Fenrisulvyn, on 24 September 2015 - 11:02 PM, said:
"Basing any kind of "skill" ranking system on "wins" in a "team" game, where you have 23 other players who determine your win/lose fates... Is not a good idea."
Yup. And I thought we already learned this during the recent kill/assist/win challenge. People were screaming at their team because they had to get a win to advance.
I'll be curious how this affects the Light Mech que. It seem obvious that the best way to ward off against red down arrows is to put high damage numbers on the board, which is tough in non-brawly lights. The dedicated capper role for Conquest is dead. The dedicated Narc light is dead. The scout role is now handicapped because movement to contact often means you stumble into a red team focus fire early in match and die with little points.
The information warfare scoring (scouting, spotting, tag/narc, counter ecm etc) need to be significantly increased.
I could be wrong - the light que is 8-11% right now. But that's a number I think PGI should keep an eye on.
Actually... I've been raising my Tier with light mechs... That and doing some things that I don't feel are exactly helpful to the team as much as other tactics. (Flank, snipe from afar, hide and run when someone shoots at me, etc.) Though I do my best to help the team still, because I am all about teamwork, a more selfish playing style is increasing my rank. (Preformed mostly as a test.)
The system currently doesn't support team play, and instead supports "play to get my own individual best performance, screw the team", especially on a win.
The win is too greatly focused on, as that's team cohesion sometimes or just blind luck other times.
Damage is too greatly focused on, as that does win games but doesn't really promote actual team working efforts. Damage seems to be half your match score on it's own, plus assists, kills, components destroyed, etc.
Team efforts and selfless play seems to not be rewarded enough. No one wants to be the point of a charge, and it's not rewarded anyway (kinda hard to reward this one, I'll admit). Capturing objectives in an objective game mode is also not really rewarded, as I can capture all the points, win the match by doing so, and have a low match score. Or even die trying to capture the points, lose, and have an even lower match score.
PSR I feel has a good base. It needs some improvements to reward other forms of play. It also really should be disassociated with winning and losing, as that isn't a "Player" skill ranking system. (And yes, I know this is a team game as I say most of this.)
Sarlic, on 25 September 2015 - 12:50 AM, said:
In my opinion this system has changed nothing at all and is just a XP bar and it's nonesense.(and not independence on teamwork, how is anything teamwork if you get rolled? The solo que is still brutally independence.)
It isn't an XP bar, as it can go down (and should once you are in the tier you should more or less be in). They have a good base, but things need to really change for it to work as intended. Read my above statements.
DeRazer, on 25 September 2015 - 01:35 AM, said:
3. Set the threshold for Match Score going up and down by the Tier you are on.
Eg.
Tier 5 - MS to Go Up = 200, MS to Go Down = <100
Tier 4 - MS to Go Up = 250, MS to Go Down = <125
Tier 3 - MS to Go Up = 300, MS to Go Down = <150
Tier 2 - MS to Go Up = 400, MS to Go Down = <250
Tier 1 - MS to Go Up = 550, MS to Go Down = <400
I would like to point out a flaw in this... There is only so much damage a player can get in a match, which does limit the match score as well.
As you go up, in theory your opponents should get harder. This means that it should become harder to maintain the same match score. Match score for an increase to PSR should remain the same, as it should get harder to keep that level if you are "over tiered", and easier to get it if you are "under tiered".
If anything, the values of PSR numbers could shift based on tier, but I don't believe this would be good either. The concept with a PSR tier is skill level and matching someone up to their appropriate challengers/teammates. It isn't suppose to be a struggle to stay where you should be because it got nearly impossibly more difficult (with your proposed system), but neither should it be a breeze to get to where you probably don't belong either. Moving in and out of a tier should be fluid like, where you move as your skills indicate. Eventually, you should settle inside one tier over the long course of the game, and stay there for the most part.
Basically, the tier system shouldn't be a progression thing, and it shouldn't get increasingly more difficult to stay in a tier that is/may be appropriate for your actual skill. If anything, the system should work at trying to find an even tier for you, with ways to go up and down to keep you steady if you are appropriately placed. (I hope I'm making sense here.)
PS: Sorry, I couldn't read the 7+ pages between my responses...
Edit: I'm no longer watching this thread. It's exploded with activity. Quote me if you want a response from me. (Otherwise, I wont know.)
Edited by Tesunie, 25 September 2015 - 10:01 AM.