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Question From Russ - Does Good, Competitive Matches Trump Player Choice?
#1
Posted 20 February 2015 - 07:51 AM
To give context to his question.
Do you want full choices of Mode and Maps at the Expense of Less Competitive Matches (because every choice shrinks the size of the pool of players that the Matchmaker can choose opponents from which means it will have to expand the ELO range to fill a match)
or
Do you want the most Competitive(closet ELO) Matches but at the cost that you can no longer choose maps or modes?
Reference: Current Solo Queue ELO difference 38... Current Group Queue ELO difference 183
#2
Posted 20 February 2015 - 07:54 AM
Forced stacking of terribads on your team is competitive?
#3
Posted 20 February 2015 - 07:54 AM
That is all.
Edited by El Bandito, 20 February 2015 - 07:56 AM.
#5
Posted 20 February 2015 - 07:56 AM
El Bandito, on 20 February 2015 - 07:54 AM, said:
That is all.
Just so long as the rewards were increased to their pre-nerf levels (before 12v12 brought them down).
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#6
Posted 20 February 2015 - 07:56 AM
#9
Posted 20 February 2015 - 08:04 AM
ELO is mostly annoying and in the end it still doesn't save players from seeing completely lopsided matches.
Edited by The True Space Pope, 20 February 2015 - 08:05 AM.
#10
Posted 20 February 2015 - 08:05 AM
Considering ELO is something originally used for competitor-versus-competitor games, it's use in team based play seems wrong or ill advised. Loss or win streaks on the order of many at a time are simply frustrating. ELO calculation would seem impossible when considering that practiced 8+ man groups are going to better coordinate than 4 three man groups that perform like PUGs.
The only fix I see is 4 man and below queue and a 5 man and above queue with opt in from smaller groups or singles. More choice is better. Take away choice and you will encourage players to drop at the beginning of a match they don't like.
#11
Posted 20 February 2015 - 08:10 AM
#12
Posted 20 February 2015 - 08:13 AM
Back to the original question, choice is always important, but it doesn't have to be 0% choice or 100% choice. I would lean towards competitive matches being more important, but in a more 30/70 weight in favour of quality, competitive matches.
#13
Posted 20 February 2015 - 08:13 AM
Zeece, on 20 February 2015 - 07:51 AM, said:
Do you want the most Competitive(closet ELO) Matches but at the cost that you can no longer choose maps or modes?
And just to reiterate...take choice away you will unbalance matches by people dropping as soon as they figure out it is a type they don't like. Bad, bad idea.
#14
Posted 20 February 2015 - 08:19 AM
I'm annoyed because we've been down this road before with game mode choice and he still hasn't disclosed it.
Edited by Felio, 20 February 2015 - 08:23 AM.
#15
Posted 20 February 2015 - 08:20 AM
Zeece, on 20 February 2015 - 07:51 AM, said:
To give context to his question.
Do you want full choices of Mode and Maps at the Expense of Less Competitive Matches (because every choice shrinks the size of the pool of players that the Matchmaker can choose opponents from which means it will have to expand the ELO range to fill a match)
or
Do you want the most Competitive(closet ELO) Matches but at the cost that you can no longer choose maps or modes?
Reference: Current Solo Queue ELO difference 38... Current Group Queue ELO difference 183
So Russ can't deign to come to his own forums to ask....
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#16
Posted 20 February 2015 - 08:22 AM
Haipyng, on 20 February 2015 - 08:13 AM, said:
And just to reiterate...take choice away you will unbalance matches by people dropping as soon as they figure out it is a type they don't like. Bad, bad idea.
Well, whoever said we need more than one gametype anyway? Are there people around literally thirsting for Conquest? Other than that, Assault and Skirmish are, in practice, pretty identical.
#17
Posted 20 February 2015 - 08:26 AM
Then again, this would mean that the clans might need a slight power increase...
I would also like to see Elo only be in use for group que, it's somewhat pointless in solo que, as all it takes is having some one from 228th on your team, and you are going to have a bad time as the red team is going to get one or two guys like that to make up for the gap.
NeoAres, on 20 February 2015 - 08:22 AM, said:
I like conquest... Then again I play fast mechs and try to get caps, they pay out well....
#18
Posted 20 February 2015 - 08:27 AM
reddevil, on 20 February 2015 - 08:13 AM, said:
ELO works great on 1v1 metrics...or "okay" when pulling single players to form a team, ala solo queue (although you will hear about a players with high ELO getting stacked with newbies that they then attempt to carry against a medium ELO opposing team- dunno how 'balanced' that is beyond numbers on a spreadsheet).
What it doesn't work at, is placing pre-made groups of varying size because it has no way to quantify how those people play together as a group. If those premades are playing complimentary builds like ECM, AMS, LRMs, Brawlers, Ranged, etc, into fire teams and they are practiced at playing those roles together, that team is usually a deadly force and ELO has no way to account for that type of game play beyond their individual ELO numbers.
#19
Posted 20 February 2015 - 08:32 AM
Match mechs for the day instead of players. Tonnage is simplest metric for a quick trial, but if it was a successful trial it can become more sophisticated (eg ECM valuable, Flamer Stalker worthless).
#20
Posted 20 February 2015 - 08:35 AM
Stop trying to strip out choice from videogames.
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