Gut, on 13 August 2015 - 02:29 PM, said:
Here's the idea:
- Players select mechs, enter open queue.
- PGI's elo list is queried.
- Take the top 24 elo, place them in a lobby together, repeat for each following 24 players.
- Separate team in lobby immediately to match mech weight.
- Elo determines which team should win, considering both elo and mech weight.
- Players vote on the game mode. Maximum of 1 minute vote time. (5 and 6 could be swapped)
- If vote is tied, coin is flipped.
- Players drop into the match and play, elo ratings applied as per win/loss.
Notes:
Elo should be based on individual chassis. This is a no brainer.
Server choice should be entirely up to the player for general game play purposes.
This happens once every "x" amount of minutes, to allow more people to be matched more closely. I recommend 3 minutes.
I'm also for a ranked/unranked queue instead of flat player choice on game mode. This would allow more game modes and less "buckets."
Originally posted here, and discussed many times before it as well:
https://www.reddit.c..._choice/ctzhp90
I have a feeling that poor MM:ing in the solo queue is mainly a case of "shite in, shite out"... Russ even said that solo players generally have average Elo, the ones that have high Elo are the ones thta regularly drop as large groups in the group queue. That's the place where you can reliably build a high Elo. Solo queue only is a rollercoaster and it's hard to significantly affect your Elo as one player out of 24.
There was talk about separating Group Elo from Solo Elo, IMO that would be step 1 towards better match-making. There was talk about it, they didn't do it did they? Then, you'd probably need to help Elo migration along by in one way or the other have the match score affect it a little bit. As it is now, being only 1/12th of your team contribution you'll need somewhere in the hundreds to thousands of games to rise above the noise and really home in on your true Elo. Too many factors at play to allow your individual skill to stand out...
The actual matchmaking itself I believe would work quite OK the way it is if Elo had been an accurate description of each players contribution in the match to come. Always room for improvement for sure, but I think the main problem is Elo accuracy.
One thing that I have suggested before is a round of reshuffling the players between the teams after the 24 are selected to distribute tonnage or mech tiers or things like that between the two teams to see if teams can be improved (while this time ignoring Elo, assuming all 24 are close enough not to matter). A few iterations of that would only take milliseconds as long as it's limited to the selected 24 players only. In a way that is similar to what you suggest here, looking at tonnage after player selection. That part I think is key, fully support that!