oneproduct, on 17 August 2015 - 04:15 PM, said:
Can you please just link me to your other posts where you described this then? I'd genuinely like to hear your arguments as to how it is easily proven wrong.
It is not objective, it is based on the arbitrary values that PGI has determined specific actions are worth. Win/loss is objective. If you are a good player, you will have a tendency to win more, regardless of who you are paired with. I.e. a good player paired with bad people will still have a higher chance of winning than a bad person paired with bad people.
Elo is also the basis of ranking in other successful games, League of Legends being a notable example. Many people would now jump forward and say "but LoL stopped using Elo" and they'd be correct. However, their rating system is still using the same principles and is essentially a modified version of Elo with some segregation of ranking.
At a glance, it seems that CS:GO also uses Elo or a modified version of it.
Actually, Win loss has always been a bad way of measuring a player's performance. Many here can relate to this experience:
I clocked in 1200 damage, 4 kills, and about as many assists, yet the team still lost. Why is it that my Elo drops then, when I clearly performed well above the skill tier of most players in the game. I singlehandedly out-damaged our entire Charlie Lance combined, and wiped out an entire enemy lance as well, and I wasn't in an LRM mech, btw.
Yet using Elo, I would end up losing points. Because this is not an absolutely static 1 v 1 game, where we both have the exact same pieces, and the exact same number of them too. My Com-2D is not the same as my enemy's Com-2D, we have different engines, and different piloting skills, and preferences.
Since this game's release, we've discussed how Elo is not a good way to match make MWO.
Namely because you have 23 other players (11 of which on your own team) whose behavior is outside of your control.
Here's another example where Elo fails, but the PSR would stand a chance:
We drop into a match, according to Elo, my team is slated to win, and so if we lose we will also lose Elo score. If we win, our scores don't increase.
The entirety of Bravo lance decides it's more fun to teamkill each other, or suicide, or disconnect, or whatever else, that puts us at an immediate disadvantage. Despite good play, we still lose, and our Elo Score drops. How is that an accurate representation of our skill?
At least in LoL, you can kinda use Elo, because the champions are identical, and the teams are FIXED. Only me and my other 4 friends can be on this team. So Elo can kinda be applied. That's not the case here.
By the way, LoL no longer uses Elo, as you said. They stopped using it halfway through season 2, because of these exact same problems. Instead we now have the League Point system. Which is incredibly more accurate, and fairer. It's also beyond a modification to Elo, unless by modification you mean "re-write of the entire system".
Here's another example, that is all too common with Elo: We get 1 or 2 players that are clearly way out of their league. They can't even move the mechs yet. Our team still managed to roflstomp the opposition, and even though those two players dealt all of 2 points of damage between the two of them. Their Elo will rise. Causing them to face even tougher opponents, when they clearly don't have the skill to be there.
Better yet. We drop into match, and I accidentally die early. 0 damage. 0 kills. 0 assists. Team wins. Why should my Elo increase, when my team won DESPITE me being there, instead of with/because of me?
The PSR will at least help a bit with mitigating those problems. Give it a few months, and it can work much better than Elo does right now.
Edited by IraqiWalker, 17 August 2015 - 04:29 PM.