MadCat02, on 18 September 2013 - 06:55 PM, said:
The difference between elo hell and elo heaven is only 10% win rate ( League of legends 900-2500 elo is 10% difference) but a hell of skill gap
Are you talking about the difference between someone who wins 60% of their games vs someone who wins 50%. Cause in that case the difference is a half game. ie 3/5 wins = 60% win rate Vs 2.5/5.
MadCat02, on 18 September 2013 - 06:55 PM, said:
What elo does is push people who persistenly try to win to a higher level of competition
The more you win , the more likely you are to loose!
Elo tries to equalize play based on passed experience. The entire concept of Elo based match making is to placed skilled players in matches against each other. All things being equal, you should have 50/50 chances of winning. Elo based matchmaking tires to match players of equal skill. Thus, ensuing a 50/50 win rate. Which is why your win percentage will stabilize at 50% as your Elo score does.
MadCat02, on 18 September 2013 - 06:55 PM, said:
So if it seems like you winning only 55% of the games elo really isn't broken . Infact 55% is considered decent
If i learned anything from playing LOL and DOta the only way to get to the top 2% of the community is to work very hard
People who cry about loosing give up or rage and don't actually learn anything
You are a factor in every game and that 10% win rate difference will reflect your performance .
Real Elo hell is defined by a mathematical imbalance in the computation of Elo scores. In Elo systems winners are award more points for beating someone of equal or higher ranking. Conversely, they lose more points for losing matches to equal or lower ranked opponents. An imbalance in the way scores are computed coupled with a limited pool of players can result in good players often being under ranked.
For instance lets look at player who maintains a 3/5 record or a 60% win rate. This player can easily be stuck in an Elo hell scenario which makes it near impossible for them to raise their Elo score. Simply put, the points gains from their wins do not cancel out their losses. Which means the player would need to maintain a greater win rate, longer than the win rates which, put people in a high elo bracket. For instance, our 3/5 player may need to raise his win rate in to 80% to get out of Elo hell.
This can occur if said player is near the top of their Elo bracket and doesn't get frequent matches of players with his or greater Elo scores; as a result of matchmaking criteria and a limited pool. It may also occur if the Elo brackets are large enough that players of significantly different scores are forced to play each other. In which case, the better player always has more to loose than they stand to gain. The lower ranked player always bets less points in a match. If a lower ranked player loses, his score doesn't drop as much as the higher ranked. The higher ranked player stands to gain less points from a win against a lower ranked opponent. This is a function of basic Elo scoring and is often not corrected for in games and creates the phenomenon know as Elo hell.
Elo scores are not a ladder as climbing up elo scales are impeded by the mathematical phoneme of Elo hell and basic probability. First Elo scores are very easily gamed if you know what your doing. Most Elo scores have a K factor which adds weight to the players first 10-20 games. Maximizing your advantage in order to win those first games is the best way to get a high elo score. This can easily be done in MWO, by playing good mechs, and dropping in a group of 4.
Secondly, lets take your example of someone with a 55% win ratio as being good. The difference between someone with a 50% and a 55% win ratio is one game, 11/20 Vs 10/20. That margin is so narrow that pure chance can not be ruled out, especially when we have lose Elo matchmaking. The same is true when we look at someone with a 60% win ratio Vs a 50, 2.5/5 games 3/5. A half game makes some elite? It's more likely chance and advantaged play.
Really all Elo matchmaking does is prevent the to 10% of players from beating up on the bottom 10%. Disseminating skill from an Elo system as implemented from a system like MWO, or LOL or DOTA is specious at best. It's really only good for blocking out the top and bottom 10% of your game.
Edited by Grits N Gravy, 19 September 2013 - 12:39 AM.