LT Satisfactory, on 13 January 2014 - 04:09 PM, said:
If you truly believe that our current implementation of elo is as good as it gets, or only small tweaks needed, then you should be a strong advocate of making the elo score per mech chassis (or even per variant basis) than by class so you have more than 4 elo scores.
"As good as it gets": No. However, I've yet to see suggested changes that would actually improve it without making it easy to game.
"Only small tweaks needed": Nobody has said that. As above; it's a system that works moderately well but more importantly there's nothing currently on the table that's better - and most importantly that doesn't endanger new players.
As to Elo per mech chassis, or worse, per variant: Terrible, terrible idea. Sure, it's fine for players after they've been playing a
long time, but knowing how Elo scoring is calculated and what it's calculated from, going per chassis just wouldn't work. You need a LOT of matches to render results down to how much you personally contribute to victory. Very many matches. Going per chassis (or per variant!) means you'll have a whole bunch of much more inaccurate scores.
There's a better argument to be made that we should just have one score period, but that doesn't work too well because while locust!=jenner, they play a hell of a lot more alike than Locust-Atlas.
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When your elo score is derived from playing fotm hgn's/victors, and then you buy an aws or atl to level and don't even have the first level of basic completed and you're still playing the same group of players, it can be...embarrassing.
Similarly, for you MWO-gods, let's pretend you don't actually run a hgn/misery/victor for a minute and instead want to run an aws-9m for giggles and a change of pace, you're going to be pretty out of place...
If PGI can calculate a number 4 times, I don't see why they can't calculate it 20/40/90 times. I can't believe it is that processing intensive that it can't read a few more rows of data as part of the MM process than just pulling from that same data set with 4 numbers per player.
It has nothing to do with calculations or processing power, and everything to do with sample size to generate a more usable score per player.
Having scores per weight class is the "lesser of evils" like much of the Elo system and how the matchmaker works in general. If you just had one score, the massive difference in how other weight classes play would cause severe problems. Likewise, if you went per chassis, you'd have a whole bunch of totally inaccurate scores because you just weren't getting enough matches in a particular chassis. Well, unless you don't play many different chassis, in which case you may as well just have one score anyways.
Anyways, you're not going to be out of place. MWO is very unique amoungst PvP games in that player skill is
vastly more important to victory than mech chassis. Vastly. In tight games where skill is relatively equal (see: competitive play) then yet the difference chassis/build makes is important. But in terms of overall matchmaking in random PUG's? Player skill is orders of magnitude more important. I'm far, far more afraid of a skilled player in an Awesome than I am in some random newbie in a tooled HGN.
Finally, while all mechs play somewhat differently, there are many general similarities within a weight class with some mechs straddling/crossing the boundaries into bordering weight classes dependant on builds. Locusts aren't Jenners, but the skills you build piloting a Jenner apply to a Locust much, much more than to an Awesome, or a Jager.