The amount of players at Grand Champion doubled or tripled depending on the queue considered. Reaching Bronze 1 is a real achievement because it is as difficult as getting Champion 2. The average rank is still Gold 2 (in solo standard). Let’s compare the stats from season 8 to 9: The lower ranked player will lose fewer skill points for losing to opponents who are ranked higher. The lower ranked player will receive more skill points for beating opponents who are ranked higher. If a party member is at least one skill rank below the highest ranked player in the party the following will happen: Moreover, the skill point system has been updated in order to reward more lower-ranked players for beating higher-ranked ones. They will continue to monitor the matchmaking and adjust the math formula behind the new weighted average if necessary. The developers came up with an improved party skill system that takes into account the average rank of the team and then skews it depending on the highest-ranked player. This situation - combined with the amount of skill points received by the lower-skilled member of a party - encouraged boosting, hurting the integrity of Competitive play. This is because the Gold 2 player can easily carry the low-Silver or Bronze player in his team. Psyonix noticed that teams where all players have a similar rank (for example, everyone is Silver 3) tend to lose more often against teams where one player is ranked higher than the average (such as Gold 2). Party Skill will now be weighted closer to the skill of the highest-ranked player in the group than in previous Seasons. With the start of Season 13, we have adjusted how Party Skill works for Competitive Playlists. Nevertheless, I believe the developers also improved the matchmaking algorithm and the player distribution, correcting the massive rank inflation that took place in the past 3-4 seasons. Perhaps, some of these new players will drop out of Rocket League after a while, so the top will inflate a bit again. Of course, the numbers are somewhat skewed by the large amount of new players, but it still looks significantly harder to achieve a high rank if compared to the past seasons. Before, Grand Champion included 1.01% of the player base, while now only 0.27% of the players are spread out from Grand Champion I to Supersonic Legend. In Standard, the top 5% moved from Champion 2 to Diamond 2, which means that now it is exponentially more difficult to reach a high rank. Ultimately, the percentages shown in the graphs and tables above represent a brand new set of data that can’t be compared to the past seasons. Optimally, the best approach to analyze these numbers would be to use raw player counts at each tier in both season 14 and 1, however, Psyonix doesn’t share them with us. In Season 1, the influx of new players brought by the Free To Play launch influenced the ranks deeply: they are not the same ranks we were used to.Īny new player who reached level 10, and then played 10 competitive games in a playlist, has been included in this data. New players must be at least level 10 before they can play in Competitive Playlists. The Skill Tiers requirements for multiple playlists have been recalibrated. The matchmaking system will now place more consistently solos against solos and parties against parties. The Solo Standard playlist is discontinued. On the top end, players are hard capped at around Grand Champion I.Ĭurrent Bronze players might be placed in a higher rank than usual because they are probably better than new players who just joined RL with the F2P launch. Players above this rank will move down an average of one tier, while players below the median will move up an average of one tier. Starting from this season, all soft resets will shift the skill curve towards the median rank (Gold III). This rank is tuned to be very exclusive based on historical ranking data. There is a new top competitive rank: Supersonic Legend. Grand Champion is now split into three tiers to better separate the best players in the game: Grand Champion I, II, and III. With the Free To Play release, Psyonix reset the season numbers, so we will start again with Season 1. In this way, we will be able to understand how the distribution evolves over time and if there is any difference.įree To Play launch and competitive changes I will continue updating the article with the new seasonal data as soon as it is available. All regions and platforms are considered. The data below includes Solo Duel, Solo Standard, Standard, and Doubles, showing the percentage of players in each tier. Psyonix is completely transparent and releases official data on the rank distribution at the end of each season. Some software houses prefer to hide the data on their player base and rankings, while others provide an API with which most of these statistics can be gathered.
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