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So let me ask you this - do you win more matches than you lose? Yes or no. Do you win or lose more matches now than you did before Elo came in? I know that I, Roadbeer and several other people have been tracking that statistically and for us at least we can absolutely see the impact that Elo has had in the aggregate. If you are a statistical aberration then show it. Track some games and show how you're consistently losing more than you're winning while still getting tons of kills and damage every match. Not cherry picked but 20, 50, 100 consecutive games.
Actually, that's a rather loaded question in my case. Hit registration is
terrible for me. I routinely get situations where I do 800+ points to 2 mechs and neither loses anything let alone one is destroyed. When the fundamental mechanics of the game are broken then looking at my win/loss is not helpful. I did track it for a while until I realised it was meaningless.
So that is: Lose more than win now (~0.6 win rate), won more than lost before Elo and yes, I know how statistics work. No I'm not sour about Elo, I'm actually more irritated at hit registration than Elo.
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As to basing score on something other than win/loss -
Can't happen. Every single other metric is easily skewed. Make it match score? Fine, I'll boat LRMs or LBX and SRMs and while I'll win less games I'll do a higher average amount of damage and component destruction. KDR? No problem, PPC/AC sniping and kill stealing with push me up the charts. Win/loss is less precise a metric to measure personal performance but it's the only trustworthy one. Over enough games your impact on the performance of your team can be measured. More matches, more data, more precision.
*sigh* Yes, yes it can happen. I'll grant it is somewhat more difficult with the metrics we have been given to work with but win/loss is not even statistically representative. Pointing out how useless the metrics
we have access to are as
individual indicators is a straw man. Come on, surely you can think of better, albeit more complicated, metrics? For scouting roles, number of spots, number of tag assists, number of ECM counters, etc. There are many different ways you could combine stats to create ranking, many different ways it could be measured. Falling back on " Win/loss is less precise a metric to measure personal performance but it's the only trustworthy one" is lazy thinking. I challenge you to put your intellect to the problem. This would of course require acknowledging that Elo has problems.
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I'm all for making Elo public as well. The bracket system you're talking about would require tracking peoples win/loss - you're literally just talking about a clumsier version of Elo. So make Elo public, hell have the end of round screen show the Elo impact of the match and give relative Elo scores next to each player in the game.
Making Elo public only serves to quell the competitive crowd for a short time. It's a flawed system from the outset for dynamic groups and while having something visible to enable people to boast, it will be quickly ignored once competitive play comes in. Then you'll see the requests from Merc. Corps for stats that really do matter.
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Elo is tied to player performance and metrics - win/loss. Which you can and do impact. I absolutely get the desire to have something specific that you can play towards. Damage, score, kills. Something you can plan and build towards. The problem is that it only rewards a specific behavior as I mentioned before and is absolutely going to get abused and at the end of the day...
I think we'll have to agree to disagree. You don't impact it, not directly. The
TEAM impacts this directly and as previously stated, a single (statistically average) player does not impact this in a statistically significant way. As for rewarding specific behaviours, you talk as if this is a bane!? Designing a ranking system that encourages particular styles of play (ie: Team Play) is what a good system
should do!
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It's winning that matters. How much do you do, every single game, to secure the win. That's what Elo measures. It does exactly what probability theory and statistical modeling says it should do and it does it as accurately as is possible given the criteria and population density.
You're right, Elo reflects winning and winning is ALL that matters. Winning is determined by the team over which you have no significant influence. Winning, as a metric, only reflects that you did/did not played better/worse with this team as the players did in the other team. It does not do what you are claiming because you are not capturing all the variables that have a significant impact on the outcome. I've seen many statistical models (particularly weather simulations) arrive at completely erroneous outcomes because of this flaw.
I'll say it again. By having your control variable (Elo) determined/influenced by a measured variable win/loss) that is not directly tied to your desired measured outcome (player skill) you are hoping for a long term correlation that may/may not eventuate.
In essence, if I may use your ocean analogy, you are hoping a weak current will over time push a boat in one direction, while assuming that stronger variables such as the wind will over time become an insignificant factor, only the wind doesn't always let up or of it ever does, for long enough. You need to also account for the wind.
MischiefSC, on 16 November 2013 - 04:50 PM, said:
Sorry for the walls of text, just feeling like I'm repeating the same thing again and again and again, hoping that if I try something different it will make more sense to some people.
Perhaps there is something in that other than other people being dense? Something to think about?
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succinct version -
Elo works. It's math. Feelings are not math. Opinions and memory are untrustworthy.
Not in this situation.
It is maths, it just doesn't account for the variables it should.
Opinions and memory are indeed untrustworthy as a tool for factual recall, totally agreed. That doesn't make them unimportant though. If a system in a game that is designed to enhance enjoyment leaves the impression for a good portion of the population that is doesn't, then something is wrong. Facts and statistics don't make people stay. Opinions and memory do make people leave though. Expectation management is something that should be intergal to the system.
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Only win/loss can be used or else it's easy to game the system.
Disagreed. What you call gaming the system, I call a feature that can be used to encourage desired behaviour.
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With Elo you are dropping with/against more people closer to your skill than without it. No Elo is worse.
Two points here.
First: Not always. As I have stated, Elo "working" is not a reliable metric.
Second: You seem to equate all opponents of Elo as advocating a return to pure random matchmaking. Not just here but in other posts also. That is black and white thinking, cluster B thinking, a "You're either with us or against us" mentality. If this is what you really think, tell me now so I can abandon this conversation because such people don't change their minds until it benefits them.
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Sometimes you can play well and still lose. It is sad. Sometimes you play poorly and still win. It is good. Play well and win more.
No, have a team that plays well and win more. The rest I agree with because in the end, it comes down to the team you are put with.
(1) Now for my additional point:
You touch on this point but never actually discuss it, namely the 50/50 win/loss. You assume that this is a good thing, it isn't. Competitive players play for progress, remove the indicators of progress and they will quickly stop playing. Competitive players want to win. While it is unfortunate that for some people to win more often, others need to lose more often, competitive players accept this as long as there are clear paths to improvement. The desire behind Elo to reduce everyone to an apparent mediocrity is self defeating. Competition is something that drives competitive players and any system that removes those indicators from a competitive game is doomed to a slow death.
Edited by Nightfire, 16 November 2013 - 11:24 PM.