

Match Making Is Pathetic.
#101
Posted 07 December 2014 - 11:15 PM
#102
Posted 08 December 2014 - 12:00 AM
Davers, on 07 December 2014 - 01:19 PM, said:
Ofcourse that is not what I am talking about. I am in touch with probabilities and statistics, work with it every day for what its worth on a gaming forum.

Davers, on 07 December 2014 - 01:19 PM, said:

Then you assume that clan mechs and IS mechs are balanced? I would challenge that by saying that clan mechs are still a bit better than IS on average because of the cXL engine and that Elo in this case may not have had a significant impact. At least not been alone responsible for the outcome.
Davers, on 07 December 2014 - 01:19 PM, said:
Something I would like to see from PGI is an analysis of streakyness from their data. It would be a simple thing to prove or disprove. If there are on average more 10-match-streaks than 1 per ~2000 drops per player there is a systematic thing happening in there somewhere. I can only keep track of my own results, and I have more streaks that expected if there was a 50% to win each match before it starts. Even as little as a 5-match loss-streak only has ~3% probability per try. Over a typical gaming evening of say 20 drops, the chance is ~15-25% to have one. Everyone can judge for themselves if that is what they are seeing or if they have more streaks than that.
The other thing that is not talked about much when discussing matchmaking is the imbalanced maps. Most of them I'd say have one side that has a clear advantage, that must add a lot of noise to the personal Elo changes in addition to all the noise we already get from the performance of our 11 team mates.
#103
Posted 08 December 2014 - 01:24 AM
Duke Nedo, on 08 December 2014 - 12:00 AM, said:
Ofcourse that is not what I am talking about. I am in touch with probabilities and statistics, work with it every day for what its worth on a gaming forum.

Then you assume that clan mechs and IS mechs are balanced? I would challenge that by saying that clan mechs are still a bit better than IS on average because of the cXL engine and that Elo in this case may not have had a significant impact. At least not been alone responsible for the outcome.
Something I would like to see from PGI is an analysis of streakyness from their data. It would be a simple thing to prove or disprove. If there are on average more 10-match-streaks than 1 per ~2000 drops per player there is a systematic thing happening in there somewhere. I can only keep track of my own results, and I have more streaks that expected if there was a 50% to win each match before it starts. Even as little as a 5-match loss-streak only has ~3% probability per try. Over a typical gaming evening of say 20 drops, the chance is ~15-25% to have one. Everyone can judge for themselves if that is what they are seeing or if they have more streaks than that.
The other thing that is not talked about much when discussing matchmaking is the imbalanced maps. Most of them I'd say have one side that has a clear advantage, that must add a lot of noise to the personal Elo changes in addition to all the noise we already get from the performance of our 11 team mates.
Most of what you talk about here has nothing to do with the mm though
Map balance
Tech balance
Etc.
That has nothing to do with mm
#104
Posted 08 December 2014 - 01:47 AM
#105
Posted 08 December 2014 - 02:10 AM
It tries to setup match where both team have a 50% chance of winnning (at least it tries to be as close as possible).
Now the real problem is how the MM assembles teams to get a match. Right now, it only considers the ELO sum up of each team to create a "fair" match, or it is not a good indicator of the actual skill of the team, especially for teamplay.
Plus, the rule of mixing high ELO players with low ELO players in order to have an average ELO easier to work with, is not working : right from the start, the team is already missing firepower from one (if not more) player which is a huge disavantage given the nature of the game and the snowball effect.
Another problem is that a player ELO is based on W/L only, or past a certain point, a low ELO player won't decrease anymore because basicaly he's caried by his team every time. When you see the last post of Kiiyor about (C) trial mech, it's terrible, i don't understand why there are still put in regular match while they don't know how to drive a mech and won't understand why there are getting killed so easily.
That's why i asked several times to reintroduce ELO buckets : use the player ELO score to determine in which bucket he is and put him with and against players of the same bucket. While the ELO sum up of each team will not be as close as before, the match will be better balance because every player in both team will have roughly the same skill. The real problem is that PGI has to rewrite the MM nearly entirely for that.
@Sandpit : the fact that you recommand to cancel the MM search given a certain period of time, is a good indicator that the MM is not working correctly. And the supposedly low population is a false excuse : actually, even in a TBR and a Heavy queue greater than 50%, you still find a match under 3 minutes.
@Mallan : trying to give advice to your team is helpful (it's a polite way to say guiding the herd) but what can you expect from a player asking "how do i save the game ?", another player asking "why do i power off with a red screen ?", or a player bringing a Victor LRM-boat ?
#106
Posted 08 December 2014 - 02:21 AM
All I know is that when I am on a bad team, there is not much I can do about it. Pug-bossing has little effect since half the team either has team chat turned off or can't drive their mech and read chat at the same time, nor look at the radar or spot that we are losing mechs. Not until after they are dead, then they see all this and loudly state that the team sucks because we lost...
Edited by Duke Nedo, 08 December 2014 - 02:22 AM.
#107
Posted 08 December 2014 - 03:24 AM
12-4.
3 kills for me, cored and killed completely by myself a cent and a summoner; a kitty was already damaged.
Average team dmg around 200.
I chatted "carry hard. I'm having fun".....
Pgi.... just throw away that MM elo based, please.....
#108
Posted 08 December 2014 - 03:38 AM
In Solo Queue Land:
Remember how often you have 1-2 AFK / disconnects on one team most games? So one team starts at a disadvantage from the get go.
Then remember how 1-2 people nearly always get caught out of position / suicide into enemy team?
By 5 minutes in, before any furball / team fight happens one team is generally 2-4 people down.
Combine this with the piss poor situational awareness, bad coordination and poor judgement if your average human (how often have you seen people ignore a cored mech, or chase a disarmed mech just for the kill, or all chase a lone ECM spider, or fail to notice big swathes of red and take firing positions in advance).
Then you factor in the size of the teams. The numbers game makes the lesser team so much more likely to be focused down by pure weight of fire.
Boom stomp has happened - nothing to do with MM.
Stomps are a combination of badness from people, AFK / disconnects, large amounts of firepower due to previous points + team numbers.
#109
Posted 08 December 2014 - 03:50 AM
Then there is the other type where the teams are just incredibly unbalanced, one team pushing and the other running around trying to find some teammates to hide behind... in best case. In worst case they don't even know we have already lost the game, still running full speed counter-clockwise looking for the enemy, team chat turned off, not reading casualties, not looking at the radar... those should be possible to avoid or at least tone down.
#110
Posted 08 December 2014 - 05:11 AM
Duke Nedo, on 08 December 2014 - 03:50 AM, said:
Then there is the other type where the teams are just incredibly unbalanced, one team pushing and the other running around trying to find some teammates to hide behind... in best case. In worst case they don't even know we have already lost the game, still running full speed counter-clockwise looking for the enemy, team chat turned off, not reading casualties, not looking at the radar... those should be possible to avoid or at least tone down.
So you are complaining about human nature and fight or flight reactions? Sorry man but MM does not calculate for courage under fire, just win/loss.
#111
Posted 08 December 2014 - 05:28 AM
Duke Nedo, on 08 December 2014 - 03:50 AM, said:
Then there is the other type where the teams are just incredibly unbalanced, one team pushing and the other running around trying to find some teammates to hide behind... in best case. In worst case they don't even know we have already lost the game, still running full speed counter-clockwise looking for the enemy, team chat turned off, not reading casualties, not looking at the radar... those should be possible to avoid or at least tone down.
I can not agree more than that.
The first one, let's call it the "snowball stomp", usually lasts past 8-9 minutes, the survivors are pretty torn up and it's been a good fight.
The second one, the roflstomp, ends in 6 minutes because less than 180 seconds after the start, 3 of your teammates are already dead and you end up outdamaging and outscoring more than a full lance of your team.
#112
Posted 08 December 2014 - 06:09 AM
Team A - Assaults, Awesome, Victor-9, Banshee, ..
Team B - Direwhale, Direwhale, Direwhale,....
When there are Direwhale's waiting in the queue why both team does not get one, is beyond me....
#113
Posted 08 December 2014 - 06:19 AM
Joseph Mallan, on 08 December 2014 - 05:11 AM, said:
Imo win/loss should reflect the ability to play as a team, which is what I am talking about. All experienced/good players have awareness and knows when to commit and stand and fight.
#114
Posted 08 December 2014 - 06:31 AM
speleomaniac, on 08 December 2014 - 06:09 AM, said:
Team A - Assaults, Awesome, Victor-9, Banshee, ..
Team B - Direwhale, Direwhale, Direwhale,....
When there are Direwhale's waiting in the queue why both team does not get one, is beyond me....
Did you know it wasn't to long ago it was random as to what you got on your team? You could end up with 12 lights against 12 assaults. You actually had to get a scope of the other team before you went in. And actually think about how you could make the best of what you had. Hell, you could have though you were in the good with 4 assaults and run in to find they had 6. To be honest, in most ways it was more fun and challenging.
#115
Posted 08 December 2014 - 06:35 AM
#116
Posted 08 December 2014 - 06:36 AM
Duke Nedo, on 08 December 2014 - 06:19 AM, said:
Imo win/loss should reflect the ability to play as a team, which is what I am talking about. All experienced/good players have awareness and knows when to commit and stand and fight.
Also not all Good players are good Team players.
#117
Posted 08 December 2014 - 07:42 AM
Duke Nedo, on 06 December 2014 - 04:19 AM, said:
If this is anywhere near the truth the really must scrap the whole prediction thing and just make sure average elo is within reasonable limits and then count elo for every match. Hope I am wrong, but something is seriously wrong with the frequency of streaks we are getting in the solo queue.
The prediction is based on the values obtained after building the Teams. The odds of an "exact" elo match between 24 players is likely "zero". The prediction for a "WIN" can be placed against one Team based on a difference of 1 elo point between the 2 teams.
It doesn't predict a "winner", "red" or "blue", then build the teams if that is your concern.
Edited by Almond Brown, 08 December 2014 - 07:42 AM.
#118
Posted 08 December 2014 - 08:06 AM
LordKnightFandragon, on 06 December 2014 - 12:57 AM, said:
Yes, basically the ELO moving average is far too short sighted and your MM ELO seems to move like a square wave with a 5 match period. It should be like a 30 day moving average.
#119
Posted 08 December 2014 - 08:47 AM
Almond Brown, on 08 December 2014 - 07:42 AM, said:
The prediction is based on the values obtained after building the Teams. The odds of an "exact" elo match between 24 players is likely "zero". The prediction for a "WIN" can be placed against one Team based on a difference of 1 elo point between the 2 teams.
It doesn't predict a "winner", "red" or "blue", then build the teams if that is your concern.
My concern would perhaps be that there is likely a sweet spot for how uneven matches should be for Elo to work the best, and that too good matchmaking could be unwanted in the way Elo is implemented right now. Perhaps... just a thought.
If the average Elos are perfect matches, then the Elo change (if any) awarded after each match would be very small. The opposite, if they are very uneven, Elo would not change often, but by the max allowed value every time it happens...
Put that together with the fact that you are very likely to be able to reshuffle players between the two built teams to achieve an almost perfect average Elo match every game... (you have 24 numbers you can combine in many different ways) it could very well be that PGI chooses not to do everything they could possibly have done to get good Elo match because that would make Elo changes very small per game played.
But, that being said, that is probably only of academical interest anyways since Elo is most likely such a bad prediction of a players contribution in any given game that reshuffling is perhaps only another flavor of the same random.

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