Cimarb, on 27 May 2014 - 04:26 PM, said:
"Elo is thought of as pilot skill, but it is not pilot skill. Elo is a measure of how much YOU contribute to victory on average." (caps mine)
- True, but Elo doesn't show that. It shows how good or poor your luck with groups has been, on average, across your lifetime. Being hated by the RNG Gods, I can tell you that my luck is HORRIBLE. I can contribute in every way possible, but if I get teamed up with horrible teams over and over and over again, my Elo is going to be abominable despite everything I contributed (or not).
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Remember - pay close attention here - Elo is not your skill level. Elo represents your likelyhood of winning matches, in the manner in which you play most frequently. If you always play in a 4-man, and do nothing but still win it's because the three with you are very good - however, they're not as good as 4 players equal to the three carrying you. Regardless, the 4 of you together (which is how you most commonly play) end up with the correct Elo value, representative of your group.
This will cause funny mismatches in random pugs, where you'll be matched against teams with higher Elo values, but that will be in the minority of matches for you, simply because if you start playing a lot of matches solo, your Elo value will quickly adapt to match your new circumstances.
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Now, I don't mean to be offensive here, but this statement shows a ridiculous lack of knowledge about game design. Assigning points values to disparate items to represent their value is extremely difficult. Even in tabletop wargaming where game mechanics are rather static and highly predictable mathematically, it's extremely challenging to get right.
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Arriving at BV values in Tabletop is comparatively simple. This is because unlike MWO, Tabletop is entirely mathematically predictable. You can build a simulation program to run multiple engagements, and use those results to adjust point values - I used to do this all the time in tabletop wargaming, to assess troop value vs. point cost.
In MWO, you can't predict combat results in the same manner. Groups of weapons can be greater or less than the sum of their parts due to complex mechanics like Ghost Heat, and even basic game mechanics like projectile speed.
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In order to "smurf" your way into lower Elo, you'd basically need to lose the majority of your matches, and continue to do that permenantly. While you could use that potentially to try to abuse some sorts of tournaments (the old-school kind MWO runs, not the private match types), that's about it... And that abuse is extremely counterproductive to you as a player as you still need to lose the majority of your matches permenantly.
With a BV+"Pilot Skill" (based on stats) system, here's what happens.
Say valuation based on stats relative to weapon valuation is incorrect (highly likely). Now players are being matched against foes that are always either too potent or too weak. This is manipulateable in an entirely profitable way.
For example, lets say that Large Lasers are ranked fairly low vs. PPC's, but weapons overall are ranked somewhat high vs. stats. Now, I can equip Large Lasers, and be matched against much poorer players predictably, killing them with impunity while actually doing little damage. My teams win more often, but my stats don't noticably improve - I make a point of crippling enemy mechs with minimal damage done, and I'm facing poor players who don't understand this tactic/can't exploit it effectively. Or, lets say PPC's are ranked too highly, pilot skill to low. Now, poor players equip a PPC, and are suddenly put up against much more skilled opponents, and regularly butchered, but they don't know why. The key here is that players can learn to build mechs or work their stats to deliberately change their resultant battlevalue.
That doesn't happen in Elo. Sure, it can for a few matches when things change, but the system adapts. The developers don't need to come up with values and adjust to balance them; the system is self-balancing over time.
The problem with your argument here is you're totally glossing over the difficult part. In a perfect world where everything could be magically quantified, a Battle Value+Pilot Skill Ranking System would absolutely be a great system. If the numbers, ALL the numbers, are not correct the system fails every time, instead of just when things change. It doesn't self adjust.
Thus it relies on constant, ongoing tuning (note how well that works for weapon stats alone), that's immensely complex as it needs to be adjusted constantly in a volatile unpredictable ecosystem. It's totally unlike tabletop, and absolutely NOT simple.
And still, even if the system is perfect? IT STILL FAILS IN THE SAME CASES AS ELO as per my first post. You'd get matches with disparate battlevalues simply because of the poor availability of players in a given bracket.
Edited by Wintersdark, 27 May 2014 - 05:48 PM.