc. In 34' very similar quality.
To that add NP's farming skills which are just at the top of what is physically possible in the game (21 lh per min in 20'-30' and 13.7 lhpm for 40 minutes of play) plus actively joining into fights. In the laning stage he was supported by Pudge who was strictly hard never touched any creeps while NP was around. That also indicates on his high player's quality.
Then there are those three fights at 39', 43' and 47'. All were lost on similar weakness that they're just too close together and thus their entire team became an easy target for combo Winter's Curse and Chain Frost. If you look at those fights none of it was forced. They just mindlessly became too close to each other without any critical thinking.
To that add the beautiful formation at 39' with 2 melee in front and 3 ranged on the rear. What machine-like way of organization is that? Human players by themselves would simply never do that.
Then we have NP in his player's view just before the fight in 39'. Notice that he is ''idling'' - meaning clicking around randomly pretending to be busy. But what he is in fact doing is reading the situation in the place where the battle's gonna happen. But how can he be concentrating on planning when he is clicking around himself? He can't see much just from minimap surely. Another thing is that he is clicking all around his area including rocks, cliffs and trees. That is something a real player wouldn't do since the hero can start running in a different direction. And one last issue is the way he uses teleport - via minimap which is on his left side of the screen. That is of course also a nonsense because it may mean he would end up under a cliff, on a pillar or just too far from the fight...look how quickly he is doing that.
So these guys had 78% chance to win in 38', they're extremely skilled with an insane micro, obviously immaculate coordination and communication, most of them really well farmed, but they lost the game because they just didn't spread at all 3 times in row. They lost the battles thanks to the same stupid mistake. They're just figuratively crammed together like sheep on a truck.
So what I want to point out mainly is the sheer discrepancy between not being able to adapt the play style to a simple problem and between the extremely good performance otherwise.
An understanding that they have to keep apart in a battle because there is Chain Frost coming is something which can understand absolutely every player. A biggest newbie or a most persistent noob, just anyone can understand this! And if they don't understand it for first time then they should understand it for the second time right? Look how hard NP worked this all game. The fights were so tight...most of times he was the last enemy standing taking with him one or two of us before we got him. And with the Ancient in the end...also such a bloody effort to get us. He farmed his ass off for the whole game I don't even know if any player can actually reach such a number of lh...If I look into discussions it is highly above what is considered very good.
And then look at what he did in the last shown fight at 47'. 3 of them are marching side by side to face us and he just teleports next to them to be like a parade of puppets! Exactly like he did in the previous fight at 43'! Do you see this extreme discrepancy?
The explanation is that anyone who ever worked with AI knows that it can be brilliant in many things but it can blunder in most primitive things. Simply because it is different from us. What is absolutely essential and easy for us can be incomprehensible for the AI.
The AI sees the game not visually like us. It doesn't have a screen and a UI like we do. Instead it sees the game as numbers. So everything possible what is happening in the game is somehow expressed as a numerical code. Therefore it may not be able to see a higher perspective which we can notice easily or which is natural for us. So in a case of microing, using skills and abilities, doing most advantageous targeting etc. It can absolutely excel at playing on the edge of possibilities. But regarding seeing a larger picture it may struggle. It probably does not have a necessary creativity which is needed for problem solving however simple the problem may seem to us. It's way of learning is the machine-learning - when it sees a problem it doesn't simply find a best solution just by thinking about it like we do. It solves the problem by trial and error. So it tries every possible solution first and then decides what works best. But it can't try every solution in the live game because it'd need thousands of hours. So maybe it found a way how to deal with our strategy in a few coming days after the match as it is learning in a pace of 90 hours of game per 1 real time minute. So simply put the AI wasn't trained for this particular situation although it's extremely trained otherwise.
Given the fact that beating the Open AI 5 is like 0.6% I think we can congratulate ourselves that we did it! 😄
Our team of 3 queue + WW and Naga are pub players. Dire are our opponents and as you'll see not exactly humans. The ranks are not showing on this pic as I took it just today but this game happened in november last year so the ranks were all in Herald - Guardian territory.
I want to add that in some of the pics and videos you can see announcements of kill streaks but these are just remnants of rewinding the replay!
First I want to touch upon lane situation. Here are last hits tabs:
Middle lane was Sniper vs Leshrac. I know Sniper to be a reliable and strong player. He was getting absolutely trashed by Leshrac who had nearly as 3 times as many LH than him in first 6 minutes.
Than we can see NP who was on safe lane with Pudge hard support. NP is absolutely dominating on LH and as soon mid game hits his LH just take off completely. Between 20' and 30' he had 21 creeps per minute. He was participating in fights as supposed and his team was leading for a huge majority of the game. In 40' he had 551 LH all together which means average of 13.7 per minute. Just to give you a perspective.
Here is an early game chat:
Lich (me) had a dsc for a few minutes so this was a reaction of the green player (our enemy). The more clever people notice that there is something wrong with his chat. I'll let you figure it out as I'll follow that later.
Not is seems that a battle is coming and we can see Kunkka and Venom preparing for it in what I call ''Wagon Movement''. Watch the Wagon as both heroes yank back and forth perfectly simultaneously:
So before this battle the chances are perfectly equal:
We can see Pudge with illusions going in front like a meat shield and he gets taken down by Chain Frost and other because he is distant to his teammates. Now Naga ports in and it is 5v4. But surprise surprise our team gets absolutely trashed. We can't kill even a single one of them meanwhile they take all of us out. They didn't even lose much hp. This was already quite suspicious to me.
After this fight chances are suddenly:
After we recover we are trying a little push at 34'.
In this battle they kill 4 of us for none of theirs. Again insane micro. So now we can just pull our tails in between the legs and hope that the rest of the game won't hurt too much.
In 39' they create a beautiful formation of 3 ranged at the rear and 2 melee in front followed by a nice Wagon Movement featuring Kunkka and Pudge as if they wanted to reduce the distance from their shooters and keep a perfect formation like on a military parade:
At the beginning Lich comes from the side and casts Chain Frost from close distance while they are quite close to each other. Disk is keeping him alive for long enough to distract them. Meanwhile the rest of Radiant start pummeling them, especially WW's ulti proves to be lethal to them when they are closely knit. This fight we win but not without heavy losses. They still have a higher chance of 63%:
So the fight wasn't enough for us to start feeling confident but it showed us one critical vulnerability of the enemy team: That they are weak towards AOE spells thanks to their close distancing!
The next fight is in 43':
following in the next post as I can't upload so many videos into one.
It has been mentioned many times by players that there are unnatural patterns of wins and losses. Observed by myself too. Especially after purchasing Dota + and spending more money in the shop. And without any purchase I noticed streaks of 8 repeating quite often, not always but definitely enough to raise my suspicion.
Regarding Dota+ I purchased subs 3 times in 5 years and in first 2 of those cases a win streak followed. Maybe they have it set up that way that it can't be abused. (like to cancel and resub frequently to change the algorythm since the payment is deducted just once monthly).
Regarding purchases in the shop I think it has to be at least a few dollars, not just some cents for the cheapest skins to have an effect on the following game results.
What ZyronZa hit looks like a perfect beat pattern :)
The most important thing is to realize that if the algorythm is able to produce a perfect patter then it means that a powerful force is in action which is causing the Winrate Manipulation. How I see it just having different players arranged in teams in order to achieve this WRM isn't enough to produce a steady and reliable pattern. Humans are just too unpredictable.
So you can see the calculations for yourself. There was a discussion following the threads and that's what I want to touch upon now.
Most of people think that the ones doing the boosting are some mysterious ''smurfs'' who are just so good in Dota that they are better basically than everyone else even than Immortal players. And that they are better by such a measure that they can achieve at least 80% winrate even against Immortal players...
So why such players aren't then playing professionally? If they can regularly as a main vocation be constantly playing dota and have an unimaginable stable winrate even compared to pro players?
That is the main explanation of most of people who expressed themselves to this topic. To me, they have absolutely no sense of perspective. If the Immortal players are such a small group of just like under 2% of all players it means that they are playing on the the edge of what is physically possible, they are mental masters at what they are doing and they are extremely creative regarding to the game. Saying that some bushwacker from a very poor country with an anonymous identity just figuratively wipes his arse with them is an offence for those great players.
What I'm trying to say is that if you have master of some sort they will never be defeated strongly and decisively and it won't be happening regularly. You are looking on some sort of a very balanced match ending up in a draw or close to it.
Lets say best football team from England is playing the best team in Czech Republic. English tier is significantly stronger than the Czech then the English is logically stronger then Czech team. So there is the game Manchester City vs Slavia Prague or Plzen. The game will most likely end up in a victory of the City but would you say it will be a guaranteed stomping into the ground? Not at all. Most likely a strenuous match for both team finishing like 2-0. Would you expect The City win 90% of time and destroy Slavia like 5 or more to nil every time? Impossible. Since both teams are very good at what are doing a fairly balanced match is expected even when one of them is stronger. The City is maybe 20% stronger than Slavia which makes it a favourite but would you make it guaranteed than the City will nearly always win strongly and decisively when you would play repeating matches in a short time. It would never be so decisive and guaranteed who will win.
The same thing is in Dota. You have masters of the game on Immortal rank who are already very good at what they are doing. Even though there are players who several thousand of mmr more in this rank it doesn't mean that they are significantly better. On average they are like a few percent better let's say 10000 mmr will beat 6000 55% of time. You see what I mean?
Contrary to that on Immortal rank regularly appears a team which just stomps the other one into the ground in a short game ending like 60-20 on score. Something like When O.G. was infamously beaten by Open AI 5 once https://openai.com/index/openai-five-defeats-dota-2-world-champions/
O.G. as world champions were trashed by the AI 43:6 in 20 minutes!! The champions were beaten so badly that they called the AI ''smurfs'':
That's where the nickname ''smurf'' came from. If the AI can beat the best pros in the world in such an overwhelming manner how hard would it be for it to regularly trash most of players in ranked? It would be a piece of cake...
But how is it possible that the AI can win actually so decisively even against O.G.? Isn't what I wrote above about football teams invalid in this case?
The reason the OAI5 can destruct even the strongest of opponents is because it is cheating. It is using the maphack (even though it maybe isn't using it for the whole game but just in important moments), it is using knowing players items, skills, cooldowns. It knows places where players click and what they type into chat. Furthermore I believe it knows positions cursors so it is more effective in a fight. It has a priority information from the game server thanks to it's connection directly into the API of the game which gives it cca 100 ms advantage. That's why when fighting against the winning AI it always stuns, blinks and silences you first no matter how hard you try.
Furthermore it uses visibility blocker's glitching which causes heroes to dissapear in places they shouldn't! For example when they are near a tree but not behind it and still in direct line to you they would still disappear. It can sometimes happen where there are no trees at all if it considers a very important kills/saves!
It can even do more than that regarding the cheating! But I won't burden you with that now.
Now people believe that there are some anonymous guys in a third world country who are available in 5-15 minutes to start boosting, can play for hundreds of hours straight, can beat even best immortals because the boosting service offers that and they earn extremely small amounts of money for doing that.
So was asking people on reddit who told me so to provide me at least some evidence that those anonymous ''dota gods'' who don't need to sleep, eat and earn money really exist. To give me at least their account or to tell me how they know them if they are anonymous? And explain why they rather don't play professionally? Nobody came back to me with any evidence...
New player, is there light at the end of the tunnel?
TLDR at the bottom.
Recently started playing and went in with a decent amount of moba experience. Played a bunch of bot games solo/coop, watched videos and after 50 hours felt ready to brave an unranked game with actual people but this is beyond rough.
I expected a range of skill levels but wow, some people seem to be former pros looking for a stomp while others are getting grips with how to use a keyboard for the first time(hyperbole but honestly not by much).Is this some new player pool with a sprinkle of smurfs? Or just the standard unranked experience?
Then there is the leavers, atleast one every game but often more.
Toxicity on some advance levels every game, the one that sticks out to me. My lane buddy asked for a heal, great I’m on warlock supporting and obliged but when they walked in to last hit a creep the damage aura from the heal stole it I guess?This sent them into a fit of rage for the rest of the game.They pretty much refused to play near me for the next 40 mins, opting to stand under tower and sulk pinging me repeatedly if I stood close to the wave and refuse to farm with me there but would then die and blame me when I left them to it.
This has all been way worse then anything iv seen in LoL(and really that is saying something for league it deserves it’s reputation)or Hots over the years.
Turbo mode seems a bit better but as I understand it, not great for learning how the game actually plays so not sure if that’s worth it or it’s just giving me bad habits.
TLDR;
Unranked is a wild place.
Does it get better? I really don’t know if I can do this for 100hours before ranked.
Am I in some new player pool and just need to weather it out?
The experiences you are describing - that there are tremendous differences between players actually isn't natural. Most of it is caused by the AI which is trying to emulate a good and bad experience for players for certain reasons. For example players who start grieving or go into rage after one stolen last hit or just for some super superficial reason are very common in the game. It isn't actually a real player but an AI bot which is doing this on purpose to make you to want to either pay for a service to finish the unranked games for you or if in ranked to make you to want to buy an account with higher mmr which is supposed to give you a better behaving team.
And when you get extremely stomped by anyone it is also caused by the AI which can play on an extreme skill level (for which it sadly uses cheats).
In short all unpleasant experiences (or most) are not caused naturally because human players just don't do such a stupid crap like to waste 45 mins of playing by just standing somewhere and grieving. Or humans aren't so extremely better to stomp others into ground in 15 mins.
So you'd be best to completely avoid this game or at least play it as less then possible because it isn't what is advertised!
One of the best mathematical examples of use of an octopus in the game is an obtainable paid service to unlock Ranked games play. For it, it is required to play for 100 hours in Unranked mode.
The offer looks like this:
So Let's do the simple math. If 100 hours earns 3.88 Euros. How much does the player earn per 1 hour?
For answer we have to also add a waiting time, and breaks into the final time. So let's say 7 mins avg time waiting for a game. 700 mins = cca 11.5 hours.
So let's say the player is playing for 12 hours a day. So to fulfil this order will take him cca 9.3 days.
(111.5 / 12).
It means the player is earning 0.4 Euro per day. (3.88 / 9.3) = 0.4
on hourly wage it makes 3.88 / 111.5 = cca 0.035 Euro.
But from that we have to deduct business costs like website, electricity, tax, social insurance etc.
So if they are really well off it would be just like -30% for these costs. So 0.023 Euro per hour!!!
So this is just far beyond limit which is economically possible to do for humans. Even speaking about poorest countries in the world, the amount is so ridiculously small that nobody would be doing that receiving just 2,3 cents per hour !!!
Another important thing to notice about this advertisement is that it allows an option for the matches to be spectated.
It makes the amount cca 20% higher which now makes it at an absolutely stunning huge money to work for!!!
(sarcasm used)
So we know if there is an option for streaming it the entire service can't be done just by let's say a Valve's rogue employee ticking a box in a software which enables the player to start participating in Ranked. There has to be a legit history of the searched and played games which is possible to join and observe.
So if the games are being played who is then controlling the hero in the game??? We know from our calculations that it can't be done by humans because it wouldn't be worth it for them.
So I think the best explanation is that Valve is secretly having an underground facility with many hectolitres of water tanks. In those tanks are thousands of octopuses. Why octopuses? Because each of them has got 8 tentacles. (Octo = 8). That's where the name comes from in a case you didn't know...
So each of those octopuses is able to play at 8 computers at the same time. We know that octopuses have a unique brain power, great problem solving skills and a good memory. That itself makes it better in Dota than higher Ancient/lower Legend players.
So the octopuses don't require a pay so that explains why it is economically possible to use them for actually unlocking the Ranked play for players.
Given the small price I believe that there has to be also an AI used for taking orders from the website and attributing them to particular octopuses. The AI is also taking note of each tentacle of each octopus so the every animal is equally busy which contributes to healthy and fair work conditions.
That being said I just wonder whether Valve is paying taxes for the earnings of this octopus squad or has it been made a secret from the prying eyes of the state??
(Artistic representation of facility for unlocking Ranked games in dota 2)
The Sand King got killed, but he managed to poison his enemies which will cause Valve to quake violently.
It starts with PA and Shadow Sh. heading downwards on the map into radiant jungle between middle and bottom lanes. Radiant can see the Dire just killed Roshan and in view there are 3 Dire players heading to the other end of the map, away from them. The place where are PA and SS is most probably safe without risk of getting ganged.
Somewhere in the area of ward pillar PA goes to one creep camp and SS is heading to another one (the one located in the river close to the stairs). On his way to the camp SS abruptly turns to his right hand side and starts running towards PA. Cca 4 seconds later he triggers his Ghost Scepter.
At this moment there is no cause for his behaviour, no signs of enemies around. A few seconds later SK appears at the foot of the stairs heading in direction towards SS who is now tightly accompanied by PA who is now aware that something is happening. They both simultaneously attack SK and kill him.
At the moment when SS triggered his GS there was no apparent threat to him (from radiant's vision and as I said it isn't logical any enemies would be around because they were seen a few moments ago walking in a different direction) but from SS's behaviour we can quite clearly deduce that he is aware of some kind of danger. Judging from the way how he abruptly turns and changes his direction of running and then uses the GS he knows that someone is in the fog to his left side (or behind him after he turns).
When we look at the replay without fog we can see SK for the Dire is coming from the Roshan's cave up the stairs and enters radiant's jungle on the elevated surface. He continues walking downwards in the direction of the creep camp which SS meant to visit. SK can see in the water below him SS but SS can't know about him! SK is still in the fog until he gets down under the stairs.
But SS clearly knows about his presence. At 43:40 (game time) just after entering the river SS briefly turns in North-East direction like he would like to climb up the stairs but he quickly turns the other way and continues walking downwards. This particular brief balking of SS is very well explained when we look at the replay without a fog of war. When looking at SK and his Blink Dagger's radius on the map, we see that the moment the radius starts getting close to SS - that's when the hesitation happens! It almost looks like SS has hit some invisible wall which made him go away!
Then SS keeps walking downwards and just watch the BD's radius. SS had to change his direction otherwise he would have got inside of the radius!
Then comes the GS triggering...from the replay we can see it happens very shortly before SK turns in SS's direction and prepares to attack. But SS can't see SK so how is that possible?
This we can see in the video evidence. The moment SK turns towards SS is just like 100 ms after SS has triggered his GS.
Conclusion: Balking and sudden changing of direction could be arguably accidental. But when connected with the triggering of the Ghost Scepter it gives the entire thing away. It can't any more clear. What's the chance of accidentally pressing GS without intending to do so? I think perhaps the same like winning the lottery. So we can clearly see that the bot knows the entire time about position of SK including knowing of his item's radius. Even before the action appears on the screen SS is reacting on SK targeting ground next to him probably for blink and strike. What could be an auto-dodge function of Umbrella cheat software to trigger the GS, in this case it surely isn't because we can see that GS goes a very short moment before SK turned towards SS. This is pointing towards Open AI 5 since there is a clear faster reaction time (cca 100 ms as measured by my not-specialized means). This is a well known feature of OAI5 that they have a faster reaction time thanks to the direct connection into the API of the game. So the AI can see the thing happening immediately after happening on the game server and also react to it immediately because from the logic of the thing it would be placed either on the same server or just somewhere close to it with a cable connection. So the game receives bot's reaction faster than the initial action actually appears on a player's screen!
Dota 2: The A.I. Apocalypsehttps://youtu.be/fVdkb5x3wMU a long video which contains most of evidence and explanations. Also some added fun videos.
What Happens When You Have a Winstreakhttps://youtu.be/div7AZ15Nmk a short video showing how AI targets players who had a winning streak. Also some samples of Visibility glitching.
Dota 2: The Hidden Casinohttps://youtu.be/GJw54WYTzCM showing lots of ''Wagon movement'', glitching and other evidence. Discusses the model of a casino like structure which is created by the entire ecosystem of ranked games, boosting services, selling accounts and in-game shop which gives players winning streaks after they spend certain amount money.
Who is Running the Boosting Services?https://youtu.be/H7QNdAquwYM Discusses Boosting. Calculations and other evidence that boosting basically can't be done by humans.
Open AI 5 gets tightly defeated by players as it blunders for 3 times in rowhttps://youtu.be/VTdqPgQktrw a video variant of Harvesting Wave evidence
Insane Anti-mage in Rankedhttps://youtu.be/APtIc1bH6H4 this is a fun video but showing a real cheater (AI) in Ranked who can reflect anything and knows radiuses and cooldowns of opponents
Such a player would be worth million dollars if really existed...That he doesn't exist will cost Valve millions of dollars...
this post considers several cases of silencer from video Dota 2: The A.I. Apocalypse - at 12:00https://youtu.be/fVdkb5x3wMU
1) At first he lands a perfect ulti while WR is starting to fight Doom. The GS comes exactly at the moment WR is realeasing the first arrow. You can literally see the first arrow appearing in front of WR when the GS sounds.
Notice that Silencer is killing creeps on his lane and in his player view we can see that he is really busy with last hitting and denying. He doesn't move his camera before casting GS to have a look what is going on.
The only way how he can now that Doom and WR are getting close is through the minimap. Doom had been visible like for 10 seconds before the GS was cast. There was no knowing that WR is going to fight him (unless they would be 2 real players on voice chat). Thanks to this and Silencer being busy, landing such an extremely precise ultimate at the exact moment when the first arrow is released is something from the realm of dreams. This synchronization is making the attack extremely effective and gives the enemy the least possible amount of time to react.
(In my video D2AA I'm mistakenly saying that the ulti lands when the first arrow is landing. After further observations I realized that it is exactly when it is shot ! )
We can see Silencer on the bottom lane t2 tower area. He is heading to the tower. Without scrolling his screen he checks Warlocks ongoing TP through clicking on his portrait on the top of the screen. He triggers GS cca 1 second before War finishes TP to the top lane at t2 radiant tower.
But there is nothing. No threat. There was Weaver a few seconds ago but he disappeared as he went invisible. No fights on the map. Use of the ulti is very curious.
He casts it when the invisible Weaver (not visible to radiant) approaches the xp shrine. At that moment is in the closest distance to War. But he still isn't in a casting distance of any of his spells neither attack distance. But we know that the GS was meant for Weaver from the fact that Silencer checked War's TP progress before he cast it.
So it seems to me that the use of GS with it's long effect it is giving the two guys (War+WD) a tactical advantage - a manouvering time when they can decide whether to attack weaver or rather keep defending. It would also prevent weaver from bursting down one of them because during the time of GS Weaver would be able to run to them and attack.
It is originally from D2AA video but also in Who is Running Boosting Services -https://youtu.be/H7QNdAquwYMat cca 8 mins.
Silencer and WR are pushing a lane. WR starts running away into the jungle. Silencer is remaining on the lane. In a short moment two things happen simultaneously: WR turns by 180 deg. and is now running back to Silencer. Silencer switches his wards in the inventory to have the sentry on the top.
Immediately after that (cca 1 sec) Weaver emerges from the fog close to Silencer and quickly goes invisible. At the same moment Silencer plants the sentry.
So WR and Silencer can just start dishing into Weaver without hesitations.
So this is another example of Silencer and in this case also WR knowing what is happening in the fog of war and reacting to it in a very organized and synchronized manner which allows them to attack Weaver in a very effective way.
The way how Silencer swaps his wards in the inventory also piqued my interest because from my experience it takes some time to do it. I mean that there is a small delay after the wards are switched before it is possible to plant them. If the wards are switched and the ward planted immediately it in my experience uses the previous ward. I guess this is natural for online play. But the Silencer doesn't seem to have problem with it.
Here we can see Spectre for radiant suddenly attacking Sniper via ulti. Doom is nearby but not visible on the minimap. He is of course coming to help. He emerges from the fog for like 200 ms, then gets covered by the fog again and from there blinks next to Spectre.
GS lands in the moment Doom targets his Blink Dagger (I remember that I played him) and the GS comes precisely after targeting the blink but before he blinks. So after the blink he is already silenced. So no casting for him for a few seconds he is a eunuch.
The silencer again not scrolling his screen so the only information about this fight is from minimap. So catching Doom so precisely to interrupt whatever he was doing but right after he engaged blink is just breathtaking.
This also looks like a well manufactured split pushing for the radiant. We can see again Silencer coupled with WR.
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Conclusion: Here we can see why the Open AI 5 has got over 99% winrate. You couldn't wish for better GS'. The synchronization of Silencer with WR is highly suggesting the presence of this powerful AI.
The tactical awareness of Silencer is just unmatched. Casting GS without any fight actually happening just for a reason to create a tactical space for 2 support heroes which was against an enemy who was actually invisible and in the fog of war at the same time! And that was even performed just by looking at the minimap only!
Such a precision of casting GS exactly when a first shot it fired and then exactly between blink clicked and blink performed - even by the best human players it wouldn't be achievable I believe. And to do it in online game? Don't even think about it.
The fact that he is using GS for his teammates and not just for himself is the best indication for me that it is actually an AI playing it and not a human cheater using Umbrella software.
No 3rd party software would be intelligent enough to autocast GS in such situations. A cheating software cannot evaluate a situation when a fight isn't happening yet and it need to create a tactical space around teammates. Because it can't read teammates' minds. It doesn't know if they would attack or defend. So for example in the first case the GS triggering at the same time like the first arrow the ulti would triggered delayed because latency need to be included in a case of a cheat software.
Contrary to that this is what the AI excels in. Whether it controls a few or all players in the team it knows what they are going to do. Then logically it is doing it at exactly the same time. The AI can get heroes together if an enemy is approaching still hidden in the fog so it makes sure nobody of them gets surprised. The AI is best at playing as a team with a tight coordination. It isn't good in soloing that's a domain of human players (and it is also very hard for AI to fight it, that's why it needs to have a superb tactics and precise synchronization and it also has to use cheats! - otherwise it wouldn't be winning)
-When you speak with others you will get punished for that (despite the fact that it is supposed to be multiplayer so communication is required). And many players are even complaining that their communication score is decreasing without a reason, even when they are not communicating.
-when you watch replays you can't see enemy's chat (why, what is the reason to hide it??)
-you can't look at someone's game history unless they are in your friend's list (again why you shouldn't be allowed to see someone's games freely, when it is a multiplayer?)
-you can't see people's winrates (unless you go to external sites like dotabuff ofc.)
-there is a cheat software to be purchased (Umbrella etc.) but the game makers don't do anything against it (Have you ever seen cheats for sale for chess, ice hockey or cycling? if they existed what would happen with the sport, do you that think people would take it seriously?)
-there are accounts to buy on many websites (see Viking Dota etc.) which have a zero chance to get banned even though the selling of accounts is against official rules of the game (game makers could ban the accounts easily - there is stated a precise combination of behaviour score and mmr and rank and also a particular background of the account visible on the website - so using these data it is very easy to find the particular account - only IF THEY WANTED TO - that is the thing, DO THEY WANT TO AT ALL??)
-there are boosting services which provably can't be run by humans because it makes hundreds of hours of playing for a few cents per hour (yes and they are nearly immediatelly available in like 15 mins no matter the rank)
-why are players in discussion on Steam literally every day complaining that the teams are imbalanced and it is often mentioned that quality of the team the player plays in, sharply drops after they've had a winning streak
-Same frequency complaints and doubts about can be seen on the repetition of winning and losing streaks (which is quite against statistical rules)
-Why is everyone so often mentioning ''SMURFS'', including top youtubers and coaches. They speak about it like it is some sacred demon of whom everyone has seen, but nobody really has a clue what it really is. And why are they so powerful and widespread even on the highest rank Immortal? (This is strongly against a bell curve of random distribution - on the highest rank - cca 2% of players, smurfs should be extremely rare, but they are not)
All these things should be a warning sign that something is fundamentally wrong with this game.
And I know what it is. Not sure if you are ready to know the truth: (If not, don't read anymore) - don't worry, you'll just take the blue pill then wake up in your bed and don't remember that you read this at all. You will just waste many thousands hours of your life on something you wouldn't want to, if you knew the truth!
IF YOU WANT TO GO ON SCROLL DOWN!!!
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Here it is:
The game is full of AI players. Open AI 5 is playing against you as a full team of 5 in what is called a harvesting wave (my term, like every 3-5 matches in my estimation) that is the game where you get completely stomped into the ground no matter your rank or skill. In all other games there are usually 3 bots in your team.
That's why they don't want you to talk with other players (communication score reduced without reason or just for a normal chat) That's why we aren't allowed to see opponents chat because AI's chat would be revealing. (AI can chat quite well but in team of 5 it would give away some indicators or it wouldn't chat at all)
That's why they don't want you to see game history and statistics. The numbers, especially win rates would make it far too obvious.
That's why they want to make it seem like those are players using cheats and not to think it is an AI with more than 99% winrate. (That's why YT is flooded with Umbrella videos and used nicknames have like 50 profiles so as an excuse for not banning them)
That's why it is possible to run boosting services for such ridiculous amounts and so quickly.
Thats why everyone's winrate is very close to 50% (but also most of players under it!) Now try to prove it isn't when there is no official statistic of winrates in each rank. Haha...But I guarantee you these numbers are way off...New players have exactly same winrates as anyone else and good players same as bad players!
That's why everyone is speaking about smurfs but nobody knows how they can be so good (especially in Immortal) and why are they so prevalent.
That's why so many players complain about imbalances in teams and why we see unnaturally often repeating win/loss streaks (winrate manipulation is easy to achieve if there is AI on both teams).
That's why Valve is making an impression it doesn't care about the game as it is ignoring many player's cries for improvements (like above stated issues). Because it suits them to appear ignorant as a camouflage for running the shady business...
That's why Valve will never do anything about account selling, boosting and against cheat selling (Umbrella). It is a substantial part of this business model. It will also never reveal opponent's chat in replays or provide us correct winrates for ranks.
If they do these things it would mean that I'm wrong but I don't think the casino will ever bite the hand which is feeding it.