MustrumRidcully, on 23 January 2014 - 08:28 AM, said:
??? Where did you get that information?
http://mwomercs.com/...79-matchmaking/ <<<<<Go to this link and read, don't skim it...actually read it...
Roland, on 23 January 2014 - 08:36 AM, said:
No, because of the various factors which will obfuscate your rating, it will actually take far MORE than 1200 games. The multiplying factor isn't simply the number of players. In terms of what the actual factor would be, I actually have no idea. Some of it could be figured out through statistical analysis, but some of it starts to play into the feedback resulting from mech configurations since this isn't a game like chess where all players are "playing with the same pieces". Then you throw things like map selection and synergy between maps and mechs into it, and it becomes further obfuscated.
Mischief was operating with the belief that you could simply multiply it by 12 and it'd be the same, but that's not accurate. The number of games required would be the number required by a game like chess, multiplied by some (large) number that's much more than 12.
It's true that it could, potentially, arrive at a correct seating, but I'm not sure at what point that would happen.
No, you're incorrect.
Your Elo rating is based purely on whether you win or lose, and the amount your rating moves is based on who you played. That is all that goes into it. It does not account for ANY of your actual performance metrics in the game.
This is actually one of the problems... because it really should account for your match score.
Match score, as it stands now, is actually a good metric for player skill. The best players generally always have the highest match scores in any given game. Or at least, relative to their own team members.
No your wrong... please see link above and read the whole thing carefully so you actually have some research to back up your arguments.....Notice this was the first post on ELO and there has been other stuff added to how it works since... i excerpted the pertinent info but please read the info above it as well....
"We now use the probability value of 0.41 to determine the change in player ratings.
Case 1: 1350 Player WINS over 1410 Player
Since the lower rated player won despite the odds against him/her, they are rewarded a much higher change in score than the higher player is. The higher player score will actually be reduced.
One variable that is set by winning or losing is the WinFlag (as seen in Figure 3). The WinFlag is a binary (true/false) value of either 1 (Player has won) or 0 (Player has lost). In this case, the WinFlag value is 1.
Let’s begin the calculation:
Old Rating = 1350
Maximum Change Allowed = +50 for a win, -50 for a loss (as seen in Figure 1)
WinFlag = 1
Probability of Winning = 0.41
1350 Players new ranking = 1350 + 50 x (1 – 0.41)
= 1380
1410 Players new ranking = 1410 – 50 x (1 – 0.41)
= 1381
A player’s rating will only go down if they are beaten by a player who has a lower rating than theirs. In this case, if the 1350 player lost, their score would not change since the Match Maker was correct in its prediction.
So how does this affect Match Making – Phase 3?
This formula and scoring system is run against match data that the current dedicated servers are giving us. Basically it’s being tested on real world numbers generated by you, the community.
Once we get a full understanding of how accurately the Match Maker is working, we are going to add some additional parameters to the mix. These include a more defined player skill rating and a Mech weight class balancing system. More info on these when the first pass of Elo testing is done."
Keep in mind that the above describes what happens in a pug situation...
In a team situation (12 Man) then the Team ELO is factored and averaged and the score is applied to the individuals depending on which team wins and which team loses......