Zaptruder, on 08 April 2013 - 09:13 PM, said:
This is probably one of those places where telemetry can help a lot; in understanding whether or not population groups can be split or sorted.
But I'd start with tried and tested solutions from other games first: Namely having a seperate starter queue for new players (0-100 games for example) before they're placed into the wild. This is assuming that there are enough such new players that this would provide acceptable queue times for this solution.
If not, then simply preferentially group such players up, but put them in with very low Elo values to start with, and have them be carried by more experience team members.
As for team based gameplay; I'd provide Elo adjustments for the size of the group - which I'd determine by seeing how groups with an average Elo rating differed from players of that Elo rating in terms of win %. (i.e. a 3 man group with average Elo of 1200 might win at the rate of 110% compared to a single player with an Elo of 1200). Then initially use this initial difference (based on group size) as the multiplier for the Elo score.
Of course, I'd observe the data and adjust accordingly after a couple of weeks or month of data collection, then repeat.
After we have an appropriate Elo multiplier nailed down for the 2-4 man groups, I'd introduce 5-7 man groups and do the same, and finally 8 man groups and do the same.
You put alot of thought into that, and I thank you for the reply. One thing I noticed was you did not mention reducing the max group size, or increasing the total numbers playing per side. Would you say that is because you think those things would not help, you are just trying to narrow your response to the current available architecture, or because you think that given appropriate designations, a well balanced meta can be achieved through ELO weighting and designations alone?
StrataDragoon, on 08 April 2013 - 08:52 PM, said:
All these haters on here acting like THEY can do something about it
I don't need to have the solution to add/participate in a conversation relating to balancing MWO, im not the one trying to sell it for profit.
I'm just the one who wants to be able to convince his friends to try it again, to try and convince them to like it, in hopes maybe I can get them into playing it with me. By and large, they all have had it with the game for one reason, another, or a handful of reasons. Summarizing all of their gripes into one word is an over simplification, but if I was forced to, I would say that word is "balance".
IMHO, behind all the X weapon is OP, X mech is OP, this strat is OP, arguments is team stacking. It's just my opinion, but believe me Ive put alot of thought into it.
That said, Zap seems far more unbias than myself, and rather wise/well spoken. So I will try to have a mature exchange with him on the topic to learn/evolve my own perceptions of the meta, and how to improve it.
So Zap, what do you think. Am I crazy, is there validity in my position, and what are your thoughts on the same?
Feel free to rip me up if you want Zap, I feel alot of venom directed towards me on these forums. What I say, is what I truely believe. Perhaps you could confirm, dispell, or develop my perceptions of waht is preventing MWO from achieving balance. Appreciate your time in responding at all.