As a point of order: this is not really Elo Hell. Elo Hell is a specific phenomenon where players who fall below a certain threshold of Elo ratings find that their personal performance seems inconsequential in determining wins and losses - i.e. victory is determined more by how many rage quitters and "top or I feed" goons show up than by how well the player contributes. What we have here is the matchmaker giving us games that feel lopsided because of the challenge. Remember, the crappy performance of your team may have far less to do with their Elo ratings than it has to do with them all screwing the team by trying to hide behind each other because there's a challenge going on - and they're afraid of dying before they get their points.
ShinVector, on 31 May 2015 - 02:20 AM, said:
What Russ talking about here is tying Elo to an expected match score, rather than an expected victory result. This would make Elo
much less susceptible to the luck of the draw when you have a bad team - essentially you're responsible for your team's performance to a much lesser degree, because the game doesn't care about the win, and it's looking for what your match score should be. At a first look, this is a great idea, and a solution to the team Elo problem - to the extent that it exists and/or is solveable. Any ranking system in a team game will
always be affected by factors beyond our personal control (i.e. other players,) and given that this is the case, the mathematical foundations of Elo are still sound for MWO. Tying it to match score instead of winning, however, seems like it would significantly reduce confounding variables and make the system more responsive.
At any rate, Elo (including PGI's implementation) still
does not care about your kdr. PGI personnel have talked about the "ideal" match that the Elo system is theoretically moving players toward as averaging a 50% win rate over time, but that's not the same thing. Hypothetically the Elo system, given enough time, and a player who never improves or gets rusty, will eventually - given enough players in the queue - generate matches that will, over time, result in a 50% win-loss rate for that player. Whether, given all of those qualifications, this blessed state will be achieved before the heat death of the universe (to say nothing of the sun going nova) is more than I can guess (and I left out different game modes and a shared group/solo Elo rating.)