Cimarb, on 10 July 2014 - 12:33 PM, said:
I get that making a "better" system would be difficult. Making anything better is likely more difficult than taking the easy route.
You say this like PGI is just taking the path of least resistance.
Making a better system isn't just difficult, it is in some ways the holy grail of competitive ranking systems. Because they are [I]hard[/]. Not "Its a lot of work" hard, "mathematicians who are devoted to this sort of work haven't found a significantly better system" hard.
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I am not saying W/L does not matter - it does - but it is not the ONLY factor that matters, nor is it a good representation of an individuals' skill, which is why we currently have brand new players being lumped in with players like me with over 4,500 matches (and I'm sure I am probably not up to the number of matches any of you three are).
Do you really understand what Elo is and how it is calculated and modified?
Its not based on your WLR. That's a simplified way to explain it, but that isn't what it is or how it works.
You can't just add things to it, because it is not a score derived from wins and losses.
So, no, WLR isn't everything. Its not even significant. What is significant is is whether teams with you on them beat
teams ranked higher than yours more often than not.
A single game is never indicative of personal performance, and Elo has nothing whatsoever to do with single match performance. It is not a rating of your skill, either, though that too is a simplified way to look at it.
All Elo is, is a measure of how much your actions on average contribute to team victory. Its not a measure of how good a scout you are, because that is unimportant.
Maybe you dropped in a Locust. Ideally, you'd be scouting. A poor player will do that... Even if its unnecessary in the context of their match. Sure, he can spot for LRM's, but you have none. A good player will adapt, and switch roles on the fly, contributing to his teams victory instead of tilting at windmills. As Heffay suggested, a Direwolf sitting on an important cap point and doing zero damage [I]but discouraging a critical cap[/b] can have a significant impact on victory, whereas if he'd hared off and killed a couple mechs his stars would look better... But, oh, cap loss.
See, Elo isn't a system to tell you How Good You Are. We do need a system for that, mind you! But not for matchmaking.
All the matchmaker should care about is how much you contribute to victory, because it is ultimately the matchmaker's goal to strive for matches with very close odds of success either way.
Elo works for that. There is a substantial amount of research that had gone into it, including how it works when applied to team games, and the data has been overwhelmingly clear - it works. Its imperfect, yes. Its unreliable game to game, but it DOES lead to well ranked teams with correct odds for predicting the outcome of the match.