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Why We Can't Have Nice Debates - Player Archetypes In Mwo


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#121 Zerberus

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Posted 25 June 2014 - 10:00 AM

View PostAgent of Change, on 25 June 2014 - 09:53 AM, said:


Soooo you are in favor of ignoring the white knights? I just want to be sure of you position in case of future posting reference. ;)

No, I view people who blindly name anyone that does not share their opinion a White Knight (or Black knight, for that matter, though both are valid in some edge cases that most here would agree on) as less worthy of an earnest response... SIncere is possible, as ridicule can also be sincere, but senseful debate more or less stops there. :D

#122 Dolph Hoskins

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Posted 25 June 2014 - 10:06 AM

View PostBelorion, on 25 June 2014 - 09:55 AM, said:



I like this. Perhaps the most efficient post in this thread.

All I need to know, is which title to pick so I can start leveling it up and put points into it. ;)

#123 Belorion

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Posted 25 June 2014 - 10:09 AM

View PostThe Ripper13, on 25 June 2014 - 10:06 AM, said:


I like this. Perhaps the most efficient post in this thread.

All I need to know, is which title to pick so I can start leveling it up and put points into it. ;)


My ex wife is max level BPD if you want to join her unit, I wouldn't mention me.

#124 Mavairo

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Posted 25 June 2014 - 12:50 PM

View PostN0MAD, on 25 June 2014 - 05:30 AM, said:

Great read OP, well written.
Ive seen all those names in games.
A good game caters for all those names.



I played against you quite often in STO, you were a Highly regarded player.


Thank you, I'm pretty sure your handle there wasn't @N0mad? Were you one of the guys I drug out with me when I quit?

STO got to be quite a cluster **** at the end. All that rep and starbase grinding, the lockboxes. ugh.

There are times when I miss it. Even now strangely. I guess what I miss most of all were the Guide articles I'd put up on the forums. I guess I could do that here, but it'd be mostly Map Strategy. We all know what the best mech is and what it's best armed with. I guess I could make it interesting by making a "So you want to win without going to the meta" or something for the builds? There's just not as much nuance and depth to this game compared to STO combat. The game was also more entertaining to make videos with I think than mechwarrior is.

Edited by Mavairo, 25 June 2014 - 01:05 PM.


#125 TLBFestus

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Posted 25 June 2014 - 12:56 PM

Interesting observation.

I just re-read the OP but this time i switched Scrub for Timmies, and Tryhard for Spikes. Pretty much read the same.

Kudos for the creation of a new category, "Johnnie" tho!

#126 JohnnyWayne

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Posted 25 June 2014 - 01:45 PM

View PostTLBFestus, on 25 June 2014 - 12:56 PM, said:

Interesting observation.

I just re-read the OP but this time i switched Scrub for Timmies, and Tryhard for Spikes. Pretty much read the same.

Kudos for the creation of a new category, "Johnnie" tho!


Intrestingly it pretty much discribes me. *Looks at his name*... Pretty much perfectly :3

#127 N0MAD

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Posted 25 June 2014 - 07:04 PM

View PostMavairo, on 25 June 2014 - 12:50 PM, said:


Thank you, I'm pretty sure your handle there wasn't @N0mad? Were you one of the guys I drug out with me when I quit?

STO got to be quite a cluster **** at the end. All that rep and starbase grinding, the lockboxes. ugh.

There are times when I miss it. Even now strangely. I guess what I miss most of all were the Guide articles I'd put up on the forums. I guess I could do that here, but it'd be mostly Map Strategy. We all know what the best mech is and what it's best armed with. I guess I could make it interesting by making a "So you want to win without going to the meta" or something for the builds? There's just not as much nuance and depth to this game compared to STO combat. The game was also more entertaining to make videos with I think than mechwarrior is.

@Mc_Booty. Ran with the 110th as a Science officer mostly.
Very litle depth here, perhaps some stuff for Newbs, as in, Running Support mechs, Running a Scout,, etc, you know some different roles, but no real scope for anything over newb lvl.

#128 Pariah Devalis

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Posted 25 June 2014 - 08:17 PM

Good post!

<- Totally a mix, here

I want to win, I want to demonstrate mastery over my enemy, but I want it on my terms and in a way that is fun. I will gladly experiment with builds to counter the current, or hybridize play styles to extract what I can from everything. If I lose a fight, as long as it was a nailbiter, that is good enough for me. The best games are the close games. The landslides are enjoyable, of course, but without an uphill struggle to the finish, victory feels cheap, and forcing the enemy to deal with a pyrrhic victory is its own reward.

#129 PhoenixFire55

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Posted 26 June 2014 - 04:50 AM

@OP

Probably the best post regarding the game balance I've seen in a year on this forum. Good read.

#130 Fleeb the Mad

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Posted 26 June 2014 - 11:18 AM

View PostMercules, on 24 June 2014 - 03:23 PM, said:



Apparently you don't yet understand that there are no tiers in MWO. You might have a high Elo but you will still play with someone who has half your Elo. In fact the more extreme your Elo is, the more likely it is that you will end up with someone on your team who is the opposite because the matchmaker tries to AVERAGE out Elo for both teams.

Say there are 4 players on each side. One side might get 2 average, one good, and one bad while the other might get 4 average or 2 good and 2 bad. Those all equal out and that is how the matchmaker loads up the matches.

So this myth that really good players play in matches with really good players is getting really old.


My personal experience tends to disagree with that assertion, but since research into the topic hasn't panned out a clear cut answer as to what ELO actually does, I may as well ask.

Can you point to a developer thread or podcasts where it's discussed in detail? Do you have something to support your position?

My own research into it has turned up evidence to the contrary, though it's anecdotal. And if personal experience really is all we have, then it's compelling. Veteran players starting up new accounts apparently do get different styles of games. I've found some admittedly dated dev threads where it's implied that the intent of the ELO matchmaker actually is to put people of similar ELO into the same match, rather than try to fit in high and low players to meet a target value.

From what I've read it has issues making matches with high ELO players in general and particularly in groups. If that's you, then your experience may be colored differently than mine simply because there aren't enough high ELO folks in the pool. My assertion that high ELO folks only fight high ELO folks may be wrong. I don't actually experience that directly. But I actually do think MWO has tiers, particularly because of what I don't see in my matches. That is, I don't see groups or even individual high ELO players in meta mechs with lopsided damage or kills in matches against pulse laser Banshees or SRM Awesomes. It doesn't seem like I'm alone in experiencing that either.

#131 Piney II

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Posted 26 June 2014 - 11:26 AM

Good post, 1453!

I'm definitely a Timmy. I'm in this game for the fun - stomp around and blow mechs up / get blown up. I live for the matches that have me teetering on the edge of my seat with my pulse racing.

Edited by Piney, 26 June 2014 - 11:46 AM.


#132 Mercules

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Posted 26 June 2014 - 11:56 AM

View PostFleeb the Mad, on 26 June 2014 - 11:18 AM, said:

Can you point to a developer thread or podcasts where it's discussed in detail? Do you have something to support your position?



All the past Command Chair posts on how Elo works. The more recent ones discussing the NEW launch module discuss tiers but I believe that is still on the test server and not the live one, yet. Someone correct me if I am wrong.

#133 Bilbo

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Posted 26 June 2014 - 11:57 AM

View PostMercules, on 26 June 2014 - 11:56 AM, said:




All the past Command Chair posts on how Elo works. The more recent ones discussing the NEW launch module discuss tiers but I believe that is still on the test server and not the live one, yet. Someone correct me if I am wrong.

You are correct.

#134 Mavairo

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Posted 26 June 2014 - 02:02 PM

View PostN0MAD, on 25 June 2014 - 07:04 PM, said:

@Mc_Booty. Ran with the 110th as a Science officer mostly.
Very litle depth here, perhaps some stuff for Newbs, as in, Running Support mechs, Running a Scout,, etc, you know some different roles, but no real scope for anything over newb lvl.



Oh yeah I recognize that name, and as a sci too <_< it's funny how many of us STO refugees wound up here. Why is it we flock from one questionable franchise to the other?

#135 Fleeb the Mad

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Posted 26 June 2014 - 06:33 PM

View PostMercules, on 26 June 2014 - 11:56 AM, said:



All the past Command Chair posts on how Elo works. The more recent ones discussing the NEW launch module discuss tiers but I believe that is still on the test server and not the live one, yet. Someone correct me if I am wrong.


I'll give you the benefit of the doubt here, but prior to responding the first time I did look at the command post threads trying to glean some info on how ELO works, or at least was supposed to work. So, going through it again in more exhaustive detail, this is what I've got:

http://mwomercs.com/...sizes-and-more/

It only talks about group sizes.

From Jan 2014:

http://mwomercs.com/...old-adjustment/

This talks about changing some threshold value, but no details as to the workings of the system.

From Nov 2013

http://mwomercs.com/...pdate-november/

We know some high Elo players have been finding longer wait times to get into match, we’ve been monitoring the telemetry and there is no easy balance here if we loosen the values more to allow these players lower wait times they will start to match more readily with lower Elo players resuming the state we had before where new players would face more punishing competition than desired.

From April 2013

http://mwomercs.com/...ted-april-19th/

Again, no details. But it says this:

So, how will this affect things? Well, without going into the details of how Elo works, this significantly improves our ability to match similarly skilled players. The old algorithm had an unintended (although interesting) bias towards people who had played more games, whereas the new rating measures only how you're playing. The bottom line is that we can kick off more close matches.


From Feb 2013:

http://mwomercs.com/...-making-update/

How does the match maker compose a teams Elo rating, is it average rating or closest to a target?

It's closest to a target value, so the match maker starts trying to make a match for an Elo of say 1300 and will pull in players to those teams closest to those values; however, as mentioned earlier within growing thresholds and those curves will be tuned. Currently it may be a bit 'sloppy' about how it's filling those buckets but over time it will be tuned to be much more precise.

Conclusion:

The matchmaker does not attempt to average ELO on both teams. It tries to pull together people closest to its 'threshold' value, and moves the goal posts the longer it takes to find people.

From what I can gather here, in the original Feb 2013 statements and those in the posts that followed, the matchmaker does in fact try to put players of similar ELO together when it can. From the talk of adjusting a threshold value and the graph of ELO distributions, I gather that the further you are away from the mean, the lower the population in the queue the MM has to work with and the wonkier the matches, because it's set to a limit of 2 minutes. It says so right in the ELO post from Feb 2013, when they rolled it out:

Also currently after 2 minutes you may get an unbalanced match as the match maker increases the thresholds dramatically to ensure you get a match this is as designed to ensure that you don't wait longer than 2 minutes to find a match.

I admit this information is dated, however I stand by what I said the first time. Unless you have something more recent to point to that's contrary to these command chair posts, it seems fairly conclusive that players of significantly different ELO levels don't see each other unless the matchmaker explodes on timeout.

#136 Bartholomew bartholomew

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Posted 26 June 2014 - 07:17 PM

Just read the OP. And I think this thing should be pinned. That way it never gets buried.

Edited by Bartholomew bartholomew, 26 June 2014 - 07:17 PM.


#137 Ovion

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Posted 27 June 2014 - 03:53 AM

A good read, and fairly accurate overall.
Will glance through the rest of the pages later on.

#138 Fut

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Posted 27 June 2014 - 04:41 AM

View PostBishop Steiner, on 24 June 2014 - 02:05 PM, said:

I will say there is one reason, really why I side more with the Timmy crowd (maybe I am one, don't really care, either way, I do know I am not a Spike, nor would I want to be), is the "Spike" mentaliity? End of the day, as you said, the Mech is not important. Neither, really, is the GAME. As you said, zero attachment, in general to the IP, the fluff, the lore, etc.

Thus, if they drive a game into bankruptcy, by driving off the underhive who came simply because they love the IP, they don't care, they will just move on to, and metarape, the next game.


My thoughts exactly.

This isn't just 'some game', this is a very specific game based on a very specific IP.
Spike is more than welcome to come and play, but they shouldn't be making demands or complaints that move the game away from the IP. As Bishop here has said, once they're grow tired of the game (a game they don't really care about) they'll move onto some other game - leaving the rest of us, those who love with the IP, with a watered down game that's loosely based on the IP.

#139 Lily from animove

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Posted 27 June 2014 - 05:03 AM

View Post1453 R, on 25 June 2014 - 06:46 AM, said:


Fantastic job of missing the point, my man. Might want to do more research on the subject.




Heh...ye know, I'm starting to see why this doesn't come up as often as it should.

Spikes enjoy having fun as much as the rest of us, Lily. Just because winning is their deepest, most satisfying fun doesn't mean that the rest of having fun is no longer fun. Many Spikes do, in fact, have an appreciation for Awesome, it's just distinctly secondary to winning. Just like there's very few players who don't like winning better than losing - even Timmy prefers to win when he can, he's just got a different core idea of Fun than the Spike does. A boring win is still boring, while an awesome defeat is still awesome - but an awesome victory is the best game of all. It's less about whether you like winning or not and more about what satisfies you about the game - what it is about MWO, or any other game, that speaks to your soul and fulfills whatever it is you started playing that game to do.

It's why you get a lot of people identifying as Jonny whenever the subject comes up, despite their actual predilections being closer to Timmy or Spike - Timmy is seen as the cheerful idiot who has fun doing whatever he's doing but isn't actually any good or really worth playing with/against (all manner of untrue, I have played some rippingly awesome Timmy-type players out there, but it's still the popular perception), while Spike is usually held up as an example of everything that's wrong with ultracompetitive gaming. I'm as much Spike as Jonny - do I sound like a coldly inhuman Interwebs bully to you guys? :)

Timmy would like to win with awesome, Jonny would like to win with cleverness, and Spike would like to win, end sentence. That doesn't really mean that a cleverly awesome win wouldn't be something all three would strive for, hm?


Unfortunately, we have a lot 100% spikes here who cry about any sloght change of their used meta. Which proofes 0% of Timmy or Johnny.
Also, Spikes do ruin the gameplay for the others. Timmy is playing is own strange kind of big win thing, he can be happy, if at leats, a few times, he cna win big. Bu vs hardcore Spikes, he will hardly until never have them.
Johnny has an similar trouble, Johnny is clever and Johnny knows how Spikes look like and work, but he does get bored very quickly by the Spikes when he constantly have to face them, because the result of such a match is much likely already predefined. So there is rarely a point for him to continue playing a game like that, except the game regulary changes enough so that Johnny can make new experiments for beating Spike. In stale games, that have a very limited Meta compared to the tools it offers, the Jimmy will very quickly come to the all or nothing point: becaome a Spike, or leave the game, because all science(fun) is done and Johnny has no reason to stay anymore. And Johnnies are the buffer between Timmies and Spikes. Because Johnny will test startegies at Timmies which makes him lose a few times for his science, whcih brings hapiness to Timmies when they win. Later Johnny goes to Spikes and test tehre what proofed on Timmies.
But in MWO, we can not directly matchup quite good. And when the Johnnies are gone, the Timmies will too unlikely get their big wins to be happy anymore. They will leave then too. Thats the moment at which many games die because of the population gets too low to sustain the costs. Also, when new stuff is added and the Johnnies are gone, many Spikes feel lost, because often they depend on Johnnies for revealing them the new and better possibilities. Sure there are also Johnny/Spike mixtures, but Spikey Jihnny won't reveal the tricks of his Johnny life, since they support his own Spike.


look at all the QQ's about Falldamage, allt he QQ's of lights, if they were more Johnny, they would see the opportunatey. Lights are small, agile and fast, the falldamge will very likely block many many parts of the maps as being able to passable safely. So the the Agility and speed of the lights will be even more an advantage. because on crimson/HPG/Therma, you can't brainless drop yourself from A to B without damage anymore. All heavy and slow mechs have to go long time consuming new routes. The lights will, by this new way to play, be penalised with this the least. It will give them tactical advantages they didn't had before. It will create new bottlenecks at the maps. Bottlenecks where the lights can wait for their prey. Or they can just continue to QQ because the Timmi or Spike in the is just seeing their currently playstyle dying.

A real competitive own scene, with maybe prizes is a good way, becasue they will soak up the spikeys, sicne they do not go stomp johnnies and Timmies anymore, because they are too busy being Spikes amongst Spikes for the small bone of success. But when ther eis nothign than the pure "win" many Spikes will unfortunately try to get on the Spikes and Johnnies because of the easy achieved goal.

Edited by Lily from animove, 27 June 2014 - 05:05 AM.


#140 Bobzilla

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Posted 27 June 2014 - 06:18 AM

This isn't why we can't have nice debates, this is just why we do debate.

We can't have nice debates because some people can't accept, when it comes to experiences and opinions, two people sharing the same experience, can have different opinions on it.





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