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I think you are the one who is confused here because with a large enough sample size everything will even out with a random system.
Yet, it will even out. You will have as many games that end in a stomp as games that don't end in a stomp. The idea is to use a system to try to reduce the number of stomps because having an even number of stomps is not a good thing when you can aim to have fewer stomps.
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Where is the evidence that Elo works? When they first put it in they said it will not match players in specific ways. We said hey how do we know if this thing is working? There's no way to know our Elo, and you won't tell anyone their Elo. Later we found out (because they told us) that part of the system was broken.
It's not like this is the first game to use Elo. It's not like they invented their own system from scratch, though they, and many games that use an Elo system, may decide to use what the system is telling them differently. Starcraft 2, Dota 2, LoL and CS:GO all use Elo and these are on the short list of the most competitive games out there.
It's entirely possible that they still have some problems with it, but it is very likely that even with problems that it is better than completely random matchmaking.
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How are we defining working? If working is defined as getting more people to play MWO then it is by definition a failure of catastrophic proportion.
I was in a 500+ member affiliation when Elo was implemented. The majority of people talking on the forum and the people I spoke to on TS agreed that the Elo system actually encouraged more stomping. From what I've seen Elo is a mechanism to sabotage your win rating as a good player and to hold the hands of bad players.
Yes, a fair matchmaking system is designed to sabotage your win rating. If you were an above average player and random matchmaking was used, then on average you would fight against players who are worse then you and you would win far more than you lose.
This might be fun for that above average player but it is not fun for the loser and it may be boring for players who are more interested in a challenge than about winning. It will try to match you against equally skilled players so that you will only win about half the time.
You have to understand that this is the basis of matchmaking. Even if you are a good player, you're intended to lose every other match you play on average. People don't like this and would rather win all their games but that is a perception problem, not a problem with the matchmaker.
Also, if people left because of a perceived problem with the system that doesn't exist (I'm not saying that it necessarily doesn't exist however) then again it is not the fault of the system. Keep in mind that for all you know if they kept the random matchmaking with the newer 5+ player group queues that it could have been much worse.
People don't like change and tend to remember "the good old days" as better than they were. The good old days didn't have to deal with 5+ player group queues that we have to deal now and larger teams are essentially shifting the matchmaking towards organized stomping just by the virtue of them being a team. Again, this is something that any matchmaking system would have problems with.
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Where is the option to opt out of unfair Elo matches. Why would the game intentionally set up an unfair Elo match.
Because sometimes there simply aren't players of equal skill for the matchmaker to make a match with. Let's say there were only two 12 man teams of unequal skill that played MWO and nobody else at all. You're asking for an option that would simply never put you in a match instead of at least getting to play, even if it would be a stomp. As a hint, the longer you are searching for a match the worse the match is likely to be because the fact that it is waiting so long means that it can't find a suitable match for you so it will slowly start to consider less suitable matches.
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I think you mean could happen but would not happen quite often just by the nature of a large player base. At its core the Elo system is basically gambling on how good it thinks you are. The problem is that people aren't robots. There are few set variables with regards to player interaction once the game starts. If the game thinks you're a 1700 rated player but you do something stupid like run out with a 6 PPC build then it's probably overrated you by about 800 points. Even good players have off games where something bad happens (the first incoming shot blows their head off). You might have great players on your team but maybe they are all great solo players and don't mesh well.
This is stil better than having completely random matchmaking! How likely do you think it is for a highly skilled player to do something incredibly stupid? It is far more likely for a random player to do something stupid. And yes, good players can have bad days but this is completely outside the matchmaker's control. If you used BV someone using a high BV mech could be having an off day as well. It is better to gamble with an educated guess such as Elo than to gamble completely randomly.
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I have no doubt that the Elo system reduces player win percentage to try and equal out to 50/50. I do have doubts that the system has significantly reduced the number of lopsided wins. I'd rather we cared more about ECM and clan mech distribution. But I'd also like to say why is it that games feel the need to balance the good/bad players. Isn't it a bit unfair to have bad players only play bad players? Shouldn't they at some point rise or fall based on their own skill? Back when things were random you saw amazing/terrible players who ruined the game with rather low frequency. This game can actually pretty boring when every game feels like a tournament of champions. Shouldn't that level of play be saved for competitions and community warfare? Why is it that companies feel the need to have players win rates capped around 50%?
Because if you don't have that 50% target then the result is the good people would have high win rates, like 75% lets say, and the other majority of players would have extremely low win rates. They would be stomped so bad they wouldn't even want to play. Then once they quit, who's left? Only the good players who will then be forced to play against each other and then you'll go back towards the 50% goal anyways. You can only win by making other people suffer. You can't ask people to suffer more than you do, so we aim for 50% so that the suffering is shared equally.
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And the real problem there is that these guys made a game that pretty much requires voice chat and didn't build it into the game. Voice coordination is like having 2-3 extra guys on your team at any given moment. I like playing games with friends but you really don't have a fair fight if you can only talk to 4 people on your team and the enemy can do the same for all 12 of its members. The current compromise with groups is really not much of a deal at all considering you're scaring off ALL the new people who don't know how it works. It's one thing to have two random teams fight but the group queue as it stands right now reminds me of how this game started..... 8 random men vs a team of 8 with voice chat. I'd rather not play than play that again. I have plenty of other games to play with my friends.
Yes, it is their fault for not having voice chat, no questions there. And yes, I completely agree with you that the ability to play in large groups ruins the game for small groups of people. People say that if they couldn't play in their large groups that they would quit, but I'm pretty sure people could make do with running groups of 4. But that's for another discussion.
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It is... but I dont think it is in the way that you are thinking. If you want to think about it that way you can use BV as a modifier for your Elo.
Want to lower your Elo? Don't use consumables (wish that was a thing).
Want to lower your Elo? Use a tier 4 mech (wish that was a thing)
Want to raise your Elo? Use super optimized builds like JJ+ 2 energy+ballistic builds (wish this was a thing)
Want to raise your Elo? Use clan mechs or gauss or both for an even higher value (wish this was a thing)
This is a fine concept except that it is impossible to assign BV in a game like this that has so much mechanical skill involved. BV only exists in the MW TT game and in the TT game there is no mechanical skill. I pointed out before why BV doesn't work and you haven't refuted those points yet. In summary, there are at least four problems, shown by these examples:
1. A small laser on a jenner has value. A small laser on a direwolf has practically no value.
2. A mix of medium and large lasers has good value. A mix of small and large lasers makes a lot less sense.
3. In TT PPCs hit or miss based on a dice roll. In MWO they hit or miss based on mechanical skill. For people with bad aim PPCs would have a bad return on investment. For good players they'd be penalized for their ability to aim well with it. BV doesn't account for mechanical skill.
4. A jagermech with 6 MLs has more BV than a firestarter with 6 MLs but the firestarter would likely win that 1 on 1 fight due to mechanical skill used to outmaneuver the jagermech.
So again, for the last time, if you want to modify a player's Elo a much better option would be to use the "potential goodness" of a mech. It is very easy to determine this potential goodness by looking at that mech's win/loss ratio as determined by the average stats of everyone who has ever piloted it. If the JM6-S wins 60% of the time, then give the pilot riding it a slight Elo boost.
You cannot assign BV when the usefulness of the weapon is determined by player skill. In TT everyone rolls the same dice to see if they hit. It will always do a fixed amount of damage rather than lasers in MWO having their damage dependent on how long you can keep your beam on target and missile weapons having their damage dependent on how many of them you can actually get to land on your target.
Edited by oneproduct, 20 October 2014 - 12:33 AM.