YUyahoo, on 21 August 2015 - 10:28 PM, said:
I do get the analogy, really, and yes bad teamwork does factor into losses just as much as good teamwork factors into wins. this is just my opinion from the observations of many "bad beats" in the old ELO system and the current PSR system. I do not by any means believe I am assigned to the "all star" team in your analogy, quite the opposite I am pretty certain I am on the "second string" team almost every time (as I am basically a "second string" skill level player and I do not think my skill level is any higher than the other 11 people I randomly get assigned to every game). The problem lies in that the new PSR system (like the old ELO system) seems to think that the "second string" team I land on would be a fair fight for the "all star" team I tend to be matched up against when in reality it is not a fair fight far more often than it is. Perhaps the bigger issue is something like that I am on the cusp between tiers, so whenever I do get a good team/good game I get "bumped up" a tier and then have bad match after bad match until I land back in the lower tier and have another good team/good game that lands me back in the higher tier where I go back to getting stomped game after game. I don't expect that I would or should win most of the time (specially in solo/pug games) but if these match making systems are working "properly" my win/win loss ratio should be very close to 50/50 (say in the 45-55% range) for the 4000ish games I played in the old ELO system and just as close to 50% in all the games I have played in the PSR system (if for no other reason than 50% of the time I should be on the "all star" if the ELO/PSR system really does consider the "all star" teams to be a fair fight for me) but in reality my winning/good game/good team percentage seems to be closer to 30% than 50%. This creates a lot of frustration as games are less fun when most end 12-4 or less rather than 12-9/10/11 (and again I don't mind if I am on the loosing end of close games or if I have an occasional "bad beat" game) and it cascades into more time needed to level mechs (because exp rewards are 90-300 rather than 1000-4000) and lower cbill earnings/more time needed to purchase mechs, modules and other equipment/upgrades. It is hard to improve if most of the time the outcome of a game is pre-determined before the game even starts because "second stringers" keep going up against "all stars".
It may sound like it but this isn't a "whine/cry" post or a "PGI sucks" post but that is not my position at all...despite how this may read to most of you I actually do enjoy MWO and think PGI has made vast improvements over the past few months (and I have invested $100s in the game as I am a fan/supporter)...but there are still some issues and some things that (at least from my experiences) still aren't quite working as well as people/PGI may believe.
The cause of "stomps" in MWO is usually linked to the scoreboard, and how players react when they know they're ahead or behind.
In my experience, playing aggressively always beats playing defensively, or "hiding" to save your own 'mech. So, when team A gets the first 2 kills, suddenly everyone on Team A "tastes blood" and start looking for more kills. Players on team B, on the other hand, feel weak and outnumbered, causing a timid (and losing) play-style.
This, given the right variables, is what usually leads to stomps. There is nothing any matchmaker could do to remove this fact. Stomps are inherent to MWO 12 v 12.