Ultimatum X, on 22 September 2015 - 09:37 AM, said:
I have nothing against someone playing devil's advocate, but do it without resorting to logical fallacies.
Otherwise the value of a devil's advocate is lost.
Let me lay this out again.- Match making is based on PSR.
- PSR is based on match score.
- Match score is heavily based on raw damage, with other factors playing very, very minor roles.
- Once players on a team have a roughly similar skill level, you tend to see very even damage spreads.
- Very even damage spreads, tends to see most players scoring 300 to 500 damage.
The reality is that there just isn't enough armor to go around for everyone to score huge damage numbers.
There needs to be more factors weighted high enough to determine match score, raw damage alone is insufficient.
Running around in in-efficient streak-boats inflating damage is something that was prevalent this weekend - so was watching players specifically farm components/damage with laser vomit, and as such would be a good way to "move up in tier" even though you clearly aren't moving up in skill.
I don't think the system should reward degenerate gameplay.
I don't think I was using logical fallacies. I know it when I (rarely) do--usually it is in the form of sarcasm.
Anyways... yes, damage shouldn't be the dominant metric like it is now. However, like it is now, it does work itself out...
Player first dozen games: 1k damage avg.
second dozen: 800 damage avg.
third dozen: 650 damage avg.
fourth dozen: 500 damage avg.
fifth dozen: 375 damage avg.
From this we could plot it (if I weren't lazy) and we'd see by the fifth dozen player is in Tier 1 and only doing 375 damage due to the high speed pace and kills. A Tier 1 player isn't going to average 375 @ Tier 4 and ever hope to make it to Tier 1.
However, those running troll builds like streakboats will get to Tier 1 and see their damage plummet possibly--to say 200 damage avg. and fall out of the tier back to Tier 2.
This doesn't make it right--but this is what should happen. Tier 1 should be highly optimized builds in
capable hands that are meta (until we have perfect balance).
But as you point out, damage needs to be weighted differently. Let me re-iterate with an illustration and arbitrary numbers...
Do 50 damage... -150 to PSR score
Do 150 damage... -75 to PSR score
Do 300 damage... -10 to PSR score
Do 500 damage... +60 to PSR score
Do 700 damage... +75 to PSR score
Do 1000 damage... +100 to PSR score
As you see the PSR score curve ramps up quickly at the low end of the positive threshold and getting it to double... well, isn't possible. You have a cap at +100 for damage and once you hit it, you're done--but it also isn't the majority component, either.
I think that would be far more productive because it does two things:
1. It punishes the bads. They get hurt and fall down in tier fast.
2. The damage farmers can only go so far.
3. The good players who are consistent will have a plodding +60 bonus to their PSR score game after game and will help them stay at the top.
The metric needs to reward consistency without letting the extreme abusers distort everything. The cap is arbitrary. We could tighten it up, we could make it lower--but it needs to be there for this to work and reward consistent playing rather than blowout abusers.
In the end, though, I think it will work itself out. But who knows--it'd be interesting to see what builds the Tier 1 players use all the time.
Edited by Mister Blastman, 22 September 2015 - 11:57 AM.