 Heffay, on 26 January 2015 - 07:25 AM, said:
Heffay, on 26 January 2015 - 07:25 AM, said:
Which is why winning is how you determine whether or not you're good, since winning is the only thing that matters.
not entirely,
the question is what should elo represent. the skill of a player? or just his W/L ratio amongst the X last games? because we need for proprt matchmaking include skill as a valid variable. when 2 entirely different skilled guys group up for a session of 20 games, they will very likely start to group at the same elo by the mechanic they play, while one may constantly die pointless and non win contributing, and the other exceeds in his performance.
when they suddenly get givided by playing alone. One will have a hard time by having a wrong elo. Getting put together with poeple of possibly sky high elos compared to his real skill.
A good system would be a rejudgement of the scoresystem, that measures different acts better against each other. And then making score a base of elo + probably having the win increase the score by lets say 50 or any other number..
This way, people who support of focus on objectives may not get the short stick handled yb score judgement. and a win/los has impact on your elo but still is not the only deciding factor. yet the system can kinda differ between the " I cound't carry hard enough" losers and the "I got carried winners". because they are the edgy groups that in the current system totally get judged wrong.
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