Elo ranking system as intended.
Originally the Elo ranking system was devised as a way to calculate the relative difference in skill between two players in a skill based game. Most notably Chess however, it will work in any competitor-vs-competitor environment. Checkers or Backgammon are two other examples.
Elo works by distributing points based on whether you win or lose and based on the Elo rating of your opponent. The amount of points gained or lost depend on which version of Elo used (there are many modified versions). The winner of the match gains Elo points and the loser loses some. This obviously translates well as a measure of skill as the most skilled player will inevitably rise to the top of the pile (there are, however, problems with Elo that newer ratings systems address but I won't go into them here). Your Elo rating will also tend to balance out around your skill level so that you will be able to see a direct measurement when you are improving.
Elo ranking system in a team based environment.
Many people have attempted to modify Elo to fit into a team based system but generally without much luck. Since Elo relies on individual scores it can only work if the entire teams are treated as individuals. If the teams are always this same, this is not much of a problem as the most skilled team will rise to the top (this translates in MWO to units who, I assume, commonly drop teams made up of the same players against other teams who do the same). In this case, it is possible to calculate a players relative skill compare to his team mates and thus, to any other player.
However if the teams are composed of different people for each game, then it is almost impossible to calculate an individual Elo score that actually matches a players skill due to the huge number of variables in random team play. A player who's never killed a single Mech can still rise a high bracket if he is carried enough (not likely, but possible). It is possible to still assign individual Elo ratings (MWO does this) but there is no way that they can reflect player skill under these conditions. The most that can be assumed about a high Elo score is that the player is average to above average.
Low Elo's reflect general strength in a system, high Elo's reflect actual skill.
In Chess, Elo at low levels doesn't tell you much about a players actual skill. Let's take some examples from my chess history.
My current Chess Elo sits between 1300 and 1400 and has averaged out over thousands of games, with my highest peak being 1455 some years ago. This reflects my general strength in chess. Strengths refer to pattern recognition, memorization of openings and positions, realisations of move types (pins, X-ray attacks, blocks etc), pawn structure and other technical things. These are fundamental concepts in Chess which are requisite to developing skill and at lower levels, this is what Elo measures.
For example I am quite strong when playing White and opening with the Kings Pawn Opening, which commonly develops into a move set called the Ruy Lopez. I am proficient in a large number of variations in this opening and know the 'best' moves to make accordingly for the opening phase of the game.
Similarly, when playing black, I am very strong when allowed to play The Sicilian defence. Again, I know a large number of variations of this defence including some of the more complicated ones used in high level play (such as the Najdorf variation, a favourite of chess great Garry Kasperov). I recently won a rated tournament (1200 - 1400, 64 players) by using obscure variations that I was very comfortable with but my opponents were not. This is a strength of mine. However, my Elo shows that I am not actually that skilled at chess... If I know so many openings and positions, why is that?
Skill in Chess (and any other skill based game) comes from taking all of the fundamental understanding of the above and applying it in the middle and endgame. I may have 10,000 openings and positions memorized, but if I cannot translate that into good middle and end game play, I am still going to lose a lot. This is my failing at Chess and the area that I am constantly working on. I am very good at overall strategy and picking variations that I know well to wrong foot my opponents, but if I come across a truly skilled middle/end game player I am boned.
At higher levels of play, is where Elo really counts skill, not strength. If you've ever watched games from some of the immortal players like Capablanca, Alekhine, Kasperov, Fischer or Morphy (my personal favourite) you will understand the difference between strength and skill.
In MWO, strengths begin as things like Chassis preference, perhaps a disposition towards good tactics or strategy, realisation of torso twist to spread damage, proficiencies with different weapons groups etc. Skill is when you can pull all those fundamentals together and consistently win games.
So how does all of this relate to MWO?
The simple fact is that at present, your Elo rating only matters because of your team mates. None of your strengths are measured and neither are your skills when you learn how to translate those strengths. All that is measured now is if you won or lost which is only really good for forming bands of players which Matchmaker can work with. There of course are higher tiers and it stands to reason that better players are within those tiers, but the current system gives only a anecdotal indication of skill at the very best.
If you constantly drop with the same people against teams who do similar and you are in the top bracket, congratulations. You are probably a very good player and your Elo is probably reasonably close to what it would be in a 1v1 system. But remember that even a few drops with different people mess up all that hard work.
The only true way pilot skill will be measured in this game is with the implementation of 1v1 with a separate Elo rank. Once that is in game everyone will be able to tell exactly how good or bad you are simply by looking at your 1v1 Elo (although Glicko is a much better system as it doesn't allow players to 'protect' their rating by refusing challenges).
So, in conclusion, PGI can make our Elo's visible. I'm fine with that. It will show who understands how the Elo system really works, and who just wants to flex their e-peen.
Edited by Pater Mors, 21 June 2013 - 09:19 PM.