nehebkau, on 13 November 2013 - 01:32 PM, said:
We don't need to go into all the maths <fecal matter> in regards to this issue. I'ts simple, if you are joining as a group your total ELO should be higher than your individual ELO. The bigger the group the higher that is. This would also account for the MUCH MUCH MUCH higher use of in-game VOIP by pre-made groups over pugs.
The question being, how much better are 4 people who are on voip, have compatible mechs and have an understanding of each others play-style than 4 strangers, using chat with incompatible mechs? I'd say 50% better by thumbnailing it. How about 8 players? I'd say still, 50% better. I'd even go so far as to say 2 are still 50% better.
Shouldn't be too hard manage in code.
That's still not the problem though. Here's the issue -
You drop in a 4man. You guys are the bomb-diggity and win a LOT. Regardless of how the Elo bumps your rating when it adds you to a team on how it expects you to perform you play competitive and use voip with your buddies and win a lot of games.
Elo helps the matchmaker by making a
prediction on who will win based on everyones score. Your score is, lets say, 2,000 because when you drop with your buddies you're a dervish and beat other highly skilled teams. It essentially says that 'against an enemy team whos Elo score is 2000, you'll win half the time. Higher will beat you more often, lower less often'. Even if the matchmaker treats your team like it's worth 2500 it's essentially doing the same thing to all the other premades. It's like if you have 10 people who each have $500 and want to know who's richest. You give them all an extra $500, they're all richer! Just... now they're all still holding the same amount of money, it's just more.
Make sense?
Then you pug.
The matchmaker sees you as worth an Elo of 2,000 still even though without your team you're probably closer to 1600. So it drops you in a match with two teams whos AVERAGE is 1800. Your presence in the team is offset by someone with an Elo score of 1600 as well, as the matchmaker thinks you'll pull a lot of weight to make up for it.
The result is that instead of your team getting 1 ringer and 1 slightly below average guys your team gets 2 below average guys (for that matches predicted value anyway). When you lose the matchmaker reduces your score way more than normal because it thinks you, with a score of 2,000, should absolutely have helped win a match against a team of 1800 value.
So you pug and you get dropped in matches against people way better than you are able to beat when pugging. Your Elo drops....
Then you go back in 4mans. Your Elo has dropped to 1800 instead of 2,000. So has 2 of your teammates. Now your whole teams Elo is lower so.... the 4 of you get dropped against people you are better than and you stomp all over them until you get back to your 2,000 score.
The result? You're throwing off predictions for matches when you pug which makes your score drop more quickly than it normally would. Then you go back to your premade and you're sandbagging the team so your whole team is now roflstomping nubs (by comparison). The cycle will rinse and repeat.
I'm inclined to agree with a gaussian curve and lower k-value, I think we've got enough differentiation in the player base to support that it's been a lot of months and who knows how many thousands and thousands of matches.
I'm just really, really of the opinion that scores for premade and pug need split.