Mwo Ranking System
#1
Posted 09 June 2014 - 02:37 AM
Im not sure, but i can't find a reliable information about a ranking-system in MWO. Does it have one, or does it not have one? Is it just randoms playing against randoms, now matter if they play one day or one year? It would be nice, if anyone could teach me that
Greetz
#2
Posted 09 June 2014 - 02:41 AM
There is a hidden ranking system in MWO, which is based on the Elo system. Each player has 4 personal Elo scores - one in each of the 4 weight classes of Mechs - which range from 0 (lowest) to 2500 (highest). A player's personal Elo in a weight class is ratcheted up or down based on his/her team's wins and losses.
To try to create a relatively even match, MWO's matchmaker adds up the 12 personal Elos of the individuals on your team, to come up with a team average Elo. It then tries to match your team against another team which has a similar 12-person average Elo.
Important note: this is NOT the same as matching 12 people who have the same average Elo. A team often comprises people with quite different individual Elos.
- When you first start playing, your personal Elo for each weight class starts out in the middle of the range: 1500.
- Your personal Elo for a particular weight class is increased a little whenever your team beats another team which had a higher average Elo.
- Your personal Elo for a particular weight class is decreased a little whenever your team is beaten by another team which had a lower average Elo.
The matchmaker also ensures there are the same number of pre-made lances on each team, and will soon enforce three of each of the four Mech weight classes on each team (called "4x3").
Edited by Appogee, 09 June 2014 - 03:08 AM.
#3
Posted 09 June 2014 - 02:43 AM
Every pilot has four Elo values. One for light mechs, one for mediums, one for heavies and one for assaults.
Rookie pilots, while still on their first 25 matches have an Elo value that is artificially reduced by 200 points.
So yes, new and old player can and will be in the same match, if they are in the same Elo range, which can be rather wide, depending on the search time. The longer it takes to find a match, the higher the probability to have more extreme values playing with each other. If you drop near instantly, all the players will be on the same level, or at least very close to it, as yourself.
There are no ladders or other public ranking systems.
#4
Posted 09 June 2014 - 02:48 AM
#5
Posted 09 June 2014 - 02:50 AM
Egomane, on 09 June 2014 - 02:43 AM, said:
Actually, the "instant" drops are generally the ones I feel are most mismatched. Likely due to others already searching for 5 minutes and then finally being able to complete the group when I / my group start our search.
The system "unfortunately" works both ways.
Edited by Zerberus, 09 June 2014 - 02:50 AM.
#6
Posted 09 June 2014 - 02:55 AM
Zerberus, on 09 June 2014 - 02:50 AM, said:
The system "unfortunately" works both ways.
Well... this might be a case of confirmation bias. But as I didn't program the matchmaker, I'll simply say I believe you, but my own experience is telling me otherwise.
#7
Posted 09 June 2014 - 03:09 AM
But as you say, it`s anecdotal evidence either way
#8
Posted 09 June 2014 - 03:12 AM
Modo44, on 09 June 2014 - 02:48 AM, said:
1. a player's personal skill is accurately reflected by the collective success/failure rate of the 11 random people he/she drops with from match to match; or
2. a player's personal skill is the same as that of the other players in the premade he/she consistently plays with.
Both assumptions would be illogical, based on the facts of how Elo is implemented in Mwo (as I documented above).
The only genuine assessment of individual skill that we have is our ranking in tournaments. Even those results are quite influenced by individual tournament rules, the preparedness/reticence of players to spend up big on consumables, player proximity to the game servers (due to hit detection issues caused by lag), how much time a player has to grind away to achieve a ''10 best" score in a match, and sync droppers who create hidden teams in individual tournaments for personal advantage.
MWO's implementation of Elo maybe gives a rough indication of personal skill over a lot of matches and a long period of time, on the basis that personal performance will have a general impact on team results over the long haul. However, given all the other factors it takes account of outside of the payer's control, at best it would be very approximate, perhaps only accurate at the quartile level.
Edited by Appogee, 09 June 2014 - 03:27 AM.
#9
Posted 09 June 2014 - 03:58 AM
Also, take a chill pill. If MWO is giving you such an angry *****, maybe it is time to relax elsewhere.
Edited by Modo44, 09 June 2014 - 04:00 AM.
#10
Posted 09 June 2014 - 04:49 AM
Thank you very much for your very informative and fast replies
#11
Posted 09 June 2014 - 04:55 AM
It would also cause problems when arguing about various concepts of the game, when the view of player with the lower or hidden Elo is dismissed because of his supposedly lower understanding of game mechanics.
#12
Posted 09 June 2014 - 04:58 AM
#13
Posted 09 June 2014 - 04:59 AM
Egomane, on 09 June 2014 - 04:55 AM, said:
It would also cause problems when arguing about various concepts of the game, when the view of player with the lower or hidden Elo is dismissed because of his supposedly lower understanding of game mechanics.
Not to mention in game flaming and the sort. Too many players out there that will watch a pilot get killed and give them grief over it because they made a mistake - having ELO displayed would only add fuel to that fire...
#15
Posted 09 June 2014 - 05:11 AM
Modo44, on 09 June 2014 - 03:58 AM, said:
I'm not angry. I can't even imagine why you would suppose that, when all I write was a mere factual correction to what you posted, in the interests of the OP having clarity on the question he asked.
Modo44, on 09 June 2014 - 03:58 AM, said:
I'm not sure what you mean here. The only thing that's actually ''taken into account'' is whether your PUG team had a lower average Elo than your enemy, and whether you won or lost. That's it.
Sure, our abilities to personally carry a team of low Elo players to victory can have a contributing influence on the outcome. But it's mostly not the deciding factor. Teams ignore your coaching, or otherwise prove incapable of winning. Besides, half your matches you start out with a higher Elo, and even a win results in no change to your personal Elo.
To grind up your Elo from starting point (which I have done with a second account by the way) you need to drop with a team that proves to be more competent that your opponents, but with a lower average Elo. That is the only way to improve your Elo.
Edited by Appogee, 09 June 2014 - 05:14 AM.
#16
Posted 09 June 2014 - 05:13 AM
Edited by Modo44, 09 June 2014 - 05:14 AM.
#17
Posted 09 June 2014 - 05:24 AM
Modo44, on 09 June 2014 - 05:13 AM, said:
No-one in this thread has either discussed or proposed alternative matchmaking approaches. In this thread, we're trying to help the OP understand how individual ranking actually occurs and is used in matchmaking in MWO.
If you can factually describe how an individual's "all skills combined'' are taken into account in the actual system currently used in MWO - and how this has a bigger effect on individual Elo that the relative capabilities of the other 11 players on their team - then that would helpfully advance the thread.
Quid Pro Quo, if you need me to, I can give you specific examples of how the system currently used in MWO leads to individuals having Elo ratings which are either too high relative to their skill, or too low. In both cases, their ''all skills combined'' have less to do with their actual Elo rating, and the primary determinant is the capabilities of the other players they team with.
Edited by Appogee, 09 June 2014 - 05:30 AM.
#18
Posted 09 June 2014 - 06:04 AM
Modo44, on 09 June 2014 - 05:13 AM, said:
I think Appogee is speaking of players who get pulled up or down the elo ladder through playing mostly with a premade group. This is reality. Try grouping up with a very new player (or a not so good one) such that your group elo is lowered to the elo level of a baby hippo. If you win a lot of matches, and you can win a lot of matches, the new player's elo is dragged up while yours may not be changed a lot. The next time the new player does a solo drop .... well, it may not be pleasant.
#19
Posted 09 June 2014 - 06:28 AM
If I am wrong about how it currently is please forgive me as I am quite new, but I can say based off of past experience with games that as soon as personal stats are flagged about everywhere all gameplay becomes about what numbers can "I" get. This is a squad level game and I feel most everything about it's public gauging should lean towards overall team outcomes.
Just my initial thoughts on the matter. It would be neat to do a kind of profile ID code you can create kind of like EVE online does so it is possible to share personal stats in an official way for those it concerns, like clans, private showboating and whatnot.
#20
Posted 09 June 2014 - 06:54 AM
Some teams ask for a screenshot of one's stats, but the better teams know what's most important is how the pilot contributes to the team. So most just go by reputation and recommendation, since it's a small community after all. Anybody who did competitive league play prior to lobbies know of mis-syncs, and they tend to pad one's deaths.
Ultimately, stats do not differentiate between performance while pugging versus while in a 4-man versus while in 12-man.
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