Abivard, on 09 November 2014 - 05:29 PM, said:
Elo was designed for chess,
Elo was
initially designed for chess. Since then Elo has been adjusted for many, many tasks, including group matchups.
There are various Elo formulas, adjusted for the tasks they are used for. It is not one formula to fit them all.
Repeating that this system should not work, because it was initially invented for chess, just shows, that you do not understand the concept of it at all. Ballpens where invented for space missions, they still work in a lot of different environments and for multiple tasks.
Willard Phule, on 10 November 2014 - 04:48 AM, said:
Look back through all the patch notes, man.
The matchmaker was re-written at the time of the clan release. That's when they went to a "team average" Elo base as opposed to individual scores as it was prior.
They did not change it. This was always the case, but you still misunderstand the implemented system completly.
If a group drops, in the group queue, the average Elo of the group is used, to match this group with other groups of similar Elo values. In the single player queue, every player is his own group and the matchmaker will try to match him with players with similar values.
The matchmaker will, for two minutes, try to create a match with all playing instances (24 players in the single player queue or a varying number in the group queue) having a +/- 50 Elo difference between each other. Only if he doesn't manage to do that, will he open some release vents and increase that range. 100 after two minutes and 1200 after five.
It's not: We drop twelve random single players in a group, average the Elo and then match it against another group of twelve random solos where we did the same.
That's how Karl Berg, the one who wrote the matchmaker, described how it works.
Edited by Egomane, 10 November 2014 - 05:52 AM.