Krzysztof z Bagien, on 24 April 2013 - 04:12 AM, said:
This tug of war example is not the best here - in that game there's only one factor to consider: collective strenght of the team being a sum of strenght of individual players (which can actually be easily measured and compared, so we can easily say that one player is better than the other), well, maybe also teamwork to some degree.
In a game like MWO there are far more things that can influence win or loss: players' skill (and that one is really hard to measure, it's even hard to tell what that skill actually is), overall teamwork (here it is much more important), whether team has voice comms or not (as it influences teamwork greatly), number of disconnects/AFKs and bugs that can make it harder or even impossible to play, team composition (some mechs are simply better than the others, and their loadout also matters), even the fact that one team has greater number of ECM units (as it was proven somewhere, I can't it find now, more ECM = higher chance to win).
I tried to keep the example really simple. I'm not trying simulate MWO. I'm trying to show that a good player will by virtue of being a good player will encounter more matches in which he has the better team. Even if he'll have the occasional game that is side against him.
The number of disconnects, afks and otherwise ineffective players doesn't really change this. They are just as likely to happen to either team. ECM is a bit trickier, if you bring a light withouth ecm you have a good chance to encounter one that does. However Hammers recent survey only showed a marginal advantage for the team with more ecm.
Now you're absolutely right about (voice)communication, teamwork, team composition, the mech and map combination and all those things. Al long with a players individual skill at piloting and aiming these really improve chances of winning. Now perhaps it's better to talk about rating effectiveness rather then player skill. Perhaps it is better to say that elo measures how good you are at winning games. And ultimately this is what the match maker tries to give people a 50% chance at.
Krzysztof z Bagien, on 24 April 2013 - 04:12 AM, said:
Probability to win a game does not equal skill, and in fact one has very little to do with the other. Player skill will become even less important factor in the equation with introduction of 12v12.
Now you say this, but you don't explain why. Hell you already have trouble defining what player skill is. If you don't know what it is, how can you say it wont be a factor?
Krzysztof z Bagien, on 24 April 2013 - 04:12 AM, said:
Edit: one more thing. Fore every player that says his experience improved thanks to Elo matchmaking there is one that says otherwise, so I belive it doesn't actually do anything and, as I mentioned earlier, it is merely a placebo effect.
I can look at my heavy stats and see that I'm not good at them. I can look at my medium stats and see I kick ***. I can't see my elo but I can make an educated guess after it. The difference between playing these two classes is like light day and night.
Edited by Hauser, 24 April 2013 - 05:30 PM.