Bhael Fire, on 09 April 2014 - 03:19 PM, said:
Actually, it's not alright. I've been playing regularly nearly every day since before Elo was put into the game, so I'm pretty sure I've been here long enough for my Elo score to have settled in its proper place.
Going weeks at a time with consistently bad matches is not a "short term variance" — it's a major flaw in matchmaking that leads to a frustrating game experience. Luckily, I'm addicted to this game despite all of its shortcomings.
So, you are incorrect about Elo working effectively; it is not "working just fine" nor has it been "proven, shown, demonstrated, confirmed" to be working just fine — at least not within the parameters of what I and many other players consider to be "just fine."
I'm sure, mathematically speaking, it might look like it's just fine...but in reality...not so much. So, it's not a case about 1+1 as much as 1+Pudding.
That's one of the reasons they plan on re-working it in the future; it's not working for a large portion of the population.
Is your win/loss over 1.0? I'm going to bet probably. If that's the case then on average you're actually winning more than you're losing.
Even if MW:O used a refined TrueSkill system and your score was 100% accurate to the mech, build, loadout and team compositions you'd still have matches pretty much exactly like you do now. You'd have teams where teammates make poor choices, you'd still have 12-1 stomps. It wouldn't change much of anything - not until you've got millions of players and a hundred thousand concurrent players to choose from to ensure a far more balanced match.
In which case you'd still have people playing a bad game vs a good game and end up with one-sided stomps.
I'm curious; what are you looking for? Are you looking for the system to identify when you've had a run of bad matches and intentionally throw you into a match where you have a significant score advantage? What are you looking for the matchmaker to do?
Because currently all it does is put you in a team of 11 other players in a match against 12 other players where it's matched, as accurately as the current population allows from among only those people who hit 'launch' within 2 minutes of when you did and min approximately weight-matched teams.
Is that not what you want? What, sincerely, are you looking for?
Abivard, on 09 April 2014 - 03:33 PM, said:
Such small minds.
Just because something is wet doesn't make it water.
Popular myth has it the first wheel was chipped from stone, that does not mean a modern hi tech tire and the stone tire are the same thing. You are not going do very well with stone tires on your race car are you? Of course not.
Your car with stone wheels may eventually get you to the finish line but what good will it have done you or anyone else.
1+1=2 that can said to be Elo as invented, what we have is 12+12=24, if you keep saying the answer is still 2 you're a fool.
Mischief fails to see this, he always has. He makes long winded statements saying everything is settled, no discussion should be allowed, he has seen the real facts and you will just have to trust him on it. MischiefSC does not want you seeing or reading or knowing anything contrary to his point of view.
Not a single reputable person has ever made the claim that Elo created the perfect system, but we have Roadkill and MischeifSC insisting Elo did and EVERYONE knows this, end of discussion.
We really haven't a clue what 'system' PGI uses beyond that it is an Elo like system, which pretty much can mean anything whatsoever. PGI has always been rather free and loose with their ideas. But the one thing both I and PGI seem to be in agreement with is that Elo systems as it was would not work in MWO, but what PGI put in is not seeming to be working either.
Now just maybe if everyone was stuck with the exact same mech, with the exact same build, on the exact same map, with the exact same mode, after a few hundred or thousand or so games, it might be able to properly place you.
To make the claim that I and everyone in the world plays at the same skill level no matter what mech or build or mode we play is ludicrous.
The fact: that PGI assigns an Elo rating for different weight classes should give you a hint that something is fishy.
The fact: that no one in any of the chess Federations or leagues uses Elo's original formula. It was however a great starting point for 1 on 1 games, but that is all it was, a starting place.
The Fact: that so many people, institutions and business' are working on better systems to rate players in Massive multi-player games. (remember, multiplayer can mean anywhere from 2 and up players. ie. Chess is a multiplayer game, keep it in context)
Glicko was based off of the Elo theory, but it is not Elo.
Trueskill was based off of Glicko's theorems but is neither Glicko or Elo.
Pearls before swine in Roadkill and MischeifSC case I am afraid, but let not their Vocal and strident ignorance cloud your mind, go read and research for yourself.
You know I was going to start with something as equally snarky and disingenuous as your whole post; linking you to some online classes for analytics and statistics.
In the end though that's pretty pointless and I get that.
Math is hard. I'm not being sarcastic there; it is hard. I should know, it being hard is why I get paid well.
What you're arguing is that the fundamental basis of analytics and statistics is false. It really is what you're trying to say here. I get that you're trying to dodge around that and otherwise use a bunch of postmodernist justifications why the fundamental basis of statistical analysis and analytics just falls apart in 12 v 12 matches in MW:O. This is quite literally akin to saying that subtraction doesn't work if you're subtracting numbers that are written in different languages. Yes, yes it does work. The language the numbers are written in is irrelevant.
I've linked you before, repeatedly, to the formulas behind Glicko and TrueSkill. Both use Elo as their foundation. Their purpose is, in the case of Glicko, to provide more accuracy in environments with more variables and in TrueSkills case to take your performance in one game and apply it to another. TrueSkill also uses Elo as a foundation to actually place you in a stack ranking instead of as an estimated score. Both are excellent systems. Both, like the MM in MW:O, use the Elo equation as a basis from which to draw their data.
All Elo is in this regard is an equation whos purpose is to derive the probability of you winning a giving event based on how often you've won a given event in the past, all based on the exact same probability result of the other player (s). That's it.
You've had all this explained repeatedly. I get that you seem to have a vested interest in not wanting to understand or that somehow it just... doesn't work. It does work, the reason why it works is the exact same basis as why all statistical analysis works. It's identifying the impact of a single consistent variable across multiple samples all solving for the same result (win/loss) in an environment with a set number of players.
The MW:O MM and its use of Elo is NOT exact - it's only moderately accurate. Your performance will vary by chassis and loadout; in fact it'll vary as well by the relative loadout of your team and the other team. As an average though it's a solid indicator for about where you sit on average.
Which is exactly what the MatchMaker needs in MW:O. It's not trying to put you in a stack ranking - you're not the 114th best player in MW:O. It's not even trying to fit you exactly; it's not looking to match your 1624 Elo with 23 other people with a 1624 Elo, give or take a couple of points.
All it's trying to do is take your approximate skill (crudely adjusted for weight class of mech) and put you in matches with and against people of comparable skill. My biggest complaint, matching high/low to a goal has been addressed by having 3 tiers. You're going to be matched to a band. My other big concern, the skewing of results based on that of playing in premades, are resolved by A) matching to an Elo band where a disparity of your actual Elo vs your estimated Elo could be 200 points off doesn't matter anymore really and B ) the tiny percentage of premade drops vs pug drops.
I'm not going to change your mind Abivard. Doesn't matter if I do or don't. I'm not going to spend hours explaining yet again why you're wrong and how and the specific data behind it. I've done so repeatedly and it's not a useful expenditure of time; you're invested in it being wrong. Okay. Well, best of luck to you. If you do manage to actually prove that the Elo equation is incapable of solving for a single variables performance over hundreds of samples in a 12 v 12 environment (or any environment for that matter) I hope you publish it. You'd literally be giving not just PGI a black eye but Microsoft, Google, Facebook, Twitter, EDS, Yahoo.... it's a long list of people who use analytics like the Elo equation to distill out of complex interactions the impact a single consistent or even semi-consistent variable.
We know that's not going to happen though because your argument that it doesn't work is all anecdotal and comes down to 'it just doesn't feel like Cricket'. Okay. Well, great. I'm sorry it just doesn't feel right to you. The math is correct though. I'm not going to give you 2 years worth of statistics and analystics education on this forum, so either trust it or don't, or go do some actual legitimate research.
How about this - why don't you e-mail Jeff Moser about the viability of an Elo-based ranking system in a 12 v 12 pug based game like MW:O. The guy knows his stuff and is very familiar with TrueSkill - he helped code it if I remember correctly. I get that you don't know me and I'm not going to blow personal privacy by outting myself on a game forum but he's a known web presence and is about as close to a known expert on the topic as you will ever find.
e-mail him. Go ahead - say you're concerned that people use an Elo-based matchmaker for multiplayer games to identify a single players performance out of a pug team and you don't think that can actually work. He's a busy guy and will probably just shoot you some links but that's a nice 3rd party who is undeniably an expert on the topic you can touch base with.
Or you can stay here and argue a point that, if you understood statistical analysis and analytics, would just look silly.
Best of luck to you. I'm not even playing MW:O at the moment; the ARM update for Kerbal Space Program is out and I'm building a rock garden at KSC using captured asteroids.