

Elo Broken?
#1
Posted 09 July 2013 - 07:35 AM
#2
Posted 09 July 2013 - 07:37 AM
Since the vast majority of players fall near the same average elo rating, you are by far more likely to see noobs on your team rather than elite players.
Light Blue = 50 Matches or Less
Dark Blue = 51 Matches or More
Edited by Syllogy, 09 July 2013 - 07:39 AM.
#3
Posted 09 July 2013 - 07:39 AM
#4
Posted 09 July 2013 - 09:12 AM
Syllogy, on 09 July 2013 - 07:37 AM, said:
Since the vast majority of players fall near the same average elo rating, you are by far more likely to see noobs on your team rather than elite players.
Light Blue = 50 Matches or Less
Dark Blue = 51 Matches or More
Couldn't this be solved by grouping sub 200/300 matches players together and +300 together?
#5
Posted 09 July 2013 - 09:16 AM
#6
Posted 09 July 2013 - 09:29 AM
#7
Posted 09 July 2013 - 09:33 AM
Viktor Drake, on 09 July 2013 - 09:16 AM, said:
I agree with this 100%, but also think that Elo can/will work with their current formula, but for CW/8mans that drop with the same folks over and over. At this point, your team is the same folks, under the same leadership folks. But basing a win/loss on 15 other random variables will never properly work.
#8
Posted 09 July 2013 - 09:34 AM
Viktor Drake, on 09 July 2013 - 09:16 AM, said:
If they are doing it right, they are both equally skilled and the result is a win which is then reflected by your ELO.
#9
Posted 09 July 2013 - 09:35 AM
Viktor Drake, on 09 July 2013 - 09:16 AM, said:
Well ELO=skill. Problem is this is a team game, and that not enough factors are valued (eg base capping) for the match score
#10
Posted 09 July 2013 - 09:36 AM
There are far to many factors that are not related to your personal skill that effect the outcome of the game. Each and every game.
Edited by Braggart, 09 July 2013 - 09:37 AM.
#11
Posted 09 July 2013 - 09:36 AM
So yeah, Elo doesn't actually mean anything more than your win/loss ratio does.
#12
Posted 09 July 2013 - 09:36 AM
#13
Posted 09 July 2013 - 09:39 AM
I still see 8:0 PUGstomps and I still see pitched fights with even teams. I see PPC boats and lolfits. I see people who can't lead a target and see players who leg lights with a single salvo.
Can't really say I've noticed a big change in the game experience since ELO was introduced.
#14
Posted 09 July 2013 - 09:42 AM
#15
Posted 09 July 2013 - 09:46 AM

#16
Posted 09 July 2013 - 09:48 AM
Viktor Drake, on 09 July 2013 - 09:16 AM, said:
Given that Elo rating is based on wins/losses, either one of those mechs can have their rating accurately reflect their skill. Using a mathematical model to represent skill is not only possible, it's fairly easy in most cases, as there's a direct correlation between skill level and result of applying that skill. Better results indicate better skills and result in higher rating.
#17
Posted 09 July 2013 - 10:00 AM
#18
Posted 09 July 2013 - 10:03 AM
Syllogy, on 09 July 2013 - 07:37 AM, said:
Since the vast majority of players fall near the same average elo rating, you are by far more likely to see noobs on your team rather than elite players.
Light Blue = 50 Matches or Less
Dark Blue = 51 Matches or More
Which data point am I on this graph? jkjk
Real men label their X axes on graphs though.
Edit: I wonder how this graph accounts for the four different Elo ratings that each player has. Does the light blue include the <50 games that a player has in a certain 'mech weight category? PGI is so opaque with their information.
Edited by xDeityx, 09 July 2013 - 10:05 AM.
#19
Posted 09 July 2013 - 02:05 PM
IceSerpent, on 09 July 2013 - 09:48 AM, said:
Given that Elo rating is based on wins/losses, either one of those mechs can have their rating accurately reflect their skill. Using a mathematical model to represent skill is not only possible, it's fairly easy in most cases, as there's a direct correlation between skill level and result of applying that skill. Better results indicate better skills and result in higher rating.
It is possible, but....................................not when the other 7 people have more of an effect on whether you win or lose the game 95% of the time.
ELO is great when it is on a 1vs1 or anytime teams never change game after game. But when every game features a different mix of teammates and such. ELO is not a measure of skill at all.
#20
Posted 09 July 2013 - 03:09 PM
Braggart, on 09 July 2013 - 02:05 PM, said:
It is possible, but....................................not when the other 7 people have more of an effect on whether you win or lose the game 95% of the time.
ELO is great when it is on a 1vs1 or anytime teams never change game after game. But when every game features a different mix of teammates and such. ELO is not a measure of skill at all.
You pretty much nailed it - problem is not with Elo rating itself or applying it to the team game, problem is that PGI (in their infinite wisdom) decided to put players with vastly different Elo ratings on the same team, thus completely defeating the whole purpose of having Elo to begin with. Yes, strict Elo matching would have resulted in long queue times and a lot of "failed to find a match" messages, but doing it the way they did is exactly the same as having no Elo at all - either way you get good players on your team if you are lucky and bad ones if you forgot to sacrifice a goat last night.
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