Tarl Cabot, on 17 January 2015 - 09:31 PM, said:
I wonder how some people would play if they knew the average team Elo for each drop?
I'd actually like to know my teammates Elo, so I know what I'm dealing with. Those that are newly playing this game are handled much differently from the people that are more or less where you thought they should be.
Of course, it won't work because that would also unwanted shifts in gameplay and causes other problems as well, but that's just what it is...
kapusta11, on 18 January 2015 - 03:02 AM, said:
It treats people that does not contribute to the victory the same as those who brings it, how it this not ****ed up. How will it estimate the odds of winning then? It can put 12 superstars (skill wise) and 12 novice players on 2 separate sides but their ELO might be equal, the odds of winning are 50/50. You think it's fine?
I would put it this way.
The guy that doesn't do the objective (we're talking not-Skirmish modes) will tend to lose more his share of games for not doing what needs to be done. The guy that is doing it as much as he could (like preventing a cap on Assault) will still get his fair share of losses, but that will be overcome with winning more often than not by preventing more of them over time.
For the sake of Elo.. if you do everything is required to win, you'll more likely to win more than not. Kills help, but actually getting the W consistently is a far greater factor. One would hope that kills would gradually improve over time... and that's not going to happen in a day.
Back when we had "CapWarrior", there's a certain point where straight out capping isn't going to work vs better teams... you'll have to eventually fight it out. So, there is a meaningful relationship to doing everything you can to do... however that may be.
Also, the 12 novices vs 12 elites usually favors the Elites in the Elo calculations, and generally is a very extreme and rare circumstance.
Edited by Deathlike, 18 January 2015 - 01:31 PM.