Psr Issues And Why It Is Going To Break The Game In The Long Run
#1
Posted 01 October 2015 - 08:37 AM
Let's break down some of the clarifications then.
#1
This is a constant, not much to discuss here.
#2 and #3
Now this is horribly off the mark.
Since you can gain PSR rating when you meet one of 4 conditions (win/v. high, win/high, win/medium, lose/high), but lose only on 2 conditions (lose/medium, lose/low). Considering you score roughly 50/50 wins/losses the system naturally converges to Tier 1.
Perhaps you can influence the win/loss ratio by how much you carry or fail, but still the system will have a tendency to move you up. And still a lot depends on how much your teammates carry or fail. All you may influence is the speed of progress. You really have to do terribad AND have a lot of bad matches to actually drop in PSR rating.
What also influences the result is how the criteria for low/medium/high/very high score is determined. From what I have experienced it seems to me that the division is static. Perhaps it is not and I just did not analyze the situation properly. I believe it needs to adapt dynamically to scores achieved by all players on the team and divide players into groups according to what was achieved (and most probably achievable) in the match that is being considered. Because if you find yourself in a roflstomp (on the losing side) you may have very little chance to do much better than anybody else - regardless of your skill. On the other hand not much of a contribution seems to be required to gain points if your team wins.
Furthermore, as already discussed elsewhere, damage done strongly influences your match score (half of damage dealt is added to total point gain). You could just be running around shooting random targets into random spots (or just hurling various missiles at them) thus achieving the biggest damage tally and possibly top score while the total contribution could be questionable. If the team wins, OK, gain for most. If you lose, gain for you, loss for other, perhaps more skilled players.
Is the match score metric flawed? Perhaps. And most probably.
Is the PSR rating change flawed? Most definitely. A balanced system that converges to a point when the player reaches his skill limits would need to look like this:
The player's PSR would still improve - when the player's skills (aiming, loadouts, awareness, etc.) improve, because he would be more effective. Yet still his rating would oscillate around a value that is determined by his abilities.
In the current state players are rewarded for activity, not for real player skill or anything. The more matches you play the higher your PSR. What we end up with in the end is a lot of frustration, because no matter how good the matchmaker is, if the PSR system is broken:
1) Players level up to a point where their opposition is overwhelming. While they play their teammates may still carry them and they stay on the same tier level - but the game will not be enjoyable for them. Because their PSR will not drop/will not drop quick enough to make a difference. This may end up being a significant player deterrent.
2) Players with lower skill enter higher tier - again, a game spoiler - because they are not enough of a contribution to the team (even if the team wins) and may spoil the game for others. This mostly incites forum unhappiness.
And yes, I recognize they are basically two sides of a coin. But that is the result of an imbalanced system.
TLDR: What needs to be recognized is that we need the system to converge around a player's skill, not the top tier. The current system does not do that.
A reward system can be implemented to reward players for playing a lot, etc. Just please do not make the skill rating system that.
#2
Posted 01 October 2015 - 08:44 AM
Paul said:
Paul doesn't seem to acknowledge that there is a ceiling to skill level and that varies from player to player. Not everyone would "bubble up" to the top. Some of us will get passed and then held down because of the more skilled players above holding us back.
Not that that is a bad thing.
#3
Posted 01 October 2015 - 09:48 AM
If playing makes you better, you'll move up.
If playing doesn't make you better, you'll stay where you are.
Simple as that.
#4
Posted 01 October 2015 - 09:55 AM
#5
Posted 01 October 2015 - 09:59 AM
TLBFestus, on 01 October 2015 - 08:44 AM, said:
Paul doesn't seem to acknowledge that there is a ceiling to skill level and that varies from player to player. Not everyone would "bubble up" to the top. Some of us will get passed and then held down because of the more skilled players above holding us back.
Not that that is a bad thing.
Playing a super high number of games is called tenacity and practice. Most coaches and bosses see this as important as being a star player.
#7
Posted 01 October 2015 - 10:57 AM
Edited by MoonUnitBeta, 01 October 2015 - 10:58 AM.
#8
Posted 01 October 2015 - 11:16 AM
Chuck YeaGurr, on 01 October 2015 - 09:59 AM, said:
I could play a Million Football matches and still wouldn't become Leo Messi.
Of course experience is Important, but there is a (different) ceiling for everyone you're not going to break, even if you play MWO 24/7.
Edited by Rick Sanchez 1895, 01 October 2015 - 11:16 AM.
#9
Posted 01 October 2015 - 11:17 AM
#10
Posted 01 October 2015 - 11:22 AM
Chuck YeaGurr, on 01 October 2015 - 09:59 AM, said:
Well IF I had a coach that told me I could be a Star Player, I'd end up telling him to ********** and go join my buddies for a beer and some wings, because he wouldn't know what he was talking about.
#11
Posted 01 October 2015 - 01:04 PM
MrKvola, on 01 October 2015 - 08:37 AM, said:
You can't assume this....
Therefore everything based on this assumption falls apart.
You might as well have your first assumption be "assume you're a Tier 1 player, then the system will place you in Tier 1 eventually".
/thread
Edited by The Atlas Overlord, 01 October 2015 - 01:05 PM.
#12
Posted 01 October 2015 - 01:16 PM
The Atlas Overlord, on 01 October 2015 - 01:04 PM, said:
You can't assume this....
Therefore everything based on this assumption falls apart.
You might as well have your first assumption be "assume you're a Tier 1 player, then the system will place you in Tier 1 eventually".
/thread
I agree..
That's a bad assumption...
3,257 / 2,690
Thats my W/L ratio, Its not 50/50.
Edited by DarthRevis, 01 October 2015 - 01:17 PM.
#13
Posted 01 October 2015 - 01:48 PM
Ultimately when you reach skill ceiling you should see wins/losses come to a draw - where it is not certain (ideally 50/50) if you win or lose a match - because the opponent(s) should be equally matched to you (your team).
I was not assuming anything, I was considering a starting condition. Thereby saying if I had a balanced game scores my rating would still rise using the current rating system. And therefore the system is flawed.
Edited by MrKvola, 01 October 2015 - 01:48 PM.
#14
Posted 01 October 2015 - 03:26 PM
MrKvola, on 01 October 2015 - 08:37 AM, said:
While I agree with that change in PSR/tier movement, I have a feeling it's actually working as intended better than people suspect. I know some people that usually end up in the ++ category & play as much or more than I do, yet they're in tier 2.
The other thing is most people's perception of their own skills is generally very different from reality. It works both ways - some people think they're god's gift to MWO, others think they suck
From what PGI has stated so far, my guess is they could potentially re-adjust/reset current tiers based on any changes to the formula. I doubt they discard the individual data. If they see that some tier 1 players are getting crazy scores while the majority keep shifting between tier 1 & 2, they may add in additional filters to the formula.
#15
Posted 01 October 2015 - 04:24 PM
MrKvola, on 01 October 2015 - 01:48 PM, said:
Ultimately when you reach skill ceiling you should see wins/losses come to a draw - where it is not certain (ideally 50/50) if you win or lose a match - because the opponent(s) should be equally matched to you (your team).
I was not assuming anything, I was considering a starting condition. Thereby saying if I had a balanced game scores my rating would still rise using the current rating system. And therefore the system is flawed.
If one reaches T1 and still has 50/50 WLR, then he deserves to be there. If he can't, he will fall back to T2. I see no issue here.
Edited by El Bandito, 01 October 2015 - 04:26 PM.
#16
Posted 01 October 2015 - 04:26 PM
#18
Posted 01 October 2015 - 04:57 PM
The bias towards PSR increasing over time needs to be removed, the scenarios in which it decreases needs to mirror those in which it decreases so that you actually stop at your current skill level.
You should not be able to increase PSR simply by playing a lot of matches with average performance, which is currently the case.
PSR needs to change much much faster both up and down. There are many players who don't play a lot of public queue, they will never converge to their actual skill level under the current system. One example would be members of CW oriented units who may be very good but almost never drop public, or some competitive players who mostly play private training sessions and tournaments but not casually. A player may also get better very fast over a period of intense training, or a very very good player may lose his edge quite quickly if he decreases his time investment. It's not good to have those players stuck in the wrong place for long.
I also think there should be some kind of modifier to PSR for unleveled mechs, it's not fun for anyone to have players dropping in suboptimal mechs if the matchmaker assumes they will perform as well as ususal.
#19
Posted 01 October 2015 - 05:07 PM
Sjorpha, on 01 October 2015 - 04:57 PM, said:
The bias towards PSR increasing over time needs to be removed, the scenarios in which it decreases needs to mirror those in which it decreases so that you actually stop at your current skill level.
You should not be able to increase PSR simply by playing a lot of matches with average performance, which is currently the case.
PSR needs to change much much faster both up and down. There are many players who don't play a lot of public queue, they will never converge to their actual skill level under the current system. One example would be members of CW oriented units who may be very good but almost never drop public, or some competitive players who mostly play private training sessions and tournaments but not casually. A player may also get better very fast over a period of intense training, or a very very good player may lose his edge quite quickly if he decreases his time investment. It's not good to have those players stuck in the wrong place for long.
I also think there should be some kind of modifier to PSR for unleveled mechs, it's not fun for anyone to have players dropping in suboptimal mechs if the matchmaker assumes they will perform as well as ususal.
Yeah leveling up new mechs is certainly pain at the higher level. Also, since PGI did not take account for CW matches or private training matches in making the PSR, those players--if they are good--can rise up tiers very fast, since their overall number of matches are low.
Edited by El Bandito, 01 October 2015 - 05:08 PM.
#20
Posted 01 October 2015 - 05:27 PM
El Bandito, on 01 October 2015 - 05:07 PM, said:
You can't assume their overall number of matches is low, they may have played a lot in public earlier while being bad, then focused on CW or private match training after that. In that case their old matches are irrelevant to their current skill level but will still prevent them from getting the correct PSR.
There is no sense in using a players accumulated total matches for PSR btw, that means you move slower in PSR the more you play, which is really stupid. PSR should only reflect your last 100 matches or something like that.
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