h4t3r4d3, on 18 July 2013 - 08:47 AM, said:
The ELO ranking system works like this I think. It assigns a value to each player, then using some sorta algorithm it tries to make each team have equal ELO rank total values. So what happens is 4 players that have never won a game in their life end up with 3 average players and a really good player. This team is then matched against a team that has 8 average players on it and that one really good player cannot make up for the 4 players on his team that have no idea what they are doing. This continues until the really good player's elo is ruined and he is thrown in with average players against a "really good player."
Karenai, on 18 July 2013 - 11:25 AM, said:
The problem is less that people have very low elo and stay in elo hell, the problem with MWO is, that high elo players get punished with less then stelar elo team mates in pugs. That also means, that low elo players get pinned against medium to high elo players from the start.
This uniqe way of keeping the team elo even ends up frustrating both ends of players. First game today:
http://i.imgur.com/oaCajUW.jpg
Having teammates with a single large pulse laser build, who try to cap with their 48km/h mech is not very helpfull. And since they do not even distract the enemy, because they do not even try to engage, you have to kill mechs, while at least five of them are targeting exclusivly you.
I'm afraid you both are mistaken.
http://mwomercs.com/...-making-update/
Quote
How does the match maker compose a teams Elo rating, is it average rating or closest to a target?
It's closest to a target value, so the match maker starts trying to make a match for an Elo of say 1300 and will pull in players to those teams closest to those values; however, as mentioned earlier within growing thresholds and those curves will be tuned. Currently it may be a bit 'sloppy' about how it's filling those buckets but over time it will be tuned to be much more precise.
We need to do this carefully over time as generally the cost of precision is time to find a match we want to slowly find a very nice balance between time to find a match and the number of matches that are correctly composed.
Edited by Hauser, 18 July 2013 - 12:05 PM.