One Measly Pixel
#1
Posted 27 September 2015 - 11:11 AM
Maybe it was better not knowing my Tier because now its like a nagging itch that is difficult to scratch.
Anyone else feeling this?
(Im Tier 3 by the way)
#2
Posted 27 September 2015 - 12:01 PM
if you want to move do what ever it takes to win a match and then add damage and kills. You move faster over time with consistant wins versus sporadic wins with high damage. This is to get a sample group of how the player does over time especially in very close matches where every action counts.
Basically keeps folks who spam lrms, farm dcs, and hide to snipe damage from getting big bumps when they are carried
#3
Posted 28 September 2015 - 01:34 AM
I have a dead pixel on my screen. I think it died of old age and bordom waiting for the tier bar to fill it.
#4
Posted 28 September 2015 - 01:38 AM
Soultraxx, on 27 September 2015 - 11:11 AM, said:
Maybe it was better not knowing my Tier because now its like a nagging itch that is difficult to scratch.
Anyone else feeling this?
(Im Tier 3 by the way)
All I say is: PSR insanity
Your problem goes in the same direction.
Current PSR does not really rate a pilot's performance in the match, it just rates if your team won or not, just like ELO. Plus some teeny-tiny pilotic-specific corner-case-addon that makes up like 1% or so.
Edited by Paigan, 28 September 2015 - 01:39 AM.
#5
Posted 28 September 2015 - 01:39 AM
#6
Posted 28 September 2015 - 01:42 AM
Joseph Mallan, on 28 September 2015 - 01:39 AM, said:
Ah, good old Joseph.
As almost always, you fail to see the point.
What he said was:
Soultraxx, on 27 September 2015 - 11:11 AM, said:
[...]
It's about the comparison of "super high performance match" and "lousy match" resulting in the SAME gain.
Let me guess: you just stopped reading after "one pixel", right?
#7
Posted 28 September 2015 - 01:49 AM
Paigan, on 28 September 2015 - 01:42 AM, said:
As almost always, you fail to see the point.
What he said was:
It's about the comparison of "super high performance match" and "lousy match" resulting in the SAME gain.
Let me guess: you just stopped reading after "one pixel", right?
Paigan how large is each tier?
100 points
1,000 points
10,000 points?
Depending on how many points from bottom to top will determine how much the level bar grows/falls from our efforts.
Edited by Joseph Mallan, 28 September 2015 - 01:50 AM.
#9
Posted 28 September 2015 - 01:58 AM
Paigan, on 28 September 2015 - 01:38 AM, said:
Your problem goes in the same direction.
Current PSR does not really rate a pilot's performance in the match, it just rates if your team won or not, just like ELO. Plus some teeny-tiny pilotic-specific corner-case-addon that makes up like 1% or so.
Win rate should be used because past win rate is the best predictor of future win rate. Even if a good player gets carried with 0 damage, or loses with 800 dmg once in awhile, they'll still win more often on average than a bad player (that's fundamentally how you identify them as a good player, obviously).
It's not even clear how great the correlation is between score and win rate. Being that it's further removed from the actual objective of the game, there is zero reason to use it as the biggest contributor to PSR. The only reason would be to just placate people that don't understand the implications that system would have, based upon how it has played out in similar games.
If there's any problem, it's that PSR should probably be a rolling average of the past 500 games or something like that, rather than this cumulative system.
#10
Posted 28 September 2015 - 02:03 AM
vnlk65n, on 28 September 2015 - 01:58 AM, said:
Win rate should be used because past win rate is the best predictor of future win rate.
So if you get stuck with a lot of bad teams that should affect the effort you put in? Victory and defeat are done by the team as a whole not just you or me.
#11
Posted 28 September 2015 - 02:15 AM
Joseph Mallan, on 28 September 2015 - 02:03 AM, said:
You are a contributing element of that team, and over a statistically relevant number of games that level of contribution manifests itself as winning more or less than average.
You can't win every game, but being able to pull a win out of a seemingly hopeless match is part of what separates great players from the plebes.
It is important that the sample size for PSR is large enough that bad (or good) streaks aren't enough to dump a player from a tier that they're actually well suited to.
#12
Posted 28 September 2015 - 02:15 AM
Joseph Mallan, on 28 September 2015 - 01:49 AM, said:
100 points
1,000 points
10,000 points?
Depending on how many points from bottom to top will determine how much the level bar grows/falls from our efforts.
Don't know the exact value but after playing about a dozen matches per day, this is how much I have progressed in five days. So around 60 matches at least. I won slightly more than I lost--about 55-60% WLR.
Five days ago.
Today.
.
Edited by El Bandito, 28 September 2015 - 02:23 AM.
#13
Posted 28 September 2015 - 02:21 AM
#14
Posted 28 September 2015 - 02:22 AM
Joseph Mallan, on 28 September 2015 - 01:49 AM, said:
100 points
1,000 points
10,000 points?
Depending on how many points from bottom to top will determine how much the level bar grows/falls from our efforts.
I imagine the tiers are all the same size, otherwise we wouldn't get the bell curve distribution the forum poll indicates. Given my own progression, it doesn't have to take very long to move up a tier, maybe a few weeks if you're climbing slowly.
#15
Posted 28 September 2015 - 02:33 AM
My biggest concern is the fact that PSR increases so dramatically fast when you're playing in a group. It doesn't seem to account for the fact that you're a part of a larger group. If you wanted to make some sort of scientific estimate of skill, then you'd want to adjust the value of a match score to account for certain variables, such as being part of a 12-man group. In other words, getting a 400 score in a 12-man group would not be as meaningful as getting a 400 score while you're on the losing team of a 0-12 stomp in the solo queue. However, I don't think the PSR accounts for such considerations.
Edited by Alistair Winter, 28 September 2015 - 03:17 AM.
#16
Posted 28 September 2015 - 04:02 AM
#17
Posted 28 September 2015 - 05:50 AM
Kyynele, on 28 September 2015 - 04:02 AM, said:
Only it doesn't seem to consistently reward consistency either.
I've been watching closely as I tend to score 300-500 damage a game win or lose with a few outliers here and there, and the 300-450 range on a loss is still a downgrade.
The outliers of less than 300 damage on a win is still an increase and even a 50 damage 1 kill 60 Match rating on a win is still an increase.
So I am not sure how one would lose rating on win....
But they should if they are consistently less than 300 damage with no kills and few assists.
#18
Posted 28 September 2015 - 05:51 AM
#19
Posted 28 September 2015 - 05:54 AM
#20
Posted 28 September 2015 - 06:04 AM
It's more a measurement of how good you should be.
Maybe it's better that less weight is put on a quantifiable value of the player by PGI, who, let's face it, I don't want trying to rate me the one they do a game-score. The variables required to determine a "good player" vs an "experienced player" is huge, and filled with nuance that I don't trust them to do accurately anyways.
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