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#41 Karamarka

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Posted 15 July 2014 - 11:29 AM

To the guy asking about player skill, at least measure it by damage / win lose / contribution or something - right now it's hit or miss if you get cadets / trials / new players

Firs game after patch. Same scenario as OP friend lewls. Srs like i play hundreds of games in the 600+/700+ and if i EVER choose a kitfox... well my team is doomed cause i cant carry in a kitfox... gg ELO bring in ranks like SC2 or CSGO plz

462 dmg in TBR, everyone else? lol....

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Edited by Karamarka, 15 July 2014 - 11:38 AM.


#42 Heffay

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Posted 15 July 2014 - 11:47 AM

View PostBhael Fire, on 15 July 2014 - 11:03 AM, said:

See, that is COMPLETELY up for debate.

If you scored 1200 damage and 8 kills you did more for your team than the guy that did 0/0/0, regardless if you won.


It's only debatable if you think losing is ok.

It's not. Losing means you died. Your friends died, your familiy died, and your planet was taken over and any survivors were sold into servitude while the rest were subjected to orbital bombardment purely for spite.

#43 Bhael Fire

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Posted 15 July 2014 - 11:54 AM

View PostHeffay, on 15 July 2014 - 11:47 AM, said:


It's only debatable if you think losing is ok.

It's not. Losing means you died. Your friends died, your familiy died, and your planet was taken over and any survivors were sold into servitude while the rest were subjected to orbital bombardment purely for spite.


:D

I wish. Then losing and winning would actually mean something in this game.

As it is, I get more rewards for killing and causing damage than I do for winning. So to me, that's the only thing that matters.

#44 Heffay

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Posted 15 July 2014 - 12:04 PM

View PostBhael Fire, on 15 July 2014 - 11:54 AM, said:


:D

I wish. Then losing and winning would actually mean something in this game.

As it is, I get more rewards for killing and causing damage than I do for winning. So to me, that's the only thing that matters.


Then that has nothing to do with matchmaking.

#45 Bhael Fire

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Posted 15 July 2014 - 12:14 PM

View PostHeffay, on 15 July 2014 - 12:04 PM, said:

Then that has nothing to do with matchmaking.


Just to be clear, I have no problems with the game using Elo now that the solo and groups are separate. It was counter-productive to use a system that relies on W/L in a game that allowed solo players in the same matches as groups.

But now that the two are separate, W/L is a much more meaningful way to rate players and groups. Especially if they were to give separate Elo scores for solo drops and grouped drops.

All I'm saying is that if they wanted an even more accurate way of matching players they would take KDR and Assists and other stats into consideration, not just Elo.

#46 Heffay

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Posted 15 July 2014 - 12:31 PM

View PostBhael Fire, on 15 July 2014 - 12:14 PM, said:


Just to be clear, I have no problems with the game using Elo now that the solo and groups are separate. It was counter-productive to use a system that relies on W/L in a game that allowed solo players in the same matches as groups.

But now that the two are separate, W/L is a much more meaningful way to rate players and groups. Especially if they were to give separate Elo scores for solo drops and grouped drops.

All I'm saying is that if they wanted an even more accurate way of matching players they would take KDR and Assists and other stats into consideration, not just Elo.


Fair enough, but any metric you add beyond the ultimate goal will be gamed. Especially by the competitive group, and that will negatively impact the quality of the matches you play.

#47 ScarecrowES

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Posted 15 July 2014 - 01:48 PM

Simple fact... Elo can't tell you who on your team is responsible for the result of your game. Elo doesn't know why you won or lost, only that your team did. You could have turned out a typical heroic performance and lost anyway because your team sucks. Elo's role in matchmaking does nothing to ensure that all players in a game have similar skill levels... only that both teams have a generally balanced total Elo score. High Elo players will wind up on the same team as low ones.

In the end, Elo only works for predicting how a team of individuals whose composition remains static will do against other teams whose composition also remains static. It cannot be used to indicate the relative skill of specific players on the team. In real world terms... a team might have one of the best quarterbacks in the entire league, but the team skimped out on receivers. Thus, this awesome quarterback is unable to throw touchdowns because his teammates are unable to catch them. Elo simple says that the team is not very likely to win. It doesn't know why. Just that historical data shows they've lost a lot. But can you say the quarterback is bad because his team doesn't win? No. Put the quarterback on a team where receivers can catch the ball, and his win percentage goes up a lot. Did he suddenly somehow get a lot better? No, his team is simply less crappy now, allowing his win percentage to more closely reflect his actual skill.

It's the reason players who play mostly in premades have higher Elo than primarily pug players. Because premades are more likely to win. It doesn't mean they're actually better players. For pug-only players, your chances of winning or losing are no different than a coin toss. It's 50/50 every time. It's a stat that is, almost in its entirety... random. 98% pure luck of the draw.

There's a reason that noone uses team Elo to predict player skill level outside of MWO. Its not designed to do that. It can't. It's a statistical impossibility. Pure and simple.

#48 Koniks

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Posted 15 July 2014 - 01:59 PM

View PostScarecrowES, on 15 July 2014 - 01:48 PM, said:

In the end, Elo only works for predicting how a team of individuals whose composition remains static will do against other teams whose composition also remains static...

There's a reason that noone uses team Elo to predict player skill level outside of MWO. Its not designed to do that.

Your conclusion is correct. The rest of your argument is an incorrect explanation of how Elo works.

You're right that you can't assess a player's individual skill using Elo if that player plays exclusively as part of a static team. An individual player's Elo would be the same as the team's. However, if before every game every player was placed into a random lottery draft, with a sufficient number of games an individual's Elo would become correlated to their individual likelihood to win.

MWO's matchmaker works a lot like that. And it uses Elo ratings to put together teams with similar probabilities to win within parameters deemed acceptable by the devs.

Edited by Mizeur, 15 July 2014 - 02:02 PM.


#49 ScarecrowES

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Posted 15 July 2014 - 04:00 PM

View PostMizeur, on 15 July 2014 - 01:59 PM, said:

Your conclusion is correct. The rest of your argument is an incorrect explanation of how Elo works.

You're right that you can't assess a player's individual skill using Elo if that player plays exclusively as part of a static team. An individual player's Elo would be the same as the team's. However, if before every game every player was placed into a random lottery draft, with a sufficient number of games an individual's Elo would become correlated to their individual likelihood to win.

MWO's matchmaker works a lot like that. And it uses Elo ratings to put together teams with similar probabilities to win within parameters deemed acceptable by the devs.


You actually read my post completely oppositely. Elo can ONLY predict static teams, not dynamic ones.

What you're saying... Mathematically speaking, no, it can't work that way. It's an impossibility. You're making an assumption that all individuals on a team will be completely unaffected by the play of other players on a team. The assumption only works if all players on a given team are operating independently, and that their individual actions will have the same positive or negative impact on performance regardless of what the rest of the team is doing. That all players operate in their own "bubble." That is never the case in any team sport (and rest assured, multiplayer games are organized as sport).

If this were organized more like, say, the Olympics, where each individual on a team is competing individually, then yes, Elo could certainly apply to the individual as a component of team win/loss. However, any sport where teammates must work simultaneously and cooperatively toward a goal would not allow this to apply. Myriad scenarios come to mind, but something so simple as a relay races proves the point. It is perfectly possible, and even likely, for a relay team to lose a race if even one of four runners is not pulling his weight. Conversely, even the best runners in the world cannot overcome the deficit created by mediocre teammates. The same is true of any sport. Thus, you cannot use the result of the whole team to assign a predictive skill assessment for the individuals that make up the team. Continuing with the Olympics as an example, there are numerous examples of individuals on an Olympic relay team failing to place well as a part of that team, but medaling in individual events. Obviously that shouldn't happen if Elo is to be believed, and is why it doesn't apply.

Further, even in sports where team rosters are largely fixed from game to game, Elo loses it's predictive ability should the roster, for any reason, change. To use football, for example... should a player in even an often looked-over position get injured and be unable to play, the impact of his loss on the team can turn a winning team into a losing one. This extends well beyond the "star" positions. How often do we see teams forced to change even a single player have a drastic change in their win/loss percentages thereafter? And how often do we see teams make only a few roster changes in the off-season only to have a completely different win/loss percentage the following season? This flies in the face of what Elo tells us about those teams. Further, sports halls of fame are filled with amazing players with amazing accomplishments, deemed to be representantive of the highest levels of their sport... and yet, how many of those can be said to come from teams whose abilities match those of the individual. Rarely any. Again, it's why Elo doesn't apply. The nature of Elo makes certain assumptions about a player (be it an individual or team) that can't hold true in most team-based play.

The "self-correcting" feature of Elo is just a nice way of saying that Elo is perfectly good and predicting the likelihood of a win... unless it doesn't... in which case we change our minds.

Look at how win/loss and player skill is predicted in any organized sport in the world. Team win/loss predictions are nearly always based on assessments of individual player skill and their overall impact on the team, and not the other way around. How do we assign a relativistic skill assessment to a player and provide a prediction of team utility? By the rigorous collecting and comparison of any relevant data that expresses how a player's actions effect the team. Hundreds of stats are collected on every player in every game, and cross referenced and correlated to every player on their own team, the opposing team, and the league average - both in that game, and cumulatively over seasons and careers. It's done exactly the same way in many modern multiplayer games too. The total number of stats tracked by Battlefield games is right up there with anything collected for the NFL. The game knows what you're doing at any given minute, and exactly the impact it's having on the team. It knows who's helping and whose hurting. And that's such an easy thing to do once you start paying attention.

The scoring system in MWO is virtually non-existent. It doesn't even provide any points for working the objective in either Conquest or Assault modes (you get nothing for neutralizing or capturing objectives on Conquest, and only turret destruction is awarded as an individual score in Assault, not base capture). It tracks virtually nothing related to player performance. W/L, K/D, accuracy, etc are meaningless stats out of context, which is why games like Battlefield do not use them as the primary basis for player skill ratings.

The devs would do well to drop Elo altogether and implement a proper scoring system, and a skill system based on that scoring system. I guarantee that if they do, matches will be more fair, and more even. Until then, it'll remain largely random.

#50 km1710

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Posted 15 July 2014 - 04:44 PM

View PostRoadkill, on 15 July 2014 - 09:10 AM, said:

Yep, and that's why PGI's rankings are broken.

That's not Elo. In a proper Elo system, your ranking changes after every match, win or lose, whether the expected result occurred or not. It changes less if the expected happens, but it's a linear progression and not a cliff as PGI has it set up.

The issue that PGI's system causes is that it takes longer for your ranking to reach your actual skill level. It also encourages streaks of wins/losses more than a proper Elo system would.


I was thinking about how many matches I have to lose before actually having a balanced game. I don't care if I lose with a difference of 6 points, if there is a balanced fight it is a balanced match.

By reading this I think I will have to lose many many more matches than expected. Why implement in this unlogical way the ELO system? This makes no sense. It makes me think that I surpassed the programming skills of the developers when I got just my bachelor degree in computer science many years ago.

Since ELO system obviously can't estimate the individual contribution to the outcome in a team-based match, make that there is a variation in all the ratings EVEN if the "expected" happens, like you said. It is so simple.

#51 Koniks

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Posted 15 July 2014 - 05:43 PM

View PostScarecrowES, on 15 July 2014 - 04:00 PM, said:


You actually read my post completely oppositely. Elo can ONLY predict static teams, not dynamic ones.

No, I understood completely.

I was only agreeing that Elo shouldn't be used as a proxy for assessing player skill other than their likelihood to win. I was saying that everything else in your post is demonstrably false.

#52 Roadkill

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Posted 15 July 2014 - 06:26 PM

View PostScarecrowES, on 15 July 2014 - 04:00 PM, said:

You actually read my post completely oppositely. Elo can ONLY predict static teams, not dynamic ones.

It looks to me like he understood you perfectly and summarized your post perfectly. Only your conclusion was correct, but even that was not for the reason you were thinking when you wrote it.

Elo is not a measurement of player skill. It rates the likelihood that you will win, regardless of team composition.

Granted, if your team composition is constantly changing as in MWO, Elo is less accurate than if your team composition remains constant. But it is still accurate and is by far the best system for predicting the outcome of a match.

If you want to rate player skill, fine, go do that. Invent a system that we can all game, because that's exactly what will happen. But don't expect it to work better than Elo for predicting the outcome of games, because if that were going to happen someone would have already done it.

#53 Bhael Fire

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Posted 15 July 2014 - 06:26 PM

View PostHeffay, on 15 July 2014 - 12:31 PM, said:

but any metric you add beyond the ultimate goal will be gamed. Especially by the competitive group, and that will negatively impact the quality of the matches you play.


I don't think so.


There would be literally no reason to try to artificially inflate or deflate your skill rating. Robbing Peter to pay Paul....that is, you wouldn't be getting anywhere...and only hurting yourself in the end.

I mean, sure you could troll the system...but you couldn't game the system with any positive result. Also, since you can already troll the system as it currently is by throwing the match, I fail to see how it would matter.

Most players are concerned about maintaining their stats and earning rewards at the end of the match, so trying to "game" their stats would actually work against that.

#54 Roadkill

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Posted 16 July 2014 - 08:36 AM

View PostBhael Fire, on 15 July 2014 - 06:26 PM, said:

I mean, sure you could troll the system...but you couldn't game the system with any positive result. Also, since you can already troll the system as it currently is by throwing the match, I fail to see how it would matter.

I think that you're probably right that gaming the actual skill rating would be pointless.

That, however, isn't the point of gaming the system.

The point of gaming the system is to artificially decrease your skill rating, thus getting you into matches against easier competition so that you can win more easily regularly.

If the matchmaker is basing games off of a skill rating and not off of Elo ratings, then the point of gaming the system is to make it easier for you to win games. Because ultimately, that's what people really want to do. Win games.

And that's why Elo can't be gamed, because it's derived solely from wins and losses. You can sandbag your Elo rating temporarily, but you can't game it long-term like you could a skill rating.

#55 Bhael Fire

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Posted 16 July 2014 - 08:49 AM

View PostRoadkill, on 16 July 2014 - 08:36 AM, said:

The point of gaming the system is to artificially decrease your skill rating, thus getting you into matches against easier competition so that you can win more easily regularly.


That's what I meant by robbing "Peter to pay Paul" — if you intentionally do bad just to do good, you're not really getting anywhere...in fact, you will most likely just be hurting your stats and c-bill income in the end.

#56 Heffay

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Posted 16 July 2014 - 09:14 AM

View PostRoadkill, on 16 July 2014 - 08:36 AM, said:

The point of gaming the system is to artificially decrease your skill rating, thus getting you into matches against easier competition so that you can win more easily regularly.


People will do it both ways, because to some people Elo (even if it isn't visible) matters. Just because it's not available now doesn't mean it won't be available in the future, or there won't be content tied to your Elo. Think titles in WoW.

So if you're hovering around the 1750 mark and want to get to 1800 to get a fancy new camo pattern (assuming they implement something like that), then people will start gaming (or trolling; same thing) the system in order to try to get those last 50 points. Doing extra unnecessary damage. Stripping mechs at the end of the match (which is not good gameplay). And so on and so forth.

Only the mission matters. Only winning it should factor in determining how good you are at completing the mission. How much damage you do in the process of achieving your goal is completely irrelevant.

#57 Roadkill

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Posted 16 July 2014 - 09:27 AM

View PostBhael Fire, on 16 July 2014 - 08:49 AM, said:

That's what I meant by robbing "Peter to pay Paul" — if you intentionally do bad just to do good, you're not really getting anywhere...in fact, you will most likely just be hurting your stats and c-bill income in the end.

But my point is that if you're using more than just wins and losses (read: Elo) to create balanced matches, you're creating an internal trade-off between the stats that can be gamed.

For example, lets say that this fictional skill rating incorporates number of collisions, minutes spent standing in lava, and meters jumped per match. (Whatever... deliberately dumb because it's just an example.)

If you really like standing in lava, but couldn't care less about jumping, then you can game the system by always standing in lava and never taking jump jets even though those things aren't necessarily the best way to help your team win.

(If you include KDR in your formula, I guarantee there will be people who deliberately trash their KDR to keep their "skill" rating low so that they can more easily win games.)

Ultimately, the only metric that matters is wins and losses. KDR is just a means to an end. Damage is just a means to an end. In both cases the end that's desired is to win the match. If you incorporate those means into your matchmaking formula, even if it's just in addition to the actual desired end, you're just opening the door for gaming the system because some people will realize that there are "fluff" data points that can be artificially suppressed in order to make winning easier.

#58 Xmith

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Posted 16 July 2014 - 03:49 PM

View PostRoadkill, on 16 July 2014 - 09:27 AM, said:

But my point is that if you're using more than just wins and losses (read: Elo) to create balanced matches, you're creating an internal trade-off between the stats that can be gamed.

For example, lets say that this fictional skill rating incorporates number of collisions, minutes spent standing in lava, and meters jumped per match. (Whatever... deliberately dumb because it's just an example.)

If you really like standing in lava, but couldn't care less about jumping, then you can game the system by always standing in lava and never taking jump jets even though those things aren't necessarily the best way to help your team win.

(If you include KDR in your formula, I guarantee there will be people who deliberately trash their KDR to keep their "skill" rating low so that they can more easily win games.)

Ultimately, the only metric that matters is wins and losses. KDR is just a means to an end. Damage is just a means to an end. In both cases the end that's desired is to win the match. If you incorporate those means into your matchmaking formula, even if it's just in addition to the actual desired end, you're just opening the door for gaming the system because some people will realize that there are "fluff" data points that can be artificially suppressed in order to make winning easier.

Exactly how are they going to start winning again?

Are these players that good?

I suppose when it's time to start winning again, they will turn it on and start shredding up armor left and right, huh?

Winning is easy, piece of cake.

Yeah, right.

It wont work.

#59 Xmith

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Posted 16 July 2014 - 03:57 PM

View PostBhael Fire, on 15 July 2014 - 11:54 AM, said:


:D

I wish. Then losing and winning would actually mean something in this game.

As it is, I get more rewards for killing and causing damage than I do for winning. So to me, that's the only thing that matters.

This is classic.

You are only in it for the money.

Nothing wrong that.

I want it all, the money and the wins.





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