Hauser, on 10 August 2013 - 07:02 AM, said:
Ah sorry. Missed your post.
Well strictly speaking I should ask you to provide a source that explains the match maker makes a team that is guaranteed to win and one that is guaranteed to lose. But here is the description of how teams are actually composed:
Asking me to provide a source seems pointless, given what I already wrote in my post.
Hauser, on 10 August 2013 - 07:02 AM, said:
I think you might be confused by the quote bellow. It explains how there is a team expected to win and a team expected to lose. However this is calculated after the teams have been assembled and is used to determine how Elo is adjusted based on the result of the match.
As I said, I'm mostly going by the explanation offered by other fans, so I wasn't really confused by that quote, no. Thanks for posting it though.
Hauser, on 10 August 2013 - 07:02 AM, said:
You don't know how long the match maker has been looking though. You can be the one guy the matchmaker desperately needs to start a match.
Indeed, I already alluded to this above. I don't know how long the match maker is looking. It's possible that there's a big difference in skill level between players of a given match, and this would suggest that the match maker has too small a window to find players of equal skill, or that too few players are playing the game to offer good matches.
Hauser, on 10 August 2013 - 07:02 AM, said:
I would be interested in seeing that. Take a screen shot of every match you play and take a note of how many trial mechs are on each team.
edit: I could do the same and we could compare notes.
I have done
similar exercises before, but it's rarely a rewarding exercise. At the moment, I'm fairly fed up with this game, but perhaps I'll give it a go if I some day rediscover my enthusiasm.
Best case scenario: I discover that I'm bored with this game for a different reason that I thought. It would certainly be interesting to learn, but right now I don't have the energy to investigate.
Hauser, on 10 August 2013 - 07:02 AM, said:
True. But for the pug games we're discussing it seems rather apt. The prerequisites are met.
Well, it's a bit hard to apply causality here. For example, if you look at statistics for world championships in brazilian jujitsu, you'll see that the competitor that gets the first point in a match, tends to win the match. Does this illustrate the importance of having a superior position (for which points are awarded in jujitsu) or does it simply happen because the best competitor has a higher chance of scoring points at any time?
Similarly, it's hard to say if steamrolling in MW:O is a result of snowballing / domino effect or because the most skilled team is more likely to score kills first. There's definitely a correlation, but it's hard to pinpoint the cause.
Hauser, on 10 August 2013 - 07:34 AM, said:
Again I have no real data but to me it seems that when the matchmaker has to make a less then idea match it does divide the people fairly. Though it is not always easy to tell by the end results. If I look at the screen posted by the OP I see two things. The losing team has 5 guys that didn't break 100 damage. The winning team has 5 guys that didn't break the 200 damage. I don't think these guys would have broken the 100 damage had the game been the other way around.
Of course, the 5 guys on the winning team that didn't break the 200 damage might be the reason the other guys on the team were able to do so much damage. They might have been spotting, or capping, or harassing the enemy to keep them split up, etc. And in terms of doing damage, it's almost a zero sum game in that everyone on the winning team can't do 1000 damage each. They can boost their damage by taking out a few extra limbs, but that's it. No matter how good the players on the winning team are, there will always be an uneven distribution of damage.
At the risk of tooting my own horn, I know I've scored less than 30 points in matches where my team would have lost if it wasn't for my light mech taking care of business.
Edited by Alistair Winter, 10 August 2013 - 07:49 AM.