Hauser, on 21 April 2013 - 02:06 PM, said:
Now you're treating elo as a personal ranking system rather then a component of the match making system. The critical difference is that while the match maker does require some measure of skill to assign players to a match, it does not have to be an accurate assessment of that person. The only thing the matchmaker needs is a rating that describes how the player plays.
Sorry but I'll call this bullsh*t. Rating that describes how the player playes = personal ranking system. If you don't have an accurate assessment you don't have accurate matchmaking. You can say that there is a good chance that 4 people on the team are 'overrated' by Elo and 4 others are 'underrated' so that combined Elo score is more or less accurate, but I'll say that there is just the same chance that all 8 are either 'under' or 'over' that leades to a heavily unbalanced game we see so often now.
Hauser, on 21 April 2013 - 02:06 PM, said:
The situation you describe is already highly improbable in a random match making scenario. You must be the (un)luckiest player in the world to drop with such good/bad people. However if both are consistently dropping with 4 friends that are significantly better or worse, then their ratings are deserved. It accurately describes how the whole group will preform.
Uhu ... and then when that guy that usually drops with his group decides to go PUG and become an epic fail for his team because he'll never play it according to his undeserved Elo. What I meant is ... one person does like 700-800 damage in a game while his teammates do less then 100 each while team loses. Let me ask you ... does this one guy deserve and increse of his Elo score or a decrease? Remember that Elo rates HIM and not his team.
Hauser, on 21 April 2013 - 02:06 PM, said:
As I explained previously to Christof, given a random match maker good players will encounter more matches where their team has the advantage. The good players team will always have 1 good and 7 randoms, while the other team has 8 randoms and thus a lower chance of getting equal or more good players.
Put 4 'good' players and 4 'bad' players against 8 'average' players and 'averages' will always win. 4 can't win vs 8. If Elo is working you'll never get 1 'good' and 7 'averages' vs 8 'averages', you'll always get 1 'bad' who is usually bad enough to ruin you. And the problem is you don't see peoples Elo scores, so you can't tell if he is 'bad' or 'good' before you die and start spectating. You count on him to cover you and all he does is strip your rear armor.
Hauser, on 21 April 2013 - 02:06 PM, said:
Elo is an improvement on random match making because it puts the players who would lose allot w/ random match making with similar players, just as it puts people who would win allot together. The result being that for every
In other words noobs play with noobs and learn nothing. Noob friendly game, you are gonna win 50% of your games even if you are a complete *****? Is that what we need? Don't know about you but I'd rather see a game that motivates people to improve their skill to win more games. Right now there is more reason to 'noobify' yourself to play in easy mode vs non-so-good players.
Also... you are saying that now pretty much everybody wins 50% of their games. If everyone does then everyones Elo is just there around that middle 50% win zone (just as graph shows). It is just as I was saying, has nothing to do with judging your skill, just your win/loss ratio.
Hauser, on 21 April 2013 - 02:06 PM, said:
I'm not defending the Elo system. I'm explaining how it works. I'm trying to explain that in the long run, if you play enough games, the goods and the bads will level out against each other. The only constant contributing factor that can steer your elo up or down is you.
It works for solo-play olny like in chess for which it was designed. You can use Elo to rate teams with permanent roster. You can't use Elo to rate idividuals from the team or teams with changing roster. I'm yet to hear from you why you do not agree with Elo that is based off the game score.
Hauser, on 21 April 2013 - 02:06 PM, said:
Now if you want to know my criticism on the current implementation it would be dropping new players in the middle of the elo curve. This is frustrating for everybody. Dropping them at he bottom end with accelerated elo change would be a better solution.
Nice to see we agree on smth at least
PGI will surely need an interactive tutorial at some points because their current 'tips' are kinda useless and sometimes hard even for veterans to figure out. Like 'If you want to disappear from enemy radar press 'P' to power down'. I already see newbs going into water on Forest and powering down in the open when they get 'incoming missiles' and a gazillion of PPC coming at them.