The current system is not bad, but there is a glaringly easy improvement: you can vastly improve the current system by giving each player a "per-mech" ELO score. Let me explain the TWO benefits of this:
- If you assign a different ELO score per mech, then you will get better matches because, obviously, the performance of a given player depends very heavily on the specific mech he or she chooses. Much of the variation of performance of a given player will be explained away by this. This means that you will be able to match better balanced teams.
- I play a variety of mechs, some of which are stronger (e.g. RVN-3L) than others (e.g. RVN-4X, RVN-2X). Currently, whether I will win or lose can be predicted solely on the particular mech I chose. This is a very strong sign that the ELO system is working "on spec" -- good job! The game achieves the following problematic but "technically correct" empirical behavior: I win when I play a strong mech, and lose when I play a weak mech. [Please pause and briefly ponder the previous sentence if "technically correct" was felt cryptic on your first pass.] Implementing per-player-per-mech ELO scores will directly fix this problem.
The current behavior of always winning in your good mechs and losing in your bad mechs detracts from mechwarriors online in two ways:
- This foresight of outcome destroys the suspense and thereby takes away from the mechwarriors online experience. This foresight is an unintentional side-effect of the current ELO implementation.
- Unlocking mech-efficiencies on a new mech is time consuming. This is directly exacerbated by the fact that I will now be consistently set up to lose when trying to unlock these efficiencies. Some players may resort to underhanded tactics like smurfing and losing some number of games intentionally. Thus, this detraction is further exacerbated in that it will encourage pathological "gaming-the-system" type behavior which can ruin the game for 15 other players over and over again. (In spirit and sometimes in practice, this behavior is just like the old suicide farming tactic.)
- Maching better balanced teams for closer games
- Restoring a sense of suspense (e.g. Choosing between RVN-3L vs. RVN-2X doesn't dictate outcome)
- Removing an incentive to game the system
Edited by 1985, 26 February 2013 - 12:44 PM.