A lot of good discussion points being made here, I have similar experiences to the OP and many others, which is a worse experience since elo/12man introduced. And while i understand the elo system is not trying to make ppl lose its just trying to make an even match, the fact that the MM is controlled makes arguments for the side that it is "trying" to make people lose(it isn't, it probably just has bad data). The misconception arises from either 1 of 2 things: being that it either doesn't have enough ppl to create teams from, or it is just not functioning at the level expected of it (broken/bad data/algorithm or w/e you would like to call it).
Now, better players will always feel "sabotaged" in a "balanced" matchmaker, to prop up a worse team when paired with ppl way outside their skill level. Notice i said matchmaker, not elo. Except obviously elo is part of a matchmaker. See how ppl can feel oppressed by it? The other issue is that the DEVs see 50/50 win loss ratio as a job well done(hope that is not true). If that is the measurement for if its working, it will never make the game more fun to play. Save for maybe the ppl who lose 90% of their matches, they will now be carried in such an environment to reach a 50/50. Which is all just a symptom of low populations or bad metrics, not broken matchmaking or league systems. But since elo is what the MM draws conclusions from it essentially can "break" a good matchmaker system.
I think that if it were based off of average match score and separated by chassis would be much more accurate than win/loss predictions. Due to the fact that your team, even when organised drops are happening, is almost never a static variable for anyone ever.
Back in the days of no elo, we were nice to new players(most of us), helped them out. There was a bigger sense of community for me and there were 8-0 stomps sometimes but there was no one to blame(unless you're a jerk i guess) and boom you're in the next game before you can complain too much.
If we simply don't have enough players to create a good elo reference and match sets, throw the idea out. I don't mind trying to carry a team or helping new players. The Clan i belong to is also great with this sort of thing. We help new guys out where ever we can. Not all matches will be even but if your elo system isn't improving the experience, its doing more harm than good. W/o it though, its absence will be blamed for 12-0 stomps.
One thing to note about the idea of 12 man's creating a problem, i agree it changes the contributions of single players to much less than before and PGI has tried to alleviate it with different spawn locations(i think), and bigger maps. The maps are part of the problem but i think that they only exacerbate the issue that increasing the number of mechs in one location decreases the level of fun and level of strategy involved because the time to kill is lessened to near instant death. The different spawn locations has created slightly different matches, but only in the sense of "ok, where did the slow guys spawn, lets go meet them to ball up." Which is ok, i don't mind the different spawns but I'm not sure of the intent. Maybe someone who has been more active can fill me in on that.
Everyone is always so worried about matchmaker balance or if they are being rated fairly by it, balance is very important(game mechanics/rules anyway), its near impossible to get it exact, however, the beauty of a game is that it doesn't have to be precise in that manner. The weapons need tight balance, you can't balance the player skill and no game or sport does that to such extremes(argument for salary cap is there if someone wants). Games and sports have rules, and if you enter into a competition you may have an unfair advantage due to skill, that is exactly what the fair and balanced rules are there for, to figure out who has the "unfair" skill advantage. Nothing more really than seeing who's good at what and having fun while doing it.
The rules however, must be fair. The rules in a game are its mechanics and since humans are on their way mastering mathematics, game mechanic balance is possible. Let us all not forget that a game first and foremost should be fun.
One thing i'd like very much to point out is that, the grind is uncommonly brutal. If that is how it is going to be, expect more vitrol and hatred during matches, expect player retention to plummet, and more forum complaints on elo and matchmaking.
Make the game more fun, ppl buy more hats.
If your game is fun to play people won't mind being a 5-10% underdog due to their weapon/mech choice. No one will care, they will win and lose and have fun the whole time. If 12-12 is less fun in the current game maps/mechanics, lose it. So really, the micro managing players team placement, forcing CW maps into a choke, its easier to balance since your are micro managing the experience, but games aren't about being controlled, they are about freedom of choice and enjoyment.
TLDR; Get rid of elo for now, sponsor more tourneys, polish the weapons/chassis/maps, come back to elo later when you have the pop for it and use a more accurate metric this time around. Make the grind less brutal. Hats are to TF2 as Paints and Camo is to MWO.
Never lose primary focus of what a game should be at its core: Fun.
EDIT: run-on sentences and w/e.
Edited by Ghost_19Hz, 27 April 2015 - 01:50 PM.