MrMadguy, on 02 February 2016 - 03:30 AM, said:
Kuritaclan, on 02 February 2016 - 03:12 AM, said:
A good PSR Tier System would be in my understanding somewhat like this:
Having larger thresholds for higher Tiers - is completely wrong. Again, it will be unfair, cuz stabilization level for less skilled players will be lower, then for more skilled. And the intention of any matchmaking system - to put all players into equal conditions. System should adjust player's rating, till some target performance/match score/rewarding won't be achieved. This target have to be
SAME FOR ALL PLAYERS.
It is not unfair - if you are good you rise in tier untill that point comes your matchscore is averaging in between your wins and losses - so you stay on that tier. The only problem this model has is matching "really high tier" players in a good time without waiting times into equilibrium.
I put up my last 100 matches (what i have screenshots of) to have a realistic matchscore spread. As you can see with the same skill you will rise if you start the game - and with a ceratain avg score you will mostlikely end in a tier you won't go much more up like with this matchscore there are only slight gains left in T7
Mead, on 02 February 2016 - 03:29 AM, said:
"You won, thanks for capping, *** you!"
If you nards want to punish people for a low score that right now only takes damage under consideration, then you need to put up some ideas for reworking the other rewards for doing things that aren't facemashing.
Matchscore does not only takes damage into consideration - it is plain and simple not true. Damage makes a good portion of it, but there are more things that ad up. However certain gamemodes like conquest or assault with a base cap will be more ignored - since if you win by base cap but make no damage you maybe don't even make enough matchscore to hold your tier. That are the problematic points and or what Idealsupsect wrote.
Edited by Kuritaclan, 02 February 2016 - 07:19 AM.