NachoFoot, on 28 May 2013 - 07:47 PM, said:
I don't know what they mean by 'Elo Hell' but I do believe (and see) Elo Karma. Elo Karma suggests exactly what Fluke mentioned: You are placed on teams with new players to balance out your Elo. Its aggravating and, yes, I have blasted my fair share of players.
Still, it would be nice to see how exactly Elo is implemented here.
the idea of elo hell is that, in a team game, by some streak of bad luck your elo gets dropped down to newbie levels. then all your teammates are newbies, and as a result you can't ever win because your teammates suck. the fallacy is that what it's supposed to also mean is that your enemies are also all newbies, so you should be the deciding factor in winning
however, that fallacy relies on certain assumptions. there needs to be a large enough player base looking for a game to keep the average elo, and presumably skill level on each side, tightly clustered. hard to say if that's the case in MWO (who the **** really believes paul or garth or whoever it was that said there were tens of thousands of players?). for folks who weren't around in closed beta, there used to be a counter in the UI that listed hwo many players were online at any point in time. PGI decided to remove this for some reason (transparency is bad, right?) more importantly, it assumes that the matchmaker creates teams by placing people of similar elo's on each team.
problem is, there's a popular rumor that pgi hasn't bothered to deny, that perhaps the matchmaker doesn't gather people of similar elos. instead, it maybe gathers people of variable elo's in an attempt to match the average elo of each team. maybe if a team has 4 good players, and the enemy has 8 average players, it tries to find 4 bad players to even things out. this seems like a pretty cumbersome way to implement elo, but ****, it's PGI. it wouldn't be the first time they did things the stupid way. doesn't help the situation that they don't come out and explain how their matchmaker works, only how it adjusts your elo post-match
the other problem is the issue of partial premades. this too can be implemented in a variety of ways, and PGI hasn't exactly demonstrated the ability to choose the most reasonable way to do things in any given situation. toss in an attempt to balance team tonnage, an attempt that all to frequently fails miserably, and it's a miracle PGI was able to cobble something together that perhaps has some semblence of proper elo (perhaps. of course we'll never know, now will we?)
Edited by p00k, 28 May 2013 - 11:52 PM.