Cimarb, on 12 August 2014 - 01:12 PM, said:
Cimarb, we've been over this a few times, and you may remember that while we share some ideas and perspectives, we differ on others.
I agree that the variance of individual Elo scores within a team can be a problem ... in the solo queue, the main culprit is likely more related to size of the player base in the queue and the desire to get create decent matches faster (rather than great matches slowly).
In the group queue, however, the origins of the problem of individual Elo variance are more diverse ...
- a team of skilled players, particularly one that plays together often, will often have a hard time finding a good team to go up against (which means they get matched with a handful of Elo "rocks" to balance out the average) ... but unless the high Elo group is the only one in the queue, it is likely that this will happen for both sides
- a couple of highly skilled players with a couple of new players (or average players) "along for the ride" (to borrow a phrase from JagerXII) will end up with a artificially low Elo score, underrepresenting their actual effectiveness ... again, two such teams could be matched against each other
- the group queue Elo imbalance can be exacerbated by the group size matching and weight class "relief valves" ... with group size, weight class and average team Elo as competing priorities, getting a great match will continue to be difficult
- a group of mid-to-high Elo players either goofing off in ineffective (troll?) 'mechs or rolling full meta ... in the former case, a great match is unlikely ... in the latter, this is the high-Elo arms race that occurs almost every NA prime time I play in ... the good groups keep tonning up and running their min-maxed builds to keep up with each other.
However - the group queue is not really in the "Clan vs. IS 90% win rate" discussion, since the "switch was flipped" for the solo queue only. It is possible, and even likely, that there were some matches that were a dozen mid-to-high Elo players in Clan 'mechs against a few Elite players and a bunch of new players in IS 'mechs. It is also similarly possible that the converse was true for some matches.
In general, I agree that it is possible (and maybe even likely) that most players who bought clan packages have a couple of thousand matches under their belt. As more of the clan 'mechs become available for C-Bills, this will become less of a problem.
PGI is not perfect, but we should have a little faith that they want to make a great game, and that they are working to ensure that (at least in the solo queue, where they have the most control) the "problem matches" are outside of the standard deviation ... that most matches are good matches, and some matches are great. Bad matches will always exist, unless we want 15 minute wait times in the solo queue.
Other than having a much, much larger player base (probably not going to happen before CW is fully live and IGP restarts their ad campaign), there is only one idea that I can think of (that is simple and elegant) that would help alleviate some of the problems. That idea is a dynamic Elo modifier for each variant. PGI has the win-loss ratio for each variant ... they could apply that to a player's Elo score, but different builds with the same 'mech would skew the results somewhat. However, only PGI hs the data that could possibly show whether or not this would make any difference.
Edited by Kageru Ikazuchi, 12 August 2014 - 05:20 PM.