MrMadguy, on 29 February 2016 - 02:05 AM, said:
Snowball argument is proven to be false, sorry:
LOL. I think you need to do some reading about what "PROOF" and "FALSE" mean.
The statement was that the game design in MWO tends to result in rolls with results of 12: 3,2,1 and 0 being more frequent than more balanced results like 12:11,10,9,8
How can one particularly useless screen shot, in which you did not contribute to the match, in any way either prove or disprove the above statement?
1) ALL match results are possible to any ONE result is utterly and completely meaningless.
2) Rolls do NOT have to do with the contributions from individual players ... they are usually due to the tactical setup where one team literally rolls over or along the other with a focus fire advantage. Hitting the opposing team from the side or a long a line where your side gets a 4 or 5 to one firepower advantage against a series of strung out mehcs tends to be the most common scenario. Also, it usually takes 3 to 4 losses for it to begin to snowball (though there are occasions when my team has come back from down four ... it isn't common and those games usually wind up as close matches).
3) Anyway, all the changes PGI has ever made to the matchmaker have not prevented or eliminated stomps ... as a result, I would say the snowball theory is pretty much established fact. The closer the match is, the longer it takes to snowball, but once a side is down a few mechs, it gives the opponents more opportunities for focus fire (i.e. implicit team work) and the side that is down tends to lose more very quickly.
Finally, on the topic of "skill" and trying to get a "rating" for it. It isn't easy.
Here are some factors that affect a player's performance in a match ..
- mech choice
- loadout choice
- choice of playstyle
- experience of player with that playstyle
- ability to aim
- ability to use the loadout effectively
- ability to cooperate with team mates
- ability to assess the tactical information from the HUD and apply it to choosing your next actions
- selfishness ... do you choose to take actions that win the match for your team but that likely result in your death or do you farm damage from a distance even though you get a better match score but stand a better chance of losing?
The last item is one of the hardest to assess ... The GOAL of MWO is to win the match with your team.
Others seem to think the GOAL is to maximize their own personal score whether they win or lose. However, a high personal score doesn't necessarily contribute to winning. I spectated a Timberwolf that was on my team one time ... he was sniping into a melee, not so good aim, racked up lots of damage spread all over, when the melee broke up he was the last one left. He pulled off 4 kills and a bunch more damage and the remaining opponents tracked him down. He had a great match score and was a completely crap player since his efforts only contributed to losing and not to winning. On the other hand, there are others out there who use R, assess the damaged areas on a mech, have good aim, and eliminate or cripple opponents taking out CT/ST/Leg. These folks do relatively little damage ... maybe 300 to 500 ... but almost all of that was USEFUL. Their match score is often lower but these are often the folks who win the matches for their team.
Any scoring system that is based on damage/kills/assists is going to be broken to some extent since it encourages folks to farm damage to get higher scores. It doesn't actually reflect "skill" at winning the game.
The much maligned Elo actually assessed your contribution towards winning. On top of that it was conservative (when working properly) so that some would go up and some down. It also didn't take that many matches to get a decent idea of how much you contributed to winning. However, it needed more resolved data ... separate numbers for group and solo queue ... maybe separate numbers for each mech ... use a weight class number until there are enough statistics for a specific mech then switch to that.
PSR on the other hand is not conservative ... PSR is added to the system almost every match ... even changing that now won't change anything since the ones who play the most using damage farming techniques are already tier 1 while the ones who play less frequently are probably still in tiers 2,3,4. The only way to change things up would be to recalculate rating from the beginning based on the recorded match results when you apply a new formula ... that would reallydrive the folks who "worked" for tier 1 around the bend and generate a huge amount of player frustration,especially when folks in tier 1 find that isn't where they belong anyway.
So ... I expect the current quality of matchmaking to continue for better or worse ... since PGI has a awesome PR nightmare on their hands if they make any substantial changes to player ranking at this point ... and PGI likes to ignore anything that will rock the boat too much.