关于翻译,有点还是存有疑惑:
‧ If you have a higher than 50% chance to win a match, you gain less for
a win and lose more for a defeat. Conversely, if you were an underdog in a
match than you gain more SR when you win and lose less SR when defeated.
这边没有特定指说哪点定义你有高于50%的机率去赢得这场比赛。假设用MMR,一个队伍6个
人,每人有高有低,难道是比平均值?你的个人MMR高于平均值所以你应该要赢,输的话就
乖乖下去?这样是说相对高隐分的玩家赢的是应该,相对低隐分玩家赢了是赚到。换个比
较极端的说法,你不仅要Carry,赢了是应该,输了是活该。加分还有可能比被你Carry的
队友还来的少。是这个意思吧?
至于钻石以下为什么不取消:
Especially at the higher levels of online competition where every point of SR
matters, we want players to not be distracted and worry about how to optimize
around the personal performance adjustment. They should just be trying to
WIN.
简单翻译:
高端场每分都很重要,我们希望他们能专注在赢而不是这些枝微末节刷数据。
换句话说:
低端场分数随便啦,你们就好好刷数据,赢不赢没差!?
不可质疑你的大BZ.