

Petition To Remove Elo
#21
Posted 11 December 2013 - 11:19 AM
Fact is you reached the tipping point for your teams damage and turned into dominoes...the amount of fire power the other team can bring to bear increases exponentially as your team dies...This has nothing to do with being rolled or the other team being that much better or the tonnage limits etc....
Tactics have more to do with this than the matchmaker does...I have seen light teams totally destroy heavy teams and vice versa and everything in between....
My point is the match maker can't account for one very important thing.....The human factor...and the fact that once a team gets to a certain damage point it's chances of winning become way less and that is a fact of battle real or play.. These 2 things have more to do with the "unfair" play than the ELO matchmaker does...
#22
Posted 11 December 2013 - 12:03 PM
Kay Wolf, on 11 December 2013 - 10:40 AM, said:
I'm not sure what you mean by that. Elo is just a computation of your skill level, so it doesn't really work counter to anything. It just computes your skill level.
The matchmaker tries to pair up teams of approximately equal skill level, which it does by adding up the Elo scores of the players on each side.
If the teams are roughly equal - which is the goal - then the Elo delta will be the k-value and the predicted winner is mostly irrelevant. You can think of this being caused by the confidence being low - when the Elo values are similar, the prediction engine doesn't really know who's going to win.
On the other hand, if the Elo values are wildly different then the prediction engine can be reasonably confident about who's going to win. If it is right, then the Elo ratings don't change much because the expected happened. But if it is wrong the Elo ratings can change by a lot - up to double the k-value.
Does that help?
#23
Posted 11 December 2013 - 01:20 PM
so when the elo system tries to get your w/l ratio to about 1, does it put you in matches you're gonna loose on purpose to even it out if you had a winning spree?
sometimes feels like it...
#24
Posted 11 December 2013 - 03:00 PM
Davinelulinvega, on 11 December 2013 - 01:20 PM, said:
so when the elo system tries to get your w/l ratio to about 1, does it put you in matches you're gonna loose on purpose to even it out if you had a winning spree?
sometimes feels like it...
No. Elo doesn't try to get your w/l anywhere. A w/l ratio of 1 is a byproduct of perfectly working Elo over a sufficiently large number of matches.
#25
Posted 11 December 2013 - 03:47 PM
Roughneck45, on 11 December 2013 - 10:23 AM, said:
Would be nice if the higher ELO's didn't have to fail to find match repeatedly too. Doesn't happen all the time, but happens way more often than it should, sometimes for 30+ minutes.
Presumably the bottom elo people have that problem too. Just saying.
#26
Posted 11 December 2013 - 03:54 PM
Crimson Angel, on 11 December 2013 - 04:34 AM, said:
Fair point, but bear in mind quite alot of that is from before ELO was introduced. After, It has kinda went downhill for me.
Do you know that the dates of the last stat wipe was AFTER this competition> http://mwomercs.com/...ts?t=201302hero
Do you know that the dates of Elo introduction started with 2 weeks of seeding on this date> Feb 5th 2013
(edit: actually nvm the full W/L was never wiped, only mech stats :\, hey but at least you can tally up your actual W/L since Elo went in.)
Edited by Ghogiel, 11 December 2013 - 03:57 PM.
#27
Posted 11 December 2013 - 04:02 PM
Roadkill, on 11 December 2013 - 12:03 PM, said:
The matchmaker tries to pair up teams of approximately equal skill level, which it does by adding up the Elo scores of the players on each side.
If the teams are roughly equal - which is the goal - then the Elo delta will be the k-value and the predicted winner is mostly irrelevant. You can think of this being caused by the confidence being low - when the Elo values are similar, the prediction engine doesn't really know who's going to win.
On the other hand, if the Elo values are wildly different then the prediction engine can be reasonably confident about who's going to win. If it is right, then the Elo ratings don't change much because the expected happened. But if it is wrong the Elo ratings can change by a lot - up to double the k-value.
Does that help?
You're going well above the common understanding of statistics. (No offense to anyone, not intended to be a slight)
Basically:
Team 1 = ELO 500
Team 2 = ELO 500
The predictive component of the MM says both teams are equal, the winner is irelevant, and ELO won't change much if at all regardless of which team wins or how badly a team loses
Team 1 = ELO 1000
Team 2 = ELO 500
The predictive component of the MM says team 1 will win. If team 2 wins by any means even a 12-11 then ELO will shift dramatically for both teams. If team 1 wins then ELO won't shift much if at all.
I think that's what you were trying to illustrate? If not just disregard lol
#28
Posted 11 December 2013 - 04:16 PM
Otherwise, I can say, yes there are days when it seems I'm getting stomped every match, but then there are those days when I'm the one doing the stomping.
#29
Posted 11 December 2013 - 04:51 PM
Monsoon, on 11 December 2013 - 04:16 PM, said:
Otherwise, I can say, yes there are days when it seems I'm getting stomped every match, but then there are those days when I'm the one doing the stomping.
ELO works. It jsut doesn't work perfectly with MM
#30
Posted 11 December 2013 - 05:32 PM
#31
Posted 11 December 2013 - 05:42 PM
Absolutely not. If they were balanced more matches would go down to the wire.
#32
Posted 11 December 2013 - 06:01 PM
TheCaptainJZ, on 11 December 2013 - 11:19 AM, said:
I'm with you on that mostly. The main problem is that organized groups are able to game the system by running lance configurations that wildly throw balance out of whack. Lets be honest here, its those of us who do play in groups that drive what way the meta game moves. Pugs are forced to play along or suffer.
Simple weight restrictions will only solve a small part of the problem. Without class/variant restrictions in conjunction with weight restrictions, we'd wind up with even fewer cookie cutter lance configurations than we do now. It will simply narrow the parameters of how a group can game the system. In mixed matches, unless PGI does something to impose balanced lance configurations on groups, we'll never see balanced lances.
Anyway, the point I'm getting at, is ELO can't do its job properly while groups are completely free to game the system to their own ends.
Edited by TB Freelancer, 11 December 2013 - 06:03 PM.
#33
Posted 11 December 2013 - 06:32 PM
Belorion, on 11 December 2013 - 03:47 PM, said:
Presumably the bottom elo people have that problem too. Just saying.
No, they don't, as far as I have read and witnessed.
Their complaints are usually about the matchmaker taking 3+ minutes instead of the normal 30 seconds. Certainly have not heard of any half hour failed to find match sessions from new players or the lower bracket.
Edited by Roughneck45, 11 December 2013 - 06:34 PM.
#34
Posted 12 December 2013 - 03:14 AM
Roadkill, on 11 December 2013 - 10:33 AM, said:
Elo 1601 vs Elo 1599. Difference engine predicts that 1601 is going to win. But because the two scores are almost the same, the delta is going to be the k-value no matter who wins. How much you win by is irrelevant - Elo does not take margin of victory into consideration.
What you say is only true if the starting Elo values are wildly different, which shouldn't happen very often since that's exactly what the matchmaker is trying to prevent.
No, what I say is entirely true, even if the scores are very close. With very close scores the amount of movement is very small. With larger differences, the scores will move not at all (or close to it) if the match follows the prediction, and by a significant amount if there's an upset.
A lot of small movements can and do often result in very little overall movement, even when the W/L ratio isn't terribly close to 1:1. Particularly when considering that a single upset can reverse the results of dozens (or more) of smaller gains/losses in score.
(I would have thought it was clear from context, but I guess I need to spell out that by "score" I'm referring to Elo score, not match score)
#35
Posted 12 December 2013 - 08:02 AM
If it does not, then ELO does NOTHING except restrict motion and the potential for greatness of MechWarrior's, right?
By the way, don't explain ELO to me, again, I understand what it does, how it works, I've one my research, and at this point I'm not certain whether the matchmaker needs to go, or ELO does. However, it seems to me, from what I understand, now, that the two are not honestly compatible.
As well, I hope Commander's are allowed to select teams that will drop for various missions once Planetary begins, because it would be rather silly to force either the matchmaker or ELO on either side.
#36
Posted 12 December 2013 - 08:52 AM
Kay Wolf, on 12 December 2013 - 08:02 AM, said:
If it does not, then ELO does NOTHING except restrict motion and the potential for greatness of MechWarrior's, right?
By the way, don't explain ELO to me, again, I understand what it does, how it works, I've one my research, and at this point I'm not certain whether the matchmaker needs to go, or ELO does. However, it seems to me, from what I understand, now, that the two are not honestly compatible.
As well, I hope Commander's are allowed to select teams that will drop for various missions once Planetary begins, because it would be rather silly to force either the matchmaker or ELO on either side.
See, ELO is an equation that matches players with one another based on skill which is in turn based on in-game performance that matches up against.......... couldn't resist lol

#37
Posted 12 December 2013 - 09:20 AM
Kay Wolf, on 12 December 2013 - 08:02 AM, said:
In a perfect world with an abundant pool of players, no. With a small player pool things get wonky.
Quote
I don't understand this statement. The matchmaker works off of Elo, the two are tied together.
#38
Posted 12 December 2013 - 09:36 AM
Kekkone, on 12 December 2013 - 09:20 AM, said:
Does that help?
If not, I'll sort of lay out what Sandpit has expressed before, but in the terms I understand it in...
MWO Matchmaker
ELO Team 1 = 500
ELO Team 2 = 500 (+/- 10%, inconsequential)
In this instance, there will be little movement, if any at all, not only for the teams, but for the individuals, since individual score adjustments are tied directly to the team win, in accordance with PGIs own statements in the past concerning ELO.
Now, if one team ROFLstomps another, when they were perfectly matched, the way ELO works there is NO movement, because the teams were evenly matched.
The way it SHOULD work
ELO Team 1 = 1000
ELO Team 2 = 500
If Team 1 wins the match, because the way ELO works there will be no score adjustment to either team, because ELO predicted that Team 1 would win, so it's nothing special, no change.
If Team 2 wins, even by the slightest of margins, it's a major scoring change up for the winning team, and a minor scoring change down for the losing team.
The matchmaker DOES use ELO, but it is ineffective, because the ELO used is for the overall team, not the individuals playing, and there is never an ELO boost or drop because both teams playing have a 50:50 chance of winning against the other.
Does that help?
#39
Posted 12 December 2013 - 09:44 AM
Sandpit, on 12 December 2013 - 08:52 AM, said:

No...
This is ELO
This is Elo
You were thinking of the later.
#40
Posted 12 December 2013 - 09:49 AM
DONT LET THIS TROLL KILL THIS FEATURE , IT HELP THE GAME TO BE AT THE TOP !
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