Rorvik, on 18 January 2015 - 10:45 PM, said:
If that is true, then it CLEARLY shows that the MM is NOT working.
I disagree with the assessment that if there are equally skilled players on both sides that it would naturally lead to steam rolls. If you have 24 roughly equally skilled players on both sides, then losing one or two Mechs should not be the end of the match. I have been in matches where teams (either mine or the other team) have managed to come back from almost three Mech deficits, and those matches usually ended up being close, tough, satisfying matches. But they are the rare exception rather than the rule.
Actually, in every team sport or esport, one mistake by one player often results in the opposing team coming out ahead. In fact, if the other team can't successfully exploit the mistake, that is considered a mistake in and of itself, as you pointed out in your post. The consequences of mistakes gets higher the more skilled your opponent is.
Also, I've come back from matches down 3 mechs too. Were they high Elo matches? I have no way to know. All we know is that someone who should know, Kar Berg maybe, was said to have said that high Elo matches often result in a stomp.
To reiterate the argument from my earlier post: if you have a high Elo and die fast then you aren't going to affect the outcome of the match like your Elo expects you to. So the match immediately becomes unbalanced. Also, skilled players are keen to exploiting mistakes by the other team (or at least sensing when they have the advantage).
Rorvik, on 18 January 2015 - 10:45 PM, said:
It would make sense if there were two commanders going head-to-head controlling 12 Mechs each, but that's not the way it works. It's more like a Chess game where the pieces are all independent of one another and are incapable of coordinating due to no voic chat and no ability to send meaningful messages to their team.
Players actions are far from random, especially on teams with a higher Elo. I'm all for voip but you can still be coordinated.
Theodore42, on 18 January 2015 - 01:50 PM, said:
Also, my lowest win ratio on a mech is 1.08, so MM definitely doesn't make losing matches to force even ratios.
Rorvik, on 18 January 2015 - 10:45 PM, said:
How does that follow? How is it even relevant to the point?
In the OP:
AjerWerklWerkl, on 17 January 2015 - 04:51 PM, said:
I see a lot of posts saying that 1.0 W/L means "MM sucks" or whatnot...
But if its job is supposed to find a game that's at your level, it seems fair that you'd win about 50% and lose about 50%.
Then people wrote things like:
El Bandito, on 17 January 2015 - 05:06 PM, said:
While the MM do try its best to make sure your WLR remains around 1.0, often by giving you dunderheads for teammates, with enough skill one can increase their WLR above 1.0 in pugs.
Zergling, on 17 January 2015 - 05:54 PM, said:
My winrate is consistently around 50%, or 1 win per loss.
It really does feel like the game is actively trying to keep my winrate at that level; when it goes above, I start getting numerous terrible teams, resulting in long losing streaks, and when my winrate is below, I start getting good teams.
And I replied with:
Theodore42, on 18 January 2015 - 01:50 PM, said:
Also, my lowest win ratio on a mech is 1.08, so MM definitely doesn't make losing matches to force even ratios.
It isn't even an argument, it is just a fact that happens to refute the erroneous conclusion that MM makes broken matches to keep player's w/l ratio at 1:1. Can you follow that?
Edit: although El Bandito did say that you could get your pug ratio over 1:1 it seemed like he was implying it was just trying to wreck you. So maybe that isn't really a fair example to quote. But obviously MM is going to try to wreck you until you get wrecked to 1:1 or you break the scale.
Edited by Theodore42, 19 January 2015 - 11:38 AM.