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Revised Psr Mechanic


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#1 XX Sulla XX

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Posted 24 September 2015 - 07:07 PM

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Looking at the PSR mechanic I believe a few changes could make it work.

1. You can have a small drop in a win for a very bad game

2. A bad game and a win means no change.

3. Base PSR changes all or mostly on solo queue drops instead of group queue. Solo queue is a more accurate measure of a pilots skill.

4. Make the changes much faster in solo queue. If you include group queue makes the changes much smaller.

#2 El Bandito

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Posted 24 September 2015 - 07:21 PM

Sure. I have no issue with it. It might be disadvantageous to newbies though, as he will face more vets under your system. Which will be apparent once Steam arrives.

Edited by El Bandito, 24 September 2015 - 07:26 PM.


#3 XX Sulla XX

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Posted 24 September 2015 - 07:27 PM

View PostEl Bandito, on 24 September 2015 - 07:21 PM, said:

Sure. I have no issue with it. It might be disadvantageous to newbies though, as he will face more vets under your system. Which will be apparent once Steam arrives.
You can adjust how they start etc.

#4 XX Sulla XX

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Posted 25 September 2015 - 07:10 AM

View PostEl Bandito, on 24 September 2015 - 07:21 PM, said:

Sure. I have no issue with it. It might be disadvantageous to newbies though, as he will face more vets under your system. Which will be apparent once Steam arrives.
One thing nice about the new system is that it would move people up and down faster. So new players might fall faster but they could also climb back up faster.

#5 MoonUnitBeta

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Posted 25 September 2015 - 08:01 AM

Just a thought: Make the amount of change based on games played.
For new players, they would see the bar moving up and down quite drastically, possible to change a tier in 10 games when they're below 100 match. Where as someone with 500 games should be pretty established by then, and the bar changes are quite similar to what we have now.

Another thought - what if we had a "re-evaluation" button, where the pilot could re-evaluate himself for a (100) fee if they feel they're misplaced. This would give them 50 matches with a tier change multiplier to force him out of a tier and into one that's more suitable. However, this does open the potential of Tier farming, where players continually re-evaluate themselves so they can get as low as possible, and then completely own their way back up slowly earning while they pwn lower levels. This is why an MC fee is preferred, with no C-bill option.
- After thought : Or, rather than it going by your next games, it will simply take a look at the past 100 games, and give you a window saying "Re-evaluation complete: You will be placed in, [TIER LEVEL], do you accept?"

Edited by MoonUnitBeta, 25 September 2015 - 08:19 AM.


#6 XX Sulla XX

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Posted 25 September 2015 - 07:36 PM

View PostMoonUnitBeta, on 25 September 2015 - 08:01 AM, said:

Just a thought: Make the amount of change based on games played.
For new players, they would see the bar moving up and down quite drastically, possible to change a tier in 10 games when they're below 100 match. Where as someone with 500 games should be pretty established by then, and the bar changes are quite similar to what we have now.

Another thought - what if we had a "re-evaluation" button, where the pilot could re-evaluate himself for a (100) fee if they feel they're misplaced. This would give them 50 matches with a tier change multiplier to force him out of a tier and into one that's more suitable. However, this does open the potential of Tier farming, where players continually re-evaluate themselves so they can get as low as possible, and then completely own their way back up slowly earning while they pwn lower levels. This is why an MC fee is preferred, with no C-bill option.
- After thought : Or, rather than it going by your next games, it will simply take a look at the past 100 games, and give you a window saying "Re-evaluation complete: You will be placed in, [TIER LEVEL], do you accept?"


Well I am sure there is a nice balance to have in how fast and slow it moves up and down. Exacty what it is I am not sure. But I bet if they get it just right you would probably not need special cases for new players or vet players. But I could be wrong who knows :)

#7 MoonUnitBeta

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Posted 25 September 2015 - 07:43 PM

View PostXX Sulla XX, on 25 September 2015 - 07:36 PM, said:


Well I am sure there is a nice balance to have in how fast and slow it moves up and down. Exacty what it is I am not sure. But I bet if they get it just right you would probably not need special cases for new players or vet players. But I could be wrong who knows :)
That's probably true.
If we get greater effect for chances (maybe even triple what it is now) I think it'd be good if we have more areas where there aren't any changes...

For me, this diagram makes more sense, as it doesn't punish or reward win/loss as much, and there's more room for you to stay where you are at, even at a loss. Continual losses will slowly dial you down to an area that's suitable where you shouldn't be changing much. If you're doing crazy good all of a sudden, you get tiered up faster, and it's not as difficult to climb when the rest of your team has failed you.
But, win or lose, if you did terrible, you're dialed down equal amount so that it's not biased towards one really good or one really poor match.

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#8 XX Sulla XX

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Posted 25 September 2015 - 08:12 PM

View PostMoonUnitBeta, on 25 September 2015 - 07:43 PM, said:

That's probably true.
If we get greater effect for chances (maybe even triple what it is now) I think it'd be good if we have more areas where there aren't any changes...

For me, this diagram makes more sense, as it doesn't punish or reward win/loss as much, and there's more room for you to stay where you are at, even at a loss. Continual losses will slowly dial you down to an area that's suitable where you shouldn't be changing much. If you're doing crazy good all of a sudden, you get tiered up faster, and it's not as difficult to climb when the rest of your team has failed you.
But, win or lose, if you did terrible, you're dialed down equal amount so that it's not biased towards one really good or one really poor match.

Posted Image

Might work. PGI has the data so they can try things and see where it puts people. Hopefully they will figure out the best forumula.

#9 Mycrus

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Posted 25 September 2015 - 10:16 PM

View PostMoonUnitBeta, on 25 September 2015 - 08:01 AM, said:

Just a thought: Make the amount of change based on games played.
For new players, they would see the bar moving up and down quite drastically, possible to change a tier in 10 games when they're below 100 match. Where as someone with 500 games should be pretty established by then, and the bar changes are quite similar to what we have now.

Another thought - what if we had a "re-evaluation" button, where the pilot could re-evaluate himself for a (100) fee if they feel they're misplaced. This would give them 50 matches with a tier change multiplier to force him out of a tier and into one that's more suitable. However, this does open the potential of Tier farming, where players continually re-evaluate themselves so they can get as low as possible, and then completely own their way back up slowly earning while they pwn lower levels. This is why an MC fee is preferred, with no C-bill option.
- After thought : Or, rather than it going by your next games, it will simply take a look at the past 100 games, and give you a window saying "Re-evaluation complete: You will be placed in, [TIER LEVEL], do you accept?"


100mc to farm noobs again? I'm in.





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