Thontor, on 13 March 2013 - 04:39 AM, said:
There haven't been any changes to the matchmaking system since they implemented phase 3 on February 19.
Matthew Craig said right in those quotes I posted that they haven't done anything yet.
I certainly haven't noticed any difference since then. Didn't see any change with the March 5 patch.
I think Matthew Craig explains that better than I could:
Matt again:
I don't see how adding a friend adds "boat anchors" to your team. Unless your friends are boat anchors
I definitely don't see how adding a friend could possibly make you lose more...
Its pretty obvious really, Elo ratings main purpose is to protect new players from the highly skilled veterans. To attempt to place similarly skilled players into a match together. Keep in mind, as Matthew said, even a match with equally skilled teams can end in a one sides victory, while the next one might end in a one sided victory for the other team.
Its not perfect, there are kinks, the only way they could even see and iron out those kinks is by testing it on live servers.
You can quote devs all you want. You can tell me how much better you think everyone's experience is all you want. You can even tell me how much better the game experience is for the new players. But the truth of the matter is that my experience in MWO has gone straight down the *******. No devquote is going to change that fact, or make me want to spend any money on this game until that changes.
You want a list of the idiotic stuff I have seen out of the pugs on my teams lately? I will give you a couple very brief examples, but I could spend all day typing a list. It was NEVER this bad before; we would usually get a 50/50 mix, on average, of good/bad pugs. Now, if we have a 4-man group, our pugs drool on themselves for a bit, run out to the middle of the map, and just stand there shooting at people out in the open until they die...and this is not just Atlases. I had a Commando on my team last night who hid in a corner the entire match...and then, when he was found, he did not even turn his chassis; he just stood there blazing away at the 7 people left on the other team (gee, big surprise there) with the awesome firepower of 3 flamers and an SRM-4. I also had an LRM60 Awesome run out and facehug someone with his LRM's until he died. He ended the match with 0 damage.
So, yes. This was a massive step backward for MWO, from my point of view. I cannot play with my Clanmates outside of 8-man groups (when we have enough people online) anymore, because it ends up being 4v8 every time.
Eldragon, on 13 March 2013 - 05:18 AM, said:
If the primary purpose of Elo is to protect the new players from the veterans, there are much simpler systems to implement. Rather than an Elo matchmaker, PGI would only need to use the Elo score as a measuring stick:
"Everyone with Elo Above 2000 goes in this bucket (veterans), everyone below 2000 goes in this bucket (newbies)". The number of buckets could then be expanded into more categories as needed and server population warrants.
THIS. This is what WOT has been doing, and it WORKS.
When new players join the game, they only play against other new players for their first 10-20 matches. That gives them time to learn, before they are dumped into the deep end of the pool. If we had this, but not the rest of our current ELO system, it would solve the new player experience, without screwing the more dedicated players.