Cimarb, on 10 July 2014 - 10:49 AM, said:
How well you play does NOT matter, so long as your luck is good (or bad, depending on the direction you are going). See below for more on that.
ANY system can be gamed. The current system can be gamed, especially on a new(er) account (or alt account, often), because all you have to do is lose several games in a row to tank your Elo. That is a poor excuse for having a poor ranking system. In fact, the more stats you track, the more difficult it is to game it.
[Elo ranking] does not provide the best games over time. It may provide good AVERAGES over time, but it is an average of horribly imbalanced games, which is not "best".
For instance, if my team is matched up against your team 10 times. 5 of those times we completely stomp you 12-0. 5 of them you stomp us 12-0. We now both have a perfectly equal Elo rating, yet have played 10 absolutely horrible matches.
Another example is comparing an immensely fun, balanced 12-11 match (i.e. best MM result), to a "roflstomp" 12-0 match (i.e. the worst MM result. BOTH of these matches are a "Win", and Elo is adjusted the same for both, yet the quality of those matches is as polar opposite as can be.
It's simply not true that luck determines most matches over time. If you continue to play, your Elo will adjust over time to approximate that skill. This isn't an extraordinary claim; it's just now Elo systems work and can be observed to work. If you wish to dispute an established fact like this one, you'll have to cite evidence.
Any system can be abused, true - but a more complex system offers
more opportunities to do so, not fewer. You're thinking of it like it was bits of entropy in a hash function; it's actually more like having more entrances to a base to guard. Such a system may still have its advantages, but if a player is willing to accept bad games they will be able to go Elo Skydiving - a more complex system simply lets them do it in more detail, while allowing opportunities for other abuse (such as inflating scores) or unintended consequences. Such a system may still be superior - if also more expensive and risky - but that doesn't make Elo a bad system.
Similarly, you're employing some faulty reasoning when you talk about "Rofflestomp" vs. "balanced" matches. You're assuming that score is a reliable determinant of how enjoyable a game was; and you're assuming that Elo has no relationship to player skill whatsoever. The problem on the first hand is that you can easily have fun matches where everyone is beat up, yet no one dies, - a game in which both sides jockey for position until one side makes a vital play can be a fun time had by all. On the second hand, it's not reasonable to suppose that two hypothetical teams of equal Elo will take turns sweeping each other - unless they weren't playing seriously, perhaps. In any case, such a situation
should result in no net change - because the playing history hasn't told us anything about relative skill.
Correlation does not indicate cause - a 12v11 score does not indicate "the best matchmaker result," for instance, because many times that score will be the result of the better team making the first mistake and then clawing back from it - to win, or to lose. Because of the cumulative effect of focus fire - a tactic that all competent MechWarriors should employ whenever possible - the first team to lose a 'Mech of significant tonnage has a great disadvantage at the end of the match. This causes two equal teams to normally have a wider disparity in scores than 12v11.
Heffay, on 10 July 2014 - 11:28 AM, said:
Because it's a team game, and your individual contributions are meaningless if you didn't win. There are no Participation ribbons being awarded here. You win or you die. Your brilliant match may have cost the team the game if you acted like a lone ranger instead of a member of the team.
This is what I meant about the potential for more complex systems to produce unintended (negative) consequences.