xDeityx, on 08 July 2013 - 09:44 AM, said:
It specifically says the exact opposite actually, that they looked at teams of mixed new and veteran players:
The part which you are misunderstanding is just them acknowledging that in general players tend to team up with people of similar skill:
Here is an excerpt from the post from Riot you quoted:
xDeityx, on 08 July 2013 - 09:44 AM, said:
If a player pre-makes, he joins up with people of approximately similar skill, and he is partnered with fewer random teammates boosting or impairing him, so his rating reaches an accurate value more quickly because more of each game result is due specifically to him and his friend(s), who are likely close in skill.
So in LoL you're going to be on a team of people of a similar level (say 30). The matchmaker in LoL will not only match by level but relative class strength in addition to a modified average of the Elo of the people in your premade team. That's a great way to go about it and because they up the difficulty for premades (they get a bump in their estimated level by dropping on a team) they get put in more challenging matches. THAT is what nullifies their advantage.
In MWO it's simply tonnage and your relative win/loss rate for that weight class. If one is an LRM boat and the other guy is all flamers they get the same value for weighting. My Elo is the same if I'm piloting a stock Dragon or if I'm out rampaging in my boomJag. Mech and loadout in MWO is far more significant than player skill - a spider with flamers piloted by a genius is still likely to get crushed by a mouth breather in a Jenner with Streaks.
That's also where relative player skill comes in and the difference in MWO vs games like LoL - also why I said LoL has more in common with WoW than MWO. Character classes with levels, skill trees and the like. MWO has nothing significant like that. Engine tweak, tiny adjustments to heat performance - taking a mech to master certainly gives some advantages but it doesn't create a 'build'.
If MWO used a BV system to influence the MM I'd be more inclined to agree with you. As it doesn't though the two have little in common.
xDeityx, on 08 July 2013 - 09:44 AM, said:
And if you think about it for two seconds you'd realize that your claim is ridiculous. How and why would Riot ensure that all players who decide to team up with each other are the same skill? 0.o
I'm talking character level. See my prior response.
xDeityx, on 08 July 2013 - 09:44 AM, said:
You're moving the goalposts now. It's one thing to claim as you did originally that premades consist of 4 assault 'mechs focus firing on a component. It's an entirely different thing to claim as you now do that a lot of premades drop in assaults and heavies.
You've clearly played competitively in MWO - see a lot of Dragons and Cents in 8mans? Competitive team play? Even moderately skilled teams anymore? You drop in a team much at all and your Elo gets to a point that you've got to bring the LRM/PPC fun or you're gimping your team. I'd stand by my statement that a lot of premades drop in heavies/assaults and coordinate fire - unless they're just playing for giggles.
xDeityx, on 08 July 2013 - 09:44 AM, said:
I'm not sure how LoL suddenly became my game or how I am a cowboy, I guess we're just descending into ad hominem at this point. I guess it beats making a cogent argument.
So the part where you call me ignorant, we'll just skip over that? The part where you got all defensive about LoL and its matchmaking system, game depth, etc? Re-read your original post. It also missed the point of mine -
LoL matches not just by Elo but level and build. Hence, again, LoL and MWO matchmaking have nothing really in common save that they both also include weighting of the players win/loss rate. As to what they are balancing, no. Nothing in common nor does the value of premades in a 5-man LoL match acounting for character level, class and build in any way, shape or form really translate into 4-8 man premades in an 8v8 match that simply accounts for weight class (light/medium/heavy/assault) divorced from BV.
xDeityx, on 08 July 2013 - 09:44 AM, said:
Nothing you said at all addresses my point, which was that LoL's popularity is orders of magnitude greater than MWO's. Instead you want to split hairs about which game is the most popular. It shows how weak your argument is.
No, pointing out that LoL isn't the end-all be-all on the topic. By all accounts they have a great matchmaker - for LoL. It wouldn't work for WoT or any other game in the same way it works for LoL, so again. Translation is irrelevant. That I drew attention to your bias towards LoL is just case in point for why you're trying to fit a square peg in a round hole.
xDeityx, on 08 July 2013 - 09:44 AM, said:
In LoL you can kill an entire team in literally 1-2 seconds with well coordinated ultimates. I have no idea what level of games you've been watching but if you watch protatomonster's top 5 plays of the week youtube channel you can see things like this happen fairly regularly.
No, what I see are power builds exploiting weaknesses. It's not something that translates to the voice comm benefit of 4 players in MWO over pugs. There isn't a LoL tactical equivelent of hiding in a light and calling locations, tagging, coordinating sniper fire on a target of opportunity. It's a FPS vs a RPG style game.
xDeityx, on 08 July 2013 - 09:44 AM, said:
You lost all credibility when you said LoL has more in common with WoW raids than MWO. You demonstrated a complete lack of understanding of LoL prior to that, but that was just the icing on the cake.
That you don't understand the difference makes it clear that you're not going to see how silly the concept is via a forum debate.
One is an RPG style game with levels, classes, skill trees, 3d person isometric view scroller - max 5 people on a team.
One is a FPS with widely divergent loadouts for mechs of different weights each swinging dramatically in value and game impact and designed to work in concert with other mech loadouts. Games are 8v8 with a max 4 person on a team - specifically before PGI said more than that made balance totally impossible even with an Elo system - so they built an 8v8 queue which died largely because competent 8 man teams with the right build and good coordination in voice were simply unstoppable and made it no fun to play because you either showed up in that one mech and played the same part again and again or you were a burden.
Get it?
Edited by MischiefSC, 08 July 2013 - 01:37 PM.