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Getting A High Match Score On A Loss Should Be One Of The Highest Psr Improvements!


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#41 Khobai

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Posted 05 October 2015 - 07:12 AM

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So if I spot, harass, be bait, and do everything so my team can kill the enemy and win, I should get what? How can my actions be possibly measured other than a win?


by rewarding the appropriate amount of matchscore for those actions. higher match score = higher PSR.

you can spot, harass, be bait, etc.... and your team can still lose. But you should still get rewarded for your actions despite your team losing.

spotting directly gives you match score (spotting bonuses, spotting assist bonuses, etc...)
harassing directly gives you match score (hit-and-run bonuses, flanking bonuses, backshot bonuses, etc...)
baiting indirectly gives you match score (in the form of assists/hit-and-run/flanking,etc...)

Its simply a matter of tweaking how much matchscore those actions give you so youre adequately rewarded for performing those actions.


Individual achivements (i.e. matchscore) that are fully within the control of the player should be the only things measured for player skill. Winning, losing, and anything else beyond a player's control should have no bearing whatsoever on PSR.

Edited by Khobai, 05 October 2015 - 07:24 AM.


#42 skorpionet

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Posted 05 October 2015 - 07:18 AM

The LTP answers about PSR questions are the new meta-bullshxt.

#43 Bishop Steiner

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Posted 05 October 2015 - 07:20 AM

View Postskorpionet, on 05 October 2015 - 07:18 AM, said:

The LTP answers about PSR questions are the new meta-bullshxt.

or a great way to have fun at the expense of thin skinned pretty pretty princesses who probably shouldn't be allowed on the internet alone, if they feel threatened and bullied over it.

Maybe someone can start an online cup stacking game that gives out participation trophies?

#44 Mystere

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Posted 05 October 2015 - 07:21 AM

View PostKhobai, on 05 October 2015 - 07:12 AM, said:

by rewarding match score for those actions. higher match score = higher PSR.

you can spot, harass, be bait, etc.... and your team can still lose. But you should still get rewarded for your actions.


But that's the thing. How do you reliably detect and, more importantly, measure "harassing" or "being bait"?

The simplest -- albeit indirect -- way to do so is via wins. If you lost, I can then say that your actions amounted to nothing much.

#45 Khobai

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Posted 05 October 2015 - 07:26 AM

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But that's the thing. How do you reliably detect and, more importantly, measure "harassing" or "being bait"?


harassing is already rewarded for the most part. theres flanking/hit-and-run bonuses, etc...

baiting is also indirectly rewarded by increasing how many assists you get. if you successfully bait the enemy youre going to get more assists than if you didnt successfully bait the enemy. and when you bait you usually get flanking/hit-and-run bonuses too.

Quote

The simplest -- albeit indirect -- way to do so is via wins. If you lost, I can then say that your actions amounted to nothing much.


On the flipside, just because your team loses, doesnt mean you didnt try just as hard as players on the winning team, but the rest of your team failed hard. You shouldnt be punished for the rest of your team sucking.

Also just because your team wins, doesnt necessarily mean you contributed to the win either. You shouldnt be rewarded for the rest of your team carrying your sorry ass.

Thats why wins/losses shouldnt matter.

Edited by Khobai, 05 October 2015 - 07:33 AM.


#46 Almond Brown

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Posted 05 October 2015 - 07:27 AM

Under the K.I.S.S. principle, the Commander who sent out that Company of Mechs to do a Job, that being "Kill that Enemy Company", would never be pleased, if you returned from the mission, without a single unit left and then started "bragging" about how well "you" did. You would be lucky to not get a month of duty in the Latrines ffs. ;)

#47 AlphaToaster

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Posted 05 October 2015 - 07:39 AM

TL:DR - The PSR shouldn't advance a player with a high score on a loss, that sets a bad incentive that runs counter to encouraging gameplay that leads the team to winning. If it was super easy to advance teirs, so many 4/5 would end up facing 1's again as soon as they became 3's, and that would defeat the purpose.

What that will do is encourage players to play for a high score, not for the win.

There are 3 player types:

Plays to win, regardless of personal K/D or Cbills. (This guy is the one who everyone says sucks and didn't contribute at the score screen, but you got your kills because this guy turned the enemy's back to you at the critical moment, or he lead the push but got rekt first because he didn't shuffle backward when the push was called)

Plays for Cbills and high score, regardless of W/L or K:D. (all hail Gozer, God of Component Destruction. Core em and leave em. The assist is worth more.)

Plays for K/D regardless of Cbills or W/L. (everyone's favorite kill stealer, runs off at the end when they're the last alive to save their precious K/D)

Considering 3 playstyles, the PSR we have now seems the best choice for filling out the bar once a player has reached Teir 1 while at the same time making sure players in Teir 5 or 4 don't piggyback on some win streaks and find themselves in Teir 3 too quickly.

The annoying part of PSR moving up and down and having no movement on great games? That's the mechanic that prevents players from moving up too rapidly based on their skill. (let that sink in for a minute, it'll be ok)

Edited by AlphaToaster, 05 October 2015 - 10:14 AM.


#48 Khobai

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Posted 05 October 2015 - 07:42 AM

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Under the K.I.S.S. principle, the Commander who sent out that Company of Mechs to do a Job, that being "Kill that Enemy Company", would never be pleased, if you returned from the mission, without a single unit left and then started "bragging" about how well "you" did. You would be lucky to not get a month of duty in the Latrines ffs.


Except real life doesnt have PSR for soldiers. War in real life is inherently unfair. There is no matchmaker to balance both sides.





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