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Elo Is For Chess, Not Mwo


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#181 AssaultPig

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Posted 20 October 2014 - 01:54 AM

elo works fine as far as it goes; it ensures that everybody wins ~50% of their public queue games, which is all it really needs to do. It would probably work better if the pool of players were bigger (both because it would have a larger pool to draw from and because you could have proper 'thresholds' so that advanced players would never get matched with newbies), but it works fine.

matches that end in one-sided fashion usually don't end that way because of massive disparity in skill/elo/weight; it's just the way the game works. Losing 2-3 mechs early because somebody made a dumb decision or because the enemy team had an effective flank or whatever puts you at a huge disadvantage, and one which tends to snowball quickly. You see this pretty frequently even in the group queue in matches where you know most players are competent and/or coordinating on voicechat. It's just the way the game works.

Edited by AssaultPig, 20 October 2014 - 01:58 AM.


#182 Victor Morson

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Posted 20 October 2014 - 01:59 AM

View PostAssaultPig, on 20 October 2014 - 01:54 AM, said:

elo works fine as far as it goes; it ensures that everybody wins ~50% of their public queue games, which is all it really needs to do.


The point. You have do not understand it.

#183 Widowmaker1981

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Posted 20 October 2014 - 03:55 AM

Can people not understand that 'mechlab skills' are PART of Elo?

Elo can obviously not track when a player is drunk, or playing badly etc., it will always assume you are trying to win as much as you can. This includes taking a good mech with a good build, and if you are taking a substandard chassis with a bad loadout, you have to understand that will decrease your chances of winning, much as playing while smashed would do.

Now the inbalances between chassis issue is being tackled via the quirks pass on the mechs, and hopefully once that is ironed out, the various different chassis options will be balanced out. It will never however be possible to account for bad builds or unleveled mechs, but that is, imo, fine - if you are taking a joke build or a new mech, you should just accept that it is going to lower your chances of winning. You did it intentionally.

Edited by Widowmaker1981, 20 October 2014 - 03:55 AM.


#184 Black Templar

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Posted 20 October 2014 - 04:17 AM

ELO is considered to be flawed for most games, since it is calculated only on individual Win to Loss ratios. Now, when you compare MW:O to Chess, MW:O is cleary not a balanced game. The starting conditions like mech weight, Clan or IS, mastered vs. unmastered and even the map starting locations have to be considered in order to make MW:O balanced.

The next evolution of ELO is an actual Ladder system where players compete against each other. Instead of artificial ELO brackets, players are divided in leagues from Bronze to Diamond. In order to get fair matches you now implement MMR (Match Making Rating). This value considers average match scores of all players currently in queue to ensure a 50:50 win chance for everybody (even odds). Win more than 50% of your matches to ascend, loose to descend the ladder.

I can not stress enough how important the 50:50 chance of a win really is. Losing is no fun, doesn't make you spent money and will sooner or later make you quit the game.

#185 Widowmaker1981

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Posted 20 October 2014 - 04:25 AM

View PostBlack Templar, on 20 October 2014 - 04:17 AM, said:

I can not stress enough how important the 50:50 chance of a win really is. Losing is no fun, doesn't make you spent money and will sooner or later make you quit the game.


I cannot stress enough how wrong i find that to be. In every game i have ever played (definitely including this one), when i first started i got stomped on by people who knew what they were doing. That just made me want to improve so i could compete, and never once did i think the game should be providing me with some kind of noob cushion because losing too much made me cry. terrible attitude, in my opinion.

If i lose a lot, im doing something wrong and need to improve, it doesnt mean the game is a big bad meanie.

#186 Jman5

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Posted 20 October 2014 - 05:43 AM

I like how the people who always trumpets battlevalue never offers specifics to exactly how they would balance it. You could not copy-paste battletech's BV system because MWO's balance is so different. On top of that it would require constant tweaking and re-assessment not only with every balance change, but when new meta/playstyles emerge that imbalance the BV system.

You want battlevalue idea to be taken seriously? Fine, create a comprehensive battlevalue for every weapon and mech in the game so that it fits MWO's current balance.

#187 Satan n stuff

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Posted 20 October 2014 - 06:01 AM

View PostLordKnightFandragon, on 08 October 2014 - 08:53 PM, said:

Yeah, pretty much this...elo needs to go away.......its an attempt at a sort of skilled based MM, but it doesnt really work...

The old system worked? At least now I can actually get a decent challenge most of the time, I'm more likely to lose due to good opponents than due to bad teammates nowadays and occasionally I end up fighting some really good players or teams which almost never happened before because they're such a small fraction of the population.
I haven't won any 1 vs 4 brawls recently and I certainly haven't wiped out any teams by myself after they rolled my teammates in under 2 minutes, so from my perspective it's working just fine.

With a completely random matchmaker like we had before elo anyone with above average skill is going to find themselves fighting weaker opponents more often than not, and given that I have killed entire 8 man teams of weaker players and I'm probably not nearly the best player in this community, I'd say that's a bit of a problem.

#188 Glythe

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Posted 20 October 2014 - 07:04 AM

View Postoneproduct, on 20 October 2014 - 12:24 AM, said:


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.
But as I said before about 500 people said hey this new system you're putting in makes MORE stomps not less.


View Postoneproduct, on 20 October 2014 - 12:24 AM, said:

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.
Random was a lot more fun. At the end of the day fun keeps people playing.


View Postoneproduct, on 20 October 2014 - 12:24 AM, said:

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.
You realize that's an impossible position to defend right? A fair matching making system will NOT sabotage your win rating. That's essentially walking into the territory of rubberband AI and that makes people not want to play.

View Postoneproduct, on 20 October 2014 - 12:24 AM, said:

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.

Here I am going to disagree with you. There was a MM mode for full teams (be it 8 or 12) that was 100% full competition all the time. Why did it die out? Not enough people want to play super competition mode 24/7. That ought to be enough to tell you that it isn't a good idea. Why am I intended to lose every other game? If I am an above average player I should be winning more often than someone who is less skilled than me. This goes back to the handholding scenario. Why do bad players deserve to have their hands held and kept from being in games with above average players (not even talking about all stars)? This is the antithesis of the video game arcade spirit. It's the spirit where everyone wears a helmet, plays in a foam padded room and gets a trophy even when they lose.

View Postoneproduct, on 20 October 2014 - 12:24 AM, said:

Also, if people left because of a perceived problem with the system that doesn't exist again it is not the fault of the system.
I'm going to have to disagree with you again here because tons of people left when Elo was implemented before the rise of the PPC era. And then more people left when poptarting became the heart of this game. In the past people were winning more than they lost because they were above average. Now the game is set so that no matter how poorly you play you should on average win half the time. That's BS. Out of all the players you want to favor for your game it shouldn't be the bottom of your barrel because they are the least likely to stay AND put money in your game anyway.

View Postoneproduct, on 20 October 2014 - 12:24 AM, said:

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.
Be careful about inserting idle speculation. For all you know random match making actually did end in near perfect matches 99% of the time.

View Postoneproduct, on 20 October 2014 - 12:24 AM, said:

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.
Actually the start of the game made people play as a single person against groups of 8 people on voice coms. It took them at least a month to fix it but that is how it started. They changed the game so that you had 4 people max in your lance and if you wanted more you played 8 on 8 organized team mode and I've already covered this. You had games where it was 4 lances fighting each other and I think the game was never better.

Elo is fine with organized play once you start stacking team members with comms. But it has no place in the single queue. That is where BV would be a much better system. Look at mechs and say this build is either ratedt high, low or somewhere in the middle. You can set the game to recognize optimized meta builds and builds that are alpha/dps oriented. I already covered this too and you glossed over it. There's no need to add + score - score after each match and calculate the new betting odds between rounds. That's just a waste of time.


View Postoneproduct, on 20 October 2014 - 12:24 AM, said:

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.
I'm saying if this is how the MM is going to behave then there needs to be an 'opt out' box to check. You can have it just fine in a random system because it didn't mean to do that. But as soon as an Elo que does it on purpose that's messed up. I think a lot of people would rather have the game say, " I can't put you in a fair match, would you like to get your arse handed to you or would you like to wait longer; or maybe you'd just rather play a different game."


View Postoneproduct, on 20 October 2014 - 12:24 AM, said:

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.
My understanding of people is that any of us is likely to do something stupid or have something unlucky happen to us at any given moment. What you seem to not be getting is that Elo penalizes you for being good (and rewards you for being completely terrible at the game). BV penalizes you for min/maxing and taking the absolute best possible build. That I think would be a much better match maker. You leave room for good players to win via skill with bad equipment and the opposite where bad players beat good players using bad equipment. If the player doesn't like his position he has some choice rather than an invisible magic Elo system.

View Postoneproduct, on 20 October 2014 - 12:24 AM, said:

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.
Now you're abandoning the math behind the stats. Let's say team A always wins. In a random system when team A always wins you stand to be on team A exactly half the time. Good players and bad players appear with about equal frequency on both teams with a random distribution. Individually they would get killed often but they would have about 50% win rates because someone is likely to carry them to victory even if they can't. Go team A go! Another thing to note is that Elo was also a way to slow down player progression because you get a LOT more rewards playing more/faster games.

It's quite silly right now to be in a high Elo bracket and have to work 2-3 times as hard to get a win for every single damn game than some super bad player down in the "I'm bad at this game bracket". That environment is fine when there is a tournament. But everyday play shouldn't feel like you are running up a treadmill. But that's what Elo makes the game feel like and after a while it becomes frustrating. It's not fair to the upper end to be penalized because the lower end is so bad. You must agree with this sentiment because you said no one side should carry most of the burden (or something to that effect). What you're doing with Elo is making the good players share the burden of losses they don't deserve. Said another way they have to lose the game in unfair matches to pay for the sins of bad players who can't handle that burden. Yes it is supposed to sound ridiculous.


View Postoneproduct, on 20 October 2014 - 12:24 AM, said:

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.

This is the I want to stomp noobs mentality. Which is different from I want to be on a level playing field mentality. Group queues have been hurting this game for a long time. I kinda wish they had decided to screw over the large groups because they have a huge investment in this game and they WILL come back when community warfare comes out. The average gamer on the other hand won't ever come back when he realizes how unfair a match he gets in the group pool. Those dollars go out to steam, battlefield 14, final fantasy 99 or whatever game you want to imagine.



View Postoneproduct, on 20 October 2014 - 12:24 AM, said:

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.

1. You can assign confidence levels to setups. Slow mechs with short range only weapons would have reduced confidence
2. Why? With the right hardpoints small+large is just fine. I guess you never saw the old HBKs with all small lasers in the pack/head and large lasers in the arms.
3. BV doesn't need to account for mechanial skill. Maybe some of the optimized weapons should be rated slightly lower because they are hard to use. But everyone knows the flavor of the month OP build when they see it. Rate these builds high!
4. That's a terrible example because the Jag is one of the mechs you can play all 3 varities with exactly the same build. You wouldn't be considering that scenario. It would be something like a non ECM spider (good pilot) with bad weapons vs an optimized Victor with good weapons (bad pilot). You're largely missing the point and this is an extreme example to show you what I'm talking about. I was saying we make a new BV system with roots from TT but not copied from TT. I want a system where you can have a good player can use a knife to win and have a fair fight against a bad player with a knife.


View Postoneproduct, on 20 October 2014 - 12:24 AM, said:

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.
I think our conversation may have to come to an end because I respectfully disagree with most of what you're trying to say and I see little room for anything besides stagnation.

Think about the AC/20 for a minute. You either need to be fast to deliver it when no one is looking or you need to be tough so that you live long enough to get close to deliver those shells. A 64 kph stock engine HBK is a really stupid design for delivering the AC/20. Such a build would have low confidence. A great player is going to have trouble making that build work under any circumstance. On the other hand consider some of the optimized laser vomit builds. Good range with good speed means it is pretty easy to kite inferior range enemies. That's an easy build for most players to use and you can assign guaranteed confidence ratings for it.

I largely do not care that Elo exists in the way that you're thinking about it. You think it's the only way to rate people and I disagree. All things being equal the level 3 MC airstrike/artillery is better than nothing right? If Elo were really fair it would account for people who are too cheap or just don't know how to use these items. Imagine for example if you got -100 off your score for not using consumables. That's the kind of thing I am saying we could use a BV system to better balance games (If we must use Elo).

Imagine there was a universally worst ranked build that can still function without completely sabotaging the mech (things like weapons with no ammunition). Imagine that anyone using this mech with this build automatically gets ranked as Elo 700 for playing this mech even if your normal ranking is 1700. That's something you can do with BV that you can't do with Elo.

This allows for a setup where good players can say I'm tired of using the best weapons and always fighting the best people. I think I'll use sub par weapons and fight aganist sub par players and still have fair matches.

#189 Nick Makiaveli

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Posted 20 October 2014 - 08:12 AM

View PostWillard Phule, on 19 October 2014 - 03:51 PM, said:

Something like that. But the problem is with changing allegiance. I don't know if you've got a Company or you've ever tried to change yours but it doesn't work like that.

When I set up Phule's Company, I was aligned with Clan Wolf. The other two guys in Phule's Company didn't want to be Clan, so I tried to switch to Merc Corps. I had to disband the unit, switch my allegiance, reform the unit with a different spelling/symbol and reinvite the previous members.

That's why I'm a bit leery of the whole "give you the chance to change allegiance between seasons" crap. One would think that if a Mercenary unit took a contract from a House, it would have temporary allegiance automatically. We'll have to see how it pans out. From my standpoint, since I'm the only one in my Company still playing, I went back to Wolf so I could play on the Clan side of CW....I intend to be one of those "filler" guys.



Quoted the above section as an example. Bear with me and reserve judgment till I am done. I think you don't know what you are talking about. If I am wrong, prove it and I will stand corrected.

That said, above you are comparing the pre-CW changing of a unit's faction with the post-CW changing of a unit's allegiance. Faction is Clan vs IS. Allegiance is which Clan or House.

Currently what we have is pretty much a placeholder. A crumb of cake tossed to the masses to quieten us down for a bit. Granted they don't have the best record, but that doesn't mean things will be the way they are now.

So what I meant above was you need to slow down and think things through. Less react and more act. Not trying to be offensive, but since you seem like you own a brain, I thought I would take some time and explain my thinking. Again, I may be wrong, and if so, would be just fine with you proving that. (Actually, I wouldn't as I hate being wrong more than the next guy, but no intellectual pain, no intellectual gain. :))

#190 RockmachinE

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Posted 20 October 2014 - 08:39 AM

Do away with the evils of skill matching all together I say! Many many types of multiplayer games work perfectly fine without it.

What most people don't realize is that its a self balancing system. Any sort of skill matching will alwaysyield the same disparity.

There are always stomps, there are always stacks, there are always teams with crappy setups. Skilll matching just separates the playerbase. Do away with skill matching and you do away with many problems and no one would even notice.

Here's an idea, do a blind test. Disregard ELO skill matching for a few hours without telling the players so you don't have unnecessary bias and collect data, see what happens.

Edited by Louis Brofist, 20 October 2014 - 08:51 AM.


#191 IceSerpent

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Posted 20 October 2014 - 11:05 AM

View PostLouis Brofist, on 20 October 2014 - 08:39 AM, said:

Do away with the evils of skill matching all together I say! Many many types of multiplayer games work perfectly fine without it.

What most people don't realize is that its a self balancing system. Any sort of skill matching will alwaysyield the same disparity.

There are always stomps, there are always stacks, there are always teams with crappy setups. Skilll matching just separates the playerbase. Do away with skill matching and you do away with many problems and no one would even notice.

Here's an idea, do a blind test. Disregard ELO skill matching for a few hours without telling the players so you don't have unnecessary bias and collect data, see what happens.


We had that in closed beta, you simply missed it (Elo was introduced prior to 11/2013).

#192 RockmachinE

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Posted 20 October 2014 - 11:49 AM

So why not bring it back?

#193 IceSerpent

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Posted 20 October 2014 - 11:53 AM

View PostLouis Brofist, on 20 October 2014 - 11:49 AM, said:

So why not bring it back?


Because it wasn't a particularily good setup.

#194 RockmachinE

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Posted 20 October 2014 - 12:06 PM

How so?

#195 IceSerpent

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Posted 20 October 2014 - 12:20 PM

View PostLouis Brofist, on 20 October 2014 - 12:06 PM, said:

How so?


Trying to carry 11 (7 back then) rookies is only entertaining for the first 10-20 attempts. Those rookies are usually not exceptionally happy to go against veterans either.

#196 PappySmurf

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Posted 20 October 2014 - 12:23 PM

I think everyone is sick of ELO_MWO_GRINDING_STALE META and every thing else that is not MechWarrior. Helll at this point I would be happy if they scrapped MWO and remade PC Mechwarrior4 with updated game engine graphics and sound.

#197 Mystere

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Posted 20 October 2014 - 12:29 PM

View PostJman5, on 20 October 2014 - 05:43 AM, said:

I like how the people who always trumpets battlevalue never offers specifics to exactly how they would balance it. You could not copy-paste battletech's BV system because MWO's balance is so different. On top of that it would require constant tweaking and re-assessment not only with every balance change, but when new meta/playstyles emerge that imbalance the BV system.

You want battlevalue idea to be taken seriously? Fine, create a comprehensive battlevalue for every weapon and mech in the game so that it fits MWO's current balance.


I'm sure, given sufficient time, a BV system implemented as a genetic algorithm populated by a Kohonen-type neural network would work wonders. ;)

#198 Kutfroat

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Posted 20 October 2014 - 12:37 PM

before tthis weekend, i was around 120 or 130 wins ahead of my losses. in the last 2 days, i´m down to 100! it was like hitting a wall...it didn´t make a difference if i tried my hardest, or just watched my teammates doing silly stuff.

i lost far more than 50% of my games, dragging me down to the "holy" 50/50 because of fail elo system...and that is definitely not fun. like i´ve stated a several times, matchmaking feels like world of tanks, games are decided before they even started...and that was what made me quit with wot.

e.g. i know, unit tags are not a skill indicator (but i think its safe to asume people in a unit belong to the more experienced players in general), but most of the time i see around 3 of them in my team, and 7 or more on the enemy team.

i would have no problem with elo, IF it would make games more challanging, but it does´nt. all it does is creating odds. either they are set in your favour or against you. IF elo works...why do i have far more losing streaks than winning streaks? and yes, i also recognize my "winning streaks". i had an 11 win streaks once! but 2 or more 10 game losing streaks in the last 2 weeks.

i dont mind losing in an "adequate" amount, espescially if i feel this losses are more or less set in stone even before the match started - at least it feels like that´s all that elo achieves, but if the system only manages to make streaks of stomps, turn it off...just turn it off.

let the 3/3/3/3 part on, make the rest random. matchmaker currently just fails completely and sucks the fun out of this game. elo works if everyone has the same tools, but it cant treat me, unlocking the basics in centurions, the same as someone with a fully elited direwolf, but that is what it does and why it fails horribly! and, it does´nt create "challenging" games, elo can´t do this, never will. all it does is stacking odds in favour of one team...that creates stomps most of the time, with the one out of 10 exception that the "loser" team manages a win.

just not fun. really, i would have no problem with 50/50 wins/losses IF the games would be good, fund and exciting, but that is not the case, not even the slightest (soloqueue).

Edited by Kutfroat, 20 October 2014 - 12:40 PM.


#199 MischiefSC

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Posted 20 October 2014 - 03:27 PM

You just don't remember the winning streaks. You wouldn't be 100 more wins than losses if you were not winning more than losing.





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