bad arcade kitty, on 17 August 2015 - 11:40 PM, said:
and the effects of introducing some measure of the personal performance to win/loss based elo are known to be bad as well, mind you
btw machine oil was used to bake the bread sometimes, but that's off-topic
I think it's for the better and here's why. Who enjoys being consistenly top on score and kills in a losing game with 1/3 or more of the team with numbers below 30, being wiped the first minute, not playing with the tam at all or just being completely useless? There's obviously something wrong here, and those guys certainly don't belong in your "ELO" group, because at least I always carry my weight, even whenever we get completely stomped, I will always walk off from game with
at least near 30 points and 100 damage or maybe even securing the only kill or two at the very minimum (unless being headshot or afk at start), so if I can do it, why can't the rest of my team? Therefore I have
no clue how someone (and so many on my team at once) can do so much worse, so very often. It just feels bad man, and after few games like that you lose the will to keep playing. I don't see how the new skill system would make this worse. If they can't even put up a decent match score in most games, than why are they in my group?
Yeah, it can and still will happen sometimes but we all know that
right now this happens
far too often, and good matches are
very rare with the current system. Hoping to see less stomps and good competitors on both sides, once the system settles in (give it a month at least!).
Let me give you a comparison with another game I played back in the day; it's not WoT but kind of similiar. It has 5 tech tiers spread across 12 ranks of power for the matchmaker in which you can be matched. Most new and inexperienced players will be playing in the first 5 ranks for quite a while, but any good player that will go queue up in a low ranked game (no reason except for fun and shorter wait time) with a very simple optimised spartan meta build that the tech tier allows, 90% of his game comes from his knowledge and skill - and what happens is, every single time he will dominate the 12v12 team respawn tdm objective game with at least 15-20 kills (other players having 0-5 at most) and total damage of the rest of his team combined together.
How is this even possible? It is, because a veteran played with and against players that just started the game, and
even tough his win ratio can be close to everyone else's - this has no meaning. The only thing MM looks at is what rank you are queuing up. Yeah, sure, it will try to balance out your elo, but it can't work out that huge skill gap. The only thing that influenced the outcome of that game was complete domination of an experienced player in a 12v12, and that was because he was matched in a low ranked game.
Now imagine, if such players would continously be matched with just
everyone based on their win ratio? How can you compare this guy and say ok, he has 2300 elo so we'll put him up in a game with average 1800 elo with some lower elo players on his team, so perhaps it will balance out, right? ...Right?
As the devs have said: this is not chess. ELO does not work in a team game. It never can, it never will. It can only work in 1:1 scenario, and the more variables you throw in, the more obsolete it becomes.
Edited by NeoCodex, 18 August 2015 - 12:43 AM.