Amsro, on 12 November 2013 - 09:31 AM, said:
Unfortunately, the way Team Elo is calculated you can have people from ANY Elo playing against or with people from ANY Elo, simply balance-ish the team average Elo. New people and very skilled people end up in my matches all the time.
Yes, but that's not because the matchmaker is pulling in ANY Elo vs ANY Elo, that's because the pool is very shallow and the beginner Elo is unfortunately set too high (1300).
Amsro, on 12 November 2013 - 09:31 AM, said:
In doing so this completly breaks any linear effect the rating system may have.
Why? This isn't ideal, but it doesn't break anything. Even if the Elo ratings vary widely on a team, one team will have a higher overall or average Elo rating. That team should win. This is true of all Elos are between 1495 and 1505 or if all Elos are between 1000 and 2000. One team still has the higher Elo and that team still has the better chance of winning. Wide ranges of Elo are problematic, but they don't break the system or make winning and losing completely random. Are tighter ranges better? Of course. Will the system give a better indicator of which team "should" win when the ranges are tighter? Of course. Does a "loose range" make the system completely worthless? Of course not... it might lead to wonky results from time to time, it might mean it takes a lot longer for us to get to our "true Elo bracket", but it doesn't mean that the system doesn't work at all.
Amsro, on 12 November 2013 - 09:31 AM, said:
You should be able to win %80-%100 of your matches until you reach your "Elo Bracket".
Says who? That'd be the case if there only if there were wildly different levels of ability between beginners and veterans, ie. if you threw NBA players into a pick-up game. I don't agree that's the case here. If you're expecting to see this and you're not, that's not Elo's fault.
Amsro, on 12 November 2013 - 09:31 AM, said:
Only 12 man teams can benefit from this system as FAR less factors are involved.
How so? I could play with a different 12-man every day. Every match if I felt like it. My Elo rating is just as valid in 100% solo play as it is in 100% 12-man play. The only difference is that you'll likely be in a higher Elo "bracket" if you're training with the same 12 guys all the time: not because Elo has more meaning for 12-mans, but because you're simply better and your Elo rating will reflect that.
Amsro, on 12 November 2013 - 09:31 AM, said:
I don't see any "proof" that Elo works,on the other hand I see a lot of its short comings.
So technically MWO Elo is completely useless.
I call ********. You see the proof every time you play. I play with you, so I know you see the same bunch of names in every second game. We're getting matched with good opposition... GOTE and the rest. How is that not proof? How is Elo "completely useless" when we, our team, sees the benefit from it every time we group up and play?
As for the shortcomings, what are you seeing that you can unequivocably blame on Elo matchmaking failing to work, but not on factors like time of day, small player base, too-high initial Elo, and so on?
Edited by FerretGR, 12 November 2013 - 12:00 PM.