

Limit Total Elo Of Groups In Group Queue For Balance.
#21
Posted 28 May 2015 - 09:55 AM
yeah.. I can see that going down well, with the top teams.
#22
Posted 28 May 2015 - 10:54 AM
#23
Posted 28 May 2015 - 12:16 PM
Joseph Mallan, on 28 May 2015 - 05:49 AM, said:
A PUG group should not be spotted anything. I can lose every match and not care. If we had a good match is all I care about, well that and did I pull my weight.
KisumiKitsune, on 28 May 2015 - 06:27 AM, said:
It's something to worry about after Steam release, as far as I'm concerned. The only reasonable answer I can see to the handling of this is to restrict people to their teirs, again like League. Maybe less, maybe more, but I should never, ever, ever drop in the same match as someone painted olive green. To get a wide enough player pool to be able to split the base, we need more people.
Then there's the question of how quickly would the Steam release give a real contribution to the "serious population" in terms of how fast people can possibly level, buy and practice in 'mechs regardless of a pilot's natural aptitude, but that's a completely different subject on the Paulconomy. Baseline is that after Steam release, it might still be half a year to a year before we really see people who come in from that client adding significant population to the upper echelons.
TL;DR - I think just about everything about ELO is FUBAR, and most comprehensive solution is impractical because population. I don't have one, but it's not this suggestion.
Wintersdark, on 28 May 2015 - 07:10 AM, said:
My response remains exactly the same. You can't punish players for getting good.
Its still a bad idea, even if it only hurts a small subset of players.
Almond Brown, on 28 May 2015 - 09:49 AM, said:
Thus any elo system will have to deal with that every Match, regardless if the same players comes right back in (except the long time players with fully kitted Mech Bays).
What truly matters on any group combination, and is easily seen in PUG play, is a willingness, from the outset of the Match, to be a participant and add your armor and guns to the "collective" fight.
We don't know our elo's but it becomes very obvious, very early on, in any PUG Match whether you have a Team, or a rabble of Rambo's without a clue. Group sizes, below the full 12 man level, down to, say the 8-man level, do not guarantee success.
Although a silly notion, I would rather fight with 11 PUG's with purpose, than 11 higher elo ranked players who all have "Rambo" complexes. But that is just me.

P.S. The MWO MM has been working pretty good of late. Decent PUG wait times and mostly decent fights. :]
Cathy, on 28 May 2015 - 09:55 AM, said:
yeah.. I can see that going down well, with the top teams.
WarHippy, on 28 May 2015 - 10:54 AM, said:
Edited by XX Sulla XX, 28 May 2015 - 12:10 PM.
#24
Posted 28 May 2015 - 12:54 PM
Cathy, on 28 May 2015 - 09:55 AM, said:
yeah.. I can see that going down well, with the top teams.
That's actually kinda how MS does it already. They have a lot of good players and they have a lot more average players. Not every -MS- tag is a star, by a long stretch. It works quite well for them.
Of course, that's mostly CW, where Elo doesn't apply anyway.
Edited by Terciel1976, 28 May 2015 - 12:56 PM.
#25
Posted 28 May 2015 - 02:26 PM
XX Sulla XX, on 28 May 2015 - 12:16 PM, said:
What makes comp players win is teamwork, pure and simple. Teamwork is vastly more influential to winning matches than personal skill or mech choice. Players who work well together, communicate well, and are well led will win matches over those who aren't, even if they're actually pretty bad at the game.
(And no, I'm not saying anyone in particular is bad here, merely emphasising that teamwork and communication is vastly more important than anything else)
Quote
You don't get it both ways. Either it affects very few people - and thus even fewer matches, because they're grouped; or it affects more people and thus a noteworthy number of matches.
#26
Posted 28 May 2015 - 05:29 PM
Wintersdark, on 28 May 2015 - 02:26 PM, said:
What makes comp players win is teamwork, pure and simple. Teamwork is vastly more influential to winning matches than personal skill or mech choice. Players who work well together, communicate well, and are well led will win matches over those who aren't, even if they're actually pretty bad at the game.
(And no, I'm not saying anyone in particular is bad here, merely emphasising that teamwork and communication is vastly more important than anything else)
#27
Posted 28 May 2015 - 05:34 PM
Second would be an increase in alts/throwaways. Yeah, managing the inventory might be hard, but why not start a new account just to get the newbie ELO account with the veteran player skill behind it.
Any ideas on how to combat either of these?
#28
Posted 28 May 2015 - 07:07 PM
DrStober, on 28 May 2015 - 05:34 PM, said:
Second would be an increase in alts/throwaways. Yeah, managing the inventory might be hard, but why not start a new account just to get the newbie ELO account with the veteran player skill behind it.
Any ideas on how to combat either of these?
Edited by XX Sulla XX, 28 May 2015 - 07:07 PM.
#29
Posted 29 May 2015 - 04:28 AM
No.
Good teamwork should not be hampered.
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