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Could We Try A Week/patch-Cycle With Elo Turned Off, Please?


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#81 Deathlike

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Posted 23 October 2013 - 12:47 PM

One of the problems of ELO is with respect to premades.

Teamwork is OP. That should not go understated.

It is possible for just two or more players be significantly more effective than just playing together with a lot of random unknowns. One of the things I try to build with unknown teams is trying to get on the same page as much as I can, but that's not entirely effective and probably not always worth the investment.

Those same players in a premade can be significantly viable in their individual skills as if/when they go solo PUGing, one could have major success in their own individual skill, but the other much less effective, due to not being in a team environment.

The system as constituted does not really have a "team ELO" factor or value, rather strictly going with individual ELOs and team constructed averages, which isn't entirely a good system. Some people are better skilled.. and some people are better roleplayers (some both), and the simple fact that they are "comparable" with just one number is foolish at best.

Think of the larger 4-6 mech light swarms. When played correctly, those swarms are epic hilarity, causing lots of qq on the heavies and assaults that don't know how to handle it... when played poorly, those swarms tend to start blaming tonnage inequities instead of their lack of skill or the lack of teamwork by the bigger teammates to make the swarm much more effective.

In a way, the current system as constituted is just mediocre and does not address fundamental aspects of teamplay vs solo play.

Edited by Deathlike, 23 October 2013 - 12:49 PM.


#82 Murphy7

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Posted 23 October 2013 - 02:16 PM

Coming soon to an MW:O near you: the ELOCheck add on!

Allows you to see if someone meets an ELO threshold for your chosen raid drop based on their selected mech and loadout!

Soon with auto unfriend functionaltiy!


I joke and yet, I wonder.

#83 Nemesis Duck

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Posted 23 October 2013 - 02:46 PM

What about anyone under 1000 matches plays similar people and everyone over 1000 matches plays each other?

Insert a different number if it makes more sense...

#84 Jman5

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Posted 23 October 2013 - 02:59 PM

View PostSarsaparilla Kid, on 23 October 2013 - 12:05 PM, said:

Part of the problem I think is that noobs are given an ELO of 1300, which is smack in the middle of the bell curve for ELO, and averaging ELO for all on a team to affect an individual's actual ELO just makes that middle-ground such a huge magnet that is hard to escape...like trying to fly out of the gravity well of a black hole!

http://mwomercs.com/...ost__p__2265319

Posted Image

This was changed a few months ago. Now, new players have their Elo artificially dropped to 1100 for their first 25 games.

View PostAlexandrix, on 23 October 2013 - 11:16 AM, said:


Gonna have to call out this one Jman.We've played together more than a few times.I regularly see you in my matches,either with or against.I also regularly see guys from the forums here that claim to be the bestest of the bestest.sometimes I kill them,sometimes they kill me.So I Have to assume we are in the same general area of ELO

So,assuming I'm correct and we are in the same general ELO,being fairly high up in that whole ELO bracket deal....then how can i end up with a trial dragon that doesn't know how to hit P and power up his mech on my team?

The matchmaker definitely needs work.Lots of it.

It's pretty obvious that the matchmaker grabs people of low ELO to balance out the ELO scores of high elo players on a team.Why anyone would think saddling a couple of high elo players with a bunch of steering wheel under hivers...and then placing them against a premade voice com team of average to fairly good players is a fair fight...I have no idea.

Funny enough,the matchmaker seemed to be in much better shape just a few months ago.Sure,you'd still get those guys that did 30 damage in an atlas,we all have a bad match sometimes,but the general skill level at least seemed to be a smidge tighter.Now? not so much.

There are tons of variables that could cause you to see a trial dragon or even a new player.
1. You could be playing premades with some beginners or smurf accounts that are averaging your Elo waaaay down.
2. Could just be anyone piloting a trial dragon for laughs. I know I play the trial mechs ocassionally.
3. You could be playing a chassis that doesn't have a lot of games and your Elo is low until you get more games with it. My light Elo is probably noob level simply because I don't play them.
4. Could just be some jokster who likes to pretend he's a noob. I see that all the time from guys I know are vets.
5. The beginner you saw could be playing with 3 vets who averaged the team's Elo way higher than he would be if playing alone. I don't see this much, but it happens.

I can't remember the last time I played with someone who was legitimately alone and fresh off the boat. And my Elo is probably only middle-ish high.

Edited by Jman5, 23 October 2013 - 03:09 PM.


#85 Roland

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Posted 23 October 2013 - 03:12 PM

Quote

This was changed a few months ago. Now, new players have their Elo artificially dropped to 1100 for their first 25 games.

This always struck me as weird.

Why don't new players start with an Elo of ZERO?

It seems like that would be far better. It'd make it far more likely that they would get paired against other brand new players. And given how Elo works, if they caught on quick, they'd rapidly move up to their appropriate level anyway, so there isn't any reason to be afraid that they would be "too low" to start out or something.

#86 Sarsaparilla Kid

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Posted 23 October 2013 - 03:47 PM

View PostJman5, on 23 October 2013 - 02:59 PM, said:

This was changed a few months ago. Now, new players have their Elo artificially dropped to 1100 for their first 25 games.


Ah...found it...in the May 21, 2013 patch notes:

Match Making Update

- All new players starting the game will have 2 Elo scores assigned to them.
- New Player Elo = 1100 (N-Elo)
- Standard Player Elo = 1300 (S-Elo)
- Any new player (has 25 games or less in their history) will be using their N-Elo score to be matched with other players.
- The outcome of the game will affect both their N-Elo score and their S-Elo score.
- When the player has completed their 25th game, the N-Elo score is eliminated and the player from that point on will use their S-Elo score for match making.
- This change makes the initial experiences of a new player much easier and prevents the player from playing players with numerous matches under their belts.

So, at first they are set to 1100, but then they jump up to 1300, plus or minus any adjustments based on their performance at 1100, after 25 matches. I'm not sure exactly how that prevents the new player from playing those with numerous matches under their belts, though, especially when they get a 200 point boost for the 26th match, which puts them in the light blue area on the above graph, slightly ahead of the curve for those that have played at least 50 matches.

#87 Homeless Bill

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Posted 23 October 2013 - 04:06 PM

We already did test this out. It was pre-Elo. And it was bad. Twice as many matches were steamrolls. As much as Elo isn't perfect, it's a hell of a lot better than what we had. Do I get complete scrubs on occasion? Sure, but mostly I see the same people. There's hardly a game where I don't know someone's name. Moreover, tonnage limits will fix most of the problems we still have.

View PostRoland, on 22 October 2013 - 05:59 AM, said:

I have to agree at this point. The current matchmaking certainly isn't able to match based on skill, as I'm consistently in matches with some of the top players, while also having folks who obviously have no idea how to play the game yet running around in trial mechs and stuff.

It would be better to at least get the tonnage even, so when the skill disparity on the two teams is high, the better team at least doesn't have a huge tonnage advantage as well.

I seriously cannot wait for tonnage limits. I don't mind so much when the other side gets all the good players. What I do mind is that they're all dropping in HGN-733C poptarts and ridge-humping Miseries. **** that. Show me some real skill, get out of your easy machine, and stop fighting like a ***** on a pogostick.

#88 MischiefSC

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Posted 23 October 2013 - 04:22 PM

You mean put it back the way it was when grouping you could *easily* group up with 3 friends and go win 18 out of 20 matches and float a stellar KDR match after match at after match? Essentially farm all the newbies who ended up being dropping into the shark pool?

Elo got created for a reason. It's a good reason and while it's far from perfect it's a massive, massive step up from random match games, which were terrible. With Elo my teammates are far, far better and my opponents are far, far more skilled. There are still times when 1 or 2 people might be filler in an environment that's a bit out of their scope but it used to be 60 or 70% of players in any match were trying to figure out how to walk one way and look another.

We had a good year prior to Elo. We know what's it's like. We know it was terrible. We don't need to see terrible again to know what it looks like.

#89 Kin3ticX

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Posted 23 October 2013 - 04:48 PM

"ELO" system is working tip top

wins are determined by invisible numbers and not tonnage, obviously

Posted Image

Edited by Kin3ticX, 23 October 2013 - 04:50 PM.


#90 C E Dwyer

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Posted 23 October 2013 - 05:16 PM

its not elo, it weight thats the problem

just been in a team where they had as many assaults as we had heavies and assaults, then on top of that they had 4 heavies

we were a team of lights and mediums of which three were locusts in an assault match on river city, so we had lost before the counter had run down..

Now this is at 2am Uk which means its 9pm east coast and 6pm west coast USA so there should not be problems with numbers online as this time.


now if the MM can't balance a game at these time then there isn't much hope ELO isn't going to change this

View PostKin3ticX, on 23 October 2013 - 04:48 PM, said:

"ELO" system is working tip top

wins are determined by invisible numbers and not tonnage, obviously

Posted Image



Seems the MM is taking drugs.. wish i'd taken a snap of my match, but I was just to fed up with the whole mess

#91 Livewyr

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Posted 23 October 2013 - 05:36 PM

Why yes. I would love to see a bunch of Trial mechs to shoot at. (No thanks- it's not perfect by any stretch, but it's much better than pre-ELO)

#92 GalaxyBluestar

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Posted 23 October 2013 - 05:45 PM

whatever happens i'm game, always have been, premades metas seen the lot, {don't touch 12 mans the ferrari mechs and tactics sound boring} any MM will not make the one we have any worse right? so yeah change it up a change is as good as a rest. WHO WANT'S A HARDCORE REST!? i do! but the weight class only system was poor so don't go pre elo but we need a change.

Edited by GalaxyBluestar, 23 October 2013 - 05:48 PM.


#93 Roland

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Posted 23 October 2013 - 05:54 PM

View PostHomeless Bill, on 23 October 2013 - 04:06 PM, said:

I seriously cannot wait for tonnage limits. I don't mind so much when the other side gets all the good players. What I do mind is that they're all dropping in HGN-733C poptarts and ridge-humping Miseries. **** that. Show me some real skill, get out of your easy machine, and stop fighting like a ***** on a pogostick.

If someone beats you, they beat you.

If you think elements of the game are unbalanced, or more powerful than they should be, complain about the game.

Lots of top players are not going to voluntarily bring garbage mechs "for flavor".

#94 Kunae

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Posted 23 October 2013 - 06:06 PM

View PostHomeless Bill, on 23 October 2013 - 04:06 PM, said:

We already did test this out. It was pre-Elo. And it was bad. Twice as many matches were steamrolls. As much as Elo isn't perfect, it's a hell of a lot better than what we had. Do I get complete scrubs on occasion? Sure, but mostly I see the same people. There's hardly a game where I don't know someone's name. Moreover, tonnage limits will fix most of the problems we still have.


I seriously cannot wait for tonnage limits. I don't mind so much when the other side gets all the good players. What I do mind is that they're all dropping in HGN-733C poptarts and ridge-humping Miseries. **** that. Show me some real skill, get out of your easy machine, and stop fighting like a ***** on a pogostick.

View PostMischiefSC, on 23 October 2013 - 04:22 PM, said:

You mean put it back the way it was when grouping you could *easily* group up with 3 friends and go win 18 out of 20 matches and float a stellar KDR match after match at after match? Essentially farm all the newbies who ended up being dropping into the shark pool?

Elo got created for a reason. It's a good reason and while it's far from perfect it's a massive, massive step up from random match games, which were terrible. With Elo my teammates are far, far better and my opponents are far, far more skilled. There are still times when 1 or 2 people might be filler in an environment that's a bit out of their scope but it used to be 60 or 70% of players in any match were trying to figure out how to walk one way and look another.

We had a good year prior to Elo. We know what's it's like. We know it was terrible. We don't need to see terrible again to know what it looks like.

View PostLivewyr, on 23 October 2013 - 05:36 PM, said:

Why yes. I would love to see a bunch of Trial mechs to shoot at. (No thanks- it's not perfect by any stretch, but it's much better than pre-ELO)

Seriously guys... think, and read.

I've stated before, in this thread repeatedly, not to mention it's common sense... Pre-Elo was 8v8. We now have 12v12. A team of 4 makes no where near as much of a difference in 12v12 as they did in 8v8.

#95 Roland

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Posted 23 October 2013 - 06:32 PM

I honestly don't mind Elo at all. I just don't like if it takes precedence over tonnage.

Equal skill and Unequal tonnage is worse than Equal tonnage and unequal skill.

#96 Kunae

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Posted 24 October 2013 - 04:22 PM

View PostRoland, on 23 October 2013 - 06:32 PM, said:

I honestly don't mind Elo at all. I just don't like if it takes precedence over tonnage.

Equal skill and Unequal tonnage is worse than Equal tonnage and unequal skill.

Unequal tonnage does hurt,... but no matter the tonnage, if you have window-licking mouth-breathers placed on your team, every match, due to Elo balancing you, the game becomes less and less fun.

#97 MischiefSC

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Posted 24 October 2013 - 09:50 PM

View PostKunae, on 23 October 2013 - 06:06 PM, said:

Seriously guys... think, and read.

I've stated before, in this thread repeatedly, not to mention it's common sense... Pre-Elo was 8v8. We now have 12v12. A team of 4 makes no where near as much of a difference in 12v12 as they did in 8v8.


Yes, it absolutely does given that a 12v12 is correspondingly going to result in even wider swings on quality and caliber of players on each team. How about 2 4mans on one side and noobs on the other?

There's just no logical value to it. All Elo is doing is attempting to narrow, as much as time permits, all the players in a game to an approximately similar level of skill based on the metrics available. Far from perfect obviously but it's still a billion times better than just throwing random players together.

Again, we've already done no Elo. It was absolutely terrible. Don't get me wrong; my win/loss and KDR has been slowly and steadily declining. I am consistently playing against better players than I did pre-Elo. Which is exactly as it should be. Elo never was and never could remove steamrolls. It doesn't mean you'll never play with or against new players. It just makes such events less common.

What I'm at a loss at is trying to understand where you think removing Elo is going to make it better? What do you think will happen? You think an extra 40 or 50 tons tighter balancing but throwing top tier players with tricked mechs up against people in their first 25 matches in trials is going to produce better, more balanced matches?

What are you thinking is going to happen to make this better?

#98 The Amazing Atomic Spaniel

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Posted 25 October 2013 - 01:39 AM

View PostKunae, on 24 October 2013 - 04:22 PM, said:

Unequal tonnage does hurt,... but no matter the tonnage, if you have window-licking mouth-breathers placed on your team, every match, due to Elo balancing you, the game becomes less and less fun.


But the devs have repeatedly stated that this in NOT how their Elo system works.

It does not try to make a target Elo by lumping together higher and lower Elo players so that the average comes out at the target Elo. It tries FIRST to select players around the target Elo from those in the queue for a match. It then balances wait time against Elo range to select the remaining players for the match.

If you are ending up with lots of trial mechs and new players on your team it means that either i) your Elo is not particularly high and this is where you actually belong (not likely for an experienced player) or that ii) there just weren't enough players available at that time in the target Elo range to make up the teams so that it has had to broaden the Elo range for inclusion.

So the MM having to team together good and bad players is a final desperate attempt to give you any match at all, rather than the starting point. MWO is a minority-interest game so there will be many times when the MM just doesn't have many players to chose from and you will end up with more diverse teams. However, the only alternative is to up the wait times - perhaps significantly - or even to return "Match not found".

The MM has to strike a balance between Elo scores and waiting time. In my experience, the MM gets it right more times than it fails.

#99 Kunae

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Posted 25 October 2013 - 05:14 AM

View PostMischiefSC, on 24 October 2013 - 09:50 PM, said:


Yes, it absolutely does given that a 12v12 is correspondingly going to result in even wider swings on quality and caliber of players on each team. How about 2 4mans on one side and noobs on the other?

Why would you think that would happen? Elo isn't the MM. The MM would continue doing what it's been doing, matching up 4-mans, etc.

View PostMischiefSC, on 24 October 2013 - 09:50 PM, said:

There's just no logical value to it. All Elo is doing is attempting to narrow, as much as time permits, all the players in a game to an approximately similar level of skill based on the metrics available. Far from perfect obviously but it's still a billion times better than just throwing random players together.

No, that's not "all Elo is doing". It's "balancing" high Elo players with low Elo players to get to whichever magical target average Elo is set for that particular match. You tend to end up with matches where you have a bunch of above average players on one side, vs a couple great players who's team is then filled out with people on their 26th match.

View PostMischiefSC, on 24 October 2013 - 09:50 PM, said:

Again, we've already done no Elo. It was absolutely terrible. Don't get me wrong; my win/loss and KDR has been slowly and steadily declining. I am consistently playing against better players than I did pre-Elo. Which is exactly as it should be. Elo never was and never could remove steamrolls. It doesn't mean you'll never play with or against new players. It just makes such events less common.

Again, no we haven't done no Elo with 12-mans, under the current rule-set. Let me ask you this: Does your 4-man get 11-12 kills every match? I would bet not. Back in 8-man days, even with Elo, it wasn't too uncommon for a 4-man to get 7-8 of the kills.

In 12v12, a single 4 man is not the dominant force it was in 8v8.

View PostMischiefSC, on 24 October 2013 - 09:50 PM, said:

What I'm at a loss at is trying to understand where you think removing Elo is going to make it better? What do you think will happen? You think an extra 40 or 50 tons tighter balancing but throwing top tier players with tricked mechs up against people in their first 25 matches in trials is going to produce better, more balanced matches?

What are you thinking is going to happen to make this better?

First off, the "first 25 matches" crowd shouldn't be in with anyone other than each-other.

I expect, that at worst, what we will see is exactly what we're seeing right now. Where I think it will take us, though, is to a better mix of people who are potentially skilled, learning more because they can actually see real tactics and builds. It will also mean that if you get noobs in your matches, that it is random, rather than by design.

I don't know about you, but I'd rather have the chance to have window-lickers in my matches be chance, rather than by mandate.

View PostRocketDog, on 25 October 2013 - 01:39 AM, said:


But the devs have repeatedly stated that this in NOT how their Elo system works.

It does not try to make a target Elo by lumping together higher and lower Elo players so that the average comes out at the target Elo. It tries FIRST to select players around the target Elo from those in the queue for a match. It then balances wait time against Elo range to select the remaining players for the match.

If you are ending up with lots of trial mechs and new players on your team it means that either i) your Elo is not particularly high and this is where you actually belong (not likely for an experienced player) or that ii) there just weren't enough players available at that time in the target Elo range to make up the teams so that it has had to broaden the Elo range for inclusion.

So the MM having to team together good and bad players is a final desperate attempt to give you any match at all, rather than the starting point. MWO is a minority-interest game so there will be many times when the MM just doesn't have many players to chose from and you will end up with more diverse teams. However, the only alternative is to up the wait times - perhaps significantly - or even to return "Match not found".

The MM has to strike a balance between Elo scores and waiting time. In my experience, the MM gets it right more times than it fails.

Jeebus, man, do you even read threads before commenting?

View PostAsakara, on 23 October 2013 - 10:40 AM, said:


View PostMatthew Craig, on 07 August 2013 - 11:10 AM, said:


Technically the match maker will consider it a 'good' game if both teams were matched by having 1 high elo and 1 low elo player on both teams just as much as putting 2 average players on both teams.

The match maker can only work within the ranges given to it though and currently the ranges can be too large i.e. the matchmaker can drag in a high elo player to balance out a few low elo players, when we start to reduce the range what we should see is that the match maker will wait longer to create a 'good' game i.e it will have to wait for a player with a more average elo to show up (as the high elo player will be out of range). In the extreme case the match maker will simply give up and say it couldn't find a good game, this can potentially be seen as a good thing as you didn't want to play that game anyhow.

As mentioned we'll be monitoring carefully and we suspect we can tighten the ranges without having a dramatic impact on average wait times and failed matches, we can also adjust the timeout up from 2 minutes to compensate. Hopefully that answers your question.

Edited by Kunae, 25 October 2013 - 05:16 AM.


#100 Satan n stuff

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Posted 25 October 2013 - 07:24 AM

View PostKunae, on 25 October 2013 - 05:14 AM, said:

PGI quote

Nice to see it in writing, but that's a terrible way to balance teams. It means if the right ( or wrong ) person on a team happens to die it will have a massive impact on that team's performance. Worst case scenario, 1 "elite" with 11 newbs versus 12 slightly below average, elite dies, his/her team loses. I'm fairly certain I've been in a few matches like that, actually. I don't consider myself elite, but I'm reasonably good at this game, and compared to some of the players...

Edited by Satan n stuff, 25 October 2013 - 07:25 AM.






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