Video games are a small window into Chinese life, but they're a window nonetheless, and video games themselves, in China, are huge. China accounts for more than half of the entire planet's PC gaming revenue. In fact, despite it being smaller than mobile gaming there, China's PC gaming market alone made over $15bn in 2018; more than half the entire amount of revenue made in the US gaming industry overall, including consoles, mobile, the lot. Going by the numbers of analyst firm Niko Partners, as of 2018 there were a total of about 630 million gamers in China - a little over 8 percent of humans on the planet.
Huge. But we know there are lots of people in China, and we know lots of them play games. What's really interesting is that these people are playing games in what is, on paper, the most aggressively censored system around. I suspect this sort of thing is why economists love visiting China, even if doing so is a risk: everything is a case study.
Games are no different. Under Chinese law, video games can't contain anything that "threatens China's national unity, sovereignty, or territorial integrity". They can't harm "the nation's reputation, security or interests". They can't promote cults, or "superstitions". They can't "incite obscenity, drug use, violence or gambling" - although loot boxes are, of course, fine (in fact Niko Partners analyst Daniel Ahmad reckons a Chinese game may have invented them as far back as 2003) - and they can't include anything that "harms public ethics" or China's "culture and traditions". They also can't include any "other content" that might violate China's constitution or law, whatever that may be, and they have to be published in China by a Chinese company.
It appears that there were some issues with the Dota 2 matchmaking rating changes that were rolled out in September. Valve said in its latest Dota 2 blog post that "some players, especially at the high end, have experienced a significant drop in matchmaking quality as a result of our recent iterations," and so it's made further changes to the system in the most recent game update.
The new update adds a rule for matchmaking for Immortal ranks intended to reduce some common "negative behaviors" and make solo queuing more viable, and also adds new restrictions on what solo and party matchups are allowed. Numerous bugs in the matchmaking system have been fixed, and there will be a greater emphasis on "having supports not be the highest MMR players in a game."
The update also makes some changes to the post-game evaluation screen, and adds a post-game survey that players will sometimes be asked to complete that "allow us to gather more player sentiments on match quality to help find common patterns to what makes matches enjoyable vs what makes them unenjoyable." Some methods of reporting players that weren't rated-limited have been removed "in order to improve the signal-to-noise ratio," and Valve is also taking more steps to crack down on toxic players by disabling chat and voice functionality for anyone whose behavior score is below 3000.
The previous update included a wave of bans on players "at the very extreme edge" of toxic and negative behavior, but that only impacted a small percentage of the player base. "We also wanted a more gradual system to address players that are not at the furthest extreme but are still big outliers from the general player population," Valve explained.
"We believe this more gradual user-facing reinforcement mechanism will be valuable for both protecting the larger population from outliers and as a warning system for players who are moving in the wrong direction that might encourage them to improve. We set the threshold score at 3000 due to the low probability that anyone would be that low without having had a consistently negative impact on the experiences of many different teammates."
Valve warned that matchmaking could be "a little unstable" over the day or two following the rollout of this update, but invited players to continue submitting feedback on the changes once things had stabilized. "Our focus going into the next few weeks will be on monitoring and measuring the results of this update and following up as needed based on what we learn. The other big category we are going to be focusing on soon is revamping the new player experience for an update in the future," the blog post says.
"In addition, a lot of the ongoing work we are doing on smurf detection will indirectly help us in the future with placing new players into more ideal matches once they’ve completed their initial new player experience phase. We are hoping that after we get matchmaking into a better spot, it’ll be an ideal time for brand new players to join in as well as for existing players to invite their friends into the game with the help of a better new player ramp."
After eight years, Valve have finally updated Dota 2‘s matchmaking system to end those frustrating situations where five randos are thrown together against an organised party of five. You know, where your team starts bickering over buying wards and you end up muting at least one teamie, while they’re laughing with their natural rapport and practised teamwork. Awful. No more! Thanks to last night’s update, five-stacks should now only ever be matched against other five-stacks. And solo players will now only ever go against teams who have, at most, one party of two. Glory be!
An enterprising thief allegedly burgled Valve’s Bellevue office last June, making off with a prop (I assume) minigun and an estimated $40,000 ( 32k) worth of games and equipment. The intruder shoved the goods into a wheelie bin and lugged to his car across the street.
There will be no jokes about this grave matter.
Valve has cracked down on Dota 2 smurfs—skilled players creating new accounts to play against less-experienced players—by introducing a new way of calculating matchmaking rating, or MMR.
Last month, the studio announced changes to matchmaking, including a new detection system to find accounts that were performing far above their MMR level. Since then, Valve has been verifying the system works, and now it's ready to take action.
"We feel ready to activate the rank adjustment portion of the changes," the developer said in a Reddit post yesterday. "The system searches for players that frequently perform significantly above their current skill bracket, and applies an MMR increase to those players until they've reached a skill bracket where they're no longer over-performing."
The adjustments will be "conservative" at first, but players should see more and more changes as Valve's confidence in the system grows.
It's all part of the company's strategy to battle smurfing in Dota 2, which it admits has become worse in recent months. In addition to these MMR changes, it is using account phone number verification to ensure each account belongs to a unique user, and players now have to log 100 hours before they can join ranked games.
Thanks, PCGamesN.