What I don't understand:
If groups of 4+ have such a huge advantage over PUGs, wouldn't Elo balance things out anyway? If you're constantly dropping in an 8, 9, or 10 person group then you supposedly ought to win a lot. If you win a lot then your Elo goes up and you only get to drop against other teams which are similarly effective. If you don't win then there's not a MM problem in the first place.
So the biggest issue would be players who solo 90% of the time and then form huge groups on occasion for fun: those guys would have lower Elo (since they aren't normally grouped), and would receive a disproportionately large benefit from the teamwork gained by grouping. But by definition these players do not group up often, meaning their occasional groups would have a minimal effect on the overall quality of games.
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182 replies to this topic
#181
Posted 31 March 2014 - 12:23 PM
#182
Posted 01 April 2014 - 08:39 PM
Shlkt, on 31 March 2014 - 12:23 PM, said:
What I don't understand:
If groups of 4+ have such a huge advantage over PUGs, wouldn't Elo balance things out anyway? If you're constantly dropping in an 8, 9, or 10 person group then you supposedly ought to win a lot. If you win a lot then your Elo goes up and you only get to drop against other teams which are similarly effective. If you don't win then there's not a MM problem in the first place.
So the biggest issue would be players who solo 90% of the time and then form huge groups on occasion for fun: those guys would have lower Elo (since they aren't normally grouped), and would receive a disproportionately large benefit from the teamwork gained by grouping. But by definition these players do not group up often, meaning their occasional groups would have a minimal effect on the overall quality of games.
If groups of 4+ have such a huge advantage over PUGs, wouldn't Elo balance things out anyway? If you're constantly dropping in an 8, 9, or 10 person group then you supposedly ought to win a lot. If you win a lot then your Elo goes up and you only get to drop against other teams which are similarly effective. If you don't win then there's not a MM problem in the first place.
So the biggest issue would be players who solo 90% of the time and then form huge groups on occasion for fun: those guys would have lower Elo (since they aren't normally grouped), and would receive a disproportionately large benefit from the teamwork gained by grouping. But by definition these players do not group up often, meaning their occasional groups would have a minimal effect on the overall quality of games.
psssst it would, if they'd listen to some ideas about it. like not averaging a group against the highest player in the group instead of averaging against highest and lowest for a total average.
or allowing an option for pugs that want to drop in a group queue
or the group's averaged elo being thrown into the highest bucket with the new launch module's 3 tiers
or finally say screw it and understand that teamwork isn't "op" and constantly allowing the lowest common denominator to determine how the game is played
or by giving individual elo to chassis instead of weight class
or not starting new players in the middle of the pack
i mean I agree, what could they possibly do to start mitigating things instead of thinking group limits will solve that? it's crazy talk I tells ya
#183
Posted 01 April 2014 - 09:29 PM
WarHippy, on 25 March 2014 - 11:55 AM, said:
Every time the team falls back to the turrets on assault mode I'm tempted to say "Run! Get to the chopper!"
Sounds like Counterstrike, especially on oilrig!
There's something to "you gotta learn from your mistakes to get better". It's not easy for everyone to get into the game.
On the other hand, there's something to "not giving players the tools to help each other"... which is pretty much PGI's stance on the matter. So, it becomes difficult to keep people around... not understanding the basic fundamental mechanics and tactics in order to even be a "passable/competent" player. So, we're just created a cycle of poo where the veterans that know the meta beat the random poo out of players that "just started to play the game" because the MM struggles to find nicer Elo values and comparable tonnages.
In essence, it's a self-feeding/perpetual system of hell.
Edited by Deathlike, 01 April 2014 - 09:29 PM.
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