ohtochooseaname, on 12 April 2013 - 03:57 PM, said:
I'll certainly agree that ELO isn't a great system for MWO. All other systems, however, are vastly more complicated. Do we really want to have PGI try to implement something that complicated when they can't even get the ELO algorithm right??
What happens in an 8 player game is that the system is effectively underdamped. You will tend to oscillate a lot because you don't have enough control over the game, so it'll tend to have a random walk pattern trending about your actual skill rating. What they need is to damp down the oscillations by having the maximum possible ELO change reduce as you get more games. This will allow for rapid centering about your approximate skill location, and then allow the system to trim it down and reduce the number of games greatly above or below your actual skill because you will no longer be jumping all over the place. this is a fairly simple fix compared to other methods, which rate performance like, for example the current match score system.
Truly, the only way to have a zero bias rating system (system goal is to group players together based on their impact in game victory) in this game is to make it based on wins and losses, which is necessarily not a great system because you are on a team and thus don't individually have that much impact. There's no way around that other than to score individual performance, and those scoring methods are all easily gamed and quickly become ridiculously complicated. PGI went the simple route, and given the problems going even this route, I don't think they're ready for a more complicated system.
Well, unless you tell me you are an actual expert in coding and implementing ranking methods in video games, allow me to not completely agree regarding the difficulty to change such a system.
I don't quite get how it would be that complicated to either borrow or developp a new ranking method. As you say, it needs to be based on the player impact in a victory. In MWO, it could be either damage done (for bigger mechs), damage taken (sometimes you end up being the only guy being shot at...), points captured, assists, kills. The most difficult part would be to get a scoring system for "helping mechs", such as a Raven with ECM staying with his group to help them not getting shot by missiles.
Now, when you have all that figure out. You get ranks as you get points. For example, say that you go in with an Atlas, end up doing the most damage of your group, taking the most damage, kill 3 and assisting in 4 other kills. That would give you quite an awesome score and you would probably go up in rank, because to be able to do all that, it would mean you are better than the rest of the people that were there.
Ok, that needs mathematics, but I am not going to developp all that for free!

So yeah, it's not necessarily simple, but I do not think it is THAT MUCH difficult.
Not to mention that ELO is not a super simple method either. ELO calculation can become quite hard depending what you consider in the calculations.