

Psr System Is Complete Bs, Remove It
#21
Posted 26 March 2016 - 06:58 AM
Statistically speaking if you are consistantly contributing more than average to your team you'll win more than you lose over the long term.
Also PSR is an XP bar designed solely to keep the bitter vets from using their main accounts to introduce the steam newseals to the club.
#22
Posted 26 March 2016 - 07:23 AM
Triordinant, on 26 March 2016 - 06:44 AM, said:
Even though 2 man and 12 man are totally different animals, at least you'll have appropriate ratings for the selected queue. This was an issue in the Elo days too.
#23
Posted 26 March 2016 - 07:32 AM
maniacos, on 26 March 2016 - 05:16 AM, said:
Yes, PGI fails to realize there is a maximum extent to which a player can carry, based on mech spechs, when doing their balancing. A lot of their PSR assumes that a player will be using a meta build -- and as such really isn't a measure of skill but a measure of Mech+Skill.
I've always though that the top 5% (score wise) of a match should go up a little, the bottom 5% should go down a little and the remaining 80% should not change their skill level, ignoring wins and that score should be calculated as it is now but divided by 1/10 th of the mech weight.
#24
Posted 26 March 2016 - 08:01 AM
#25
Posted 26 March 2016 - 08:12 AM
Lemming of the BDA, on 26 March 2016 - 08:01 AM, said:
Point being, someone who only plays lights is going to have a MUCH harder time carrying than someone who mostly plays heavies and as such will have an easier time getting that magic ~500 damage to not have their score go down when they get saddled with a bunch of monkeys on their team.
The fact that you can simply grind your way to tier 1 in heavies/assaults is a testament to its failure (and a testament to the skill of the light pilots who get there).
Balancing CAN NOT HAPPEN without taking into account both the pilot and the mech -- the writing is on the wall and PGI is simply choosing to ignore it..... they need some sort of BV value for mechs.
Edited by nehebkau, 26 March 2016 - 08:13 AM.
#26
Posted 26 March 2016 - 08:24 AM
Alistair Winter, on 26 March 2016 - 05:32 AM, said:
Hear, hear.
Mole, on 26 March 2016 - 06:19 AM, said:
Amen to that!
Edited by Mystere, 26 March 2016 - 08:25 AM.
#27
Posted 26 March 2016 - 08:50 AM
nehebkau, on 26 March 2016 - 07:32 AM, said:
Yes, PGI fails to realize there is a maximum extent to which a player can carry, based on mech spechs, when doing their balancing. A lot of their PSR assumes that a player will be using a meta build -- and as such really isn't a measure of skill but a measure of Mech+Skill.
I've always though that the top 5% (score wise) of a match should go up a little, the bottom 5% should go down a little and the remaining 80% should not change their skill level, ignoring wins and that score should be calculated as it is now but divided by 1/10 th of the mech weight.
How do you measure command skills?
How do you measure scouting and spotting?
How do you reward the vanguard role, harasser, disruptor, the sacrificial death?
Ignoring wins is the worst thing you can do.
nehebkau, on 26 March 2016 - 08:12 AM, said:
The fact that you can simply grind your way to tier 1 in heavies/assaults is a testament to its failure (and a testament to the skill of the light pilots who get there).
Balancing CAN NOT HAPPEN without taking into account both the pilot and the mech -- the writing is on the wall and PGI is simply choosing to ignore it..... they need some sort of BV value for mechs.
So why not solely count wins above all else? Ignore damage. Ignore kills. In the long term (i.e. hundreds to thousands of matches) winning should be all that matters.
Edited by Mystere, 26 March 2016 - 08:54 AM.
#28
Posted 26 March 2016 - 08:54 AM
Xavori, on 26 March 2016 - 06:51 AM, said:
And it's not that win/loss is a part of the PSR formula, it's that it the most overwhelming part. If your team wins, it's a near certainty your rating won't go down. Conversely, you can have a very good match, a match that would be max increase if you'd won, and have your rating go down because the rest of your team lost.
That's where you are mistaken. Sure, in some solo-q matches, performing 2-3 times the work of an average pug will not stave off defeat, but if one can do it consistently, over hundreds of games, then he will have more wins than losses, guaranteed.
A max increase of your PSR requires 401 points in victory. 401 points in a loss will also increase your PSR, albeit in small numbers. See, you do not not even know how PSR is calculated. Personal effort matters. Heck, only 251 points is needed to not fall down ranks, and that's mere 502 damage, not counting kills and assists.
Xavori, on 26 March 2016 - 06:51 AM, said:
This part is more correct. The system is designed to push experienced players upwards, away from the newbies. However, one does have to work for it if his game is mediocre, otherwise we would not have people complaining in the forums about how they can't climb out of tier 3-2, and that their teammates suck etc...
nehebkau, on 26 March 2016 - 08:12 AM, said:
The fact that you can simply grind your way to tier 1 in heavies/assaults is a testament to its failure (and a testament to the skill of the light pilots who get there).
The system can work for Light pilots, if PGI actually rewarded Light/Medium role warfare in the first place. PGI have not done it in any satisfactory form, hence we got this lopsided class queue numbers.
Edited by El Bandito, 26 March 2016 - 08:58 AM.
#29
Posted 26 March 2016 - 09:06 AM
PSR & Rewards v2.5 if you will, such as Adding AMS rewards and increasing Flanking rewards,
#30
Posted 26 March 2016 - 09:09 AM
Andi Nagasia, on 26 March 2016 - 09:06 AM, said:
PSR & Rewards v2.5 if you will, such as Adding AMS rewards and increasing Flanking rewards,
Just reward winning. End. Of. Story.
#31
Posted 26 March 2016 - 09:18 AM
Mystere, on 26 March 2016 - 09:09 AM, said:
which is what we have now,

NOT HELPING!!!
perhaps we need these Rewards?
(Rewards That Really Need To Be Added!)
#32
Posted 26 March 2016 - 09:23 AM
What makes it worse is that it has an upward bias, this bias should be removed to a level one
Foxwalker, on 26 March 2016 - 06:53 AM, said:
Personally I for one worry less about how many kills I get and focus more on contributing to the "win"
If it worked to promote team play then It would have Merit, but it doesn't.
I saw a founder today in a D-DC who should in theory know what an Atlas is capable of, and not go wandering off alone, but he did exactly that, in the same match mechs on 80-90 % health were refusing to walk into domination mode circle to stop the other teams counter, I could no longer to so, as I was cored, lost half my torso and was on 39 % health.
P.S.R is a big waste of development time, its the same old, we'll fix this, we'll improve the way this works, we are overhauling, spoken in announcements should strike fear into vets hearts, as it almost never does, and usually makes things over complex and worse, or simply worse.
I was trying to think of something that they have made better since this game live, I struggled to think of anything, but then remembered your mech bay loading time after a match.
Those with many mechs at the time will shudder to think how long it would take with twice the mechs now, sadlu the ver2.0 UI is painfully cluttered and is far less user friendly, then 1.5 which I look back on a UI that was simple to use uncluttered and other than the loading time was vastly superior, in look and to use.
The only other thing I can think of is the mech textures being standard at 2k now.
#33
Posted 26 March 2016 - 09:36 AM
The PSR system is based on your ability to bring victory to your team. If you do very well and lose, your PSR still goes up, though. If you run around and distract the whole enemy team while your teammates mop-up, then your PSR should increase as you helped secure victory for your team, regardless if you inflict much damage. If you inflict some moderate damage and your team loses, then you failed to demonstrate your ability to secure victory for your team.
PSR's failing is NOT because it measures team performance, it's actually designed for that. it's just that PGI hasn't found a way to properly record/reward the act of distracting the enemy team in terms of Cbill payout and matchscore points. So, they rely on the win/loss factor for determining g if you deserve more PSR points. If you are a lone sniper on a hilltop tying up 4-5 enemies, the cbill reward system don't really give you credit for that and your match score might not be high, but you deserve to get PSR points for that since you significantly turned the tide in your team's favor.
Perhaps PGI should reward you more MatchScore points for the more time the enemy team has you targeted, and for how much time you have enemy units targeted. There needs to be a way for low-damage but high-effectivity combat maneuvers to be recorded properly so narrow-minded folk like the OP don't try to equate Skill with Damage all the time.
Moral of the story: PSR's reliance on Victory to determine your "skill" is a good thing, but PGI needs to find a way to measure those Victory-causing metrics that don't involve raw damage output.
Edited by Prosperity Park, 26 March 2016 - 09:39 AM.
#34
Posted 26 March 2016 - 09:46 AM
Mystere, on 26 March 2016 - 08:50 AM, said:
How do you measure command skills?
How do you measure scouting and spotting?
How do you reward the vanguard role, harasser, disruptor, the sacrificial death?
Ignoring wins is the worst thing you can do.
So why not solely count wins above all else? Ignore damage. Ignore kills. In the long term (i.e. hundreds to thousands of matches) winning should be all that matters.
Mystere, on 26 March 2016 - 08:50 AM, said:
How do you measure command skills?
How do you measure scouting and spotting?
How do you reward the vanguard role, harasser, disruptor, the sacrificial death?
Ignoring wins is the worst thing you can do.
So why not solely count wins above all else? Ignore damage. Ignore kills. In the long term (i.e. hundreds to thousands of matches) winning should be all that matters.
Yes.
It's the only way to reward actually good play. If you're "carrying" in all or most of your matches, you WILL win more matches than someone who's barely scraping by. Yes, you'll lose some where you personally performed well, but in aggregate, you WILL win more.
This, in all honesty, is why I liked Elo more than PSR. It had flaws, too, but ultimately the only thing that mattered was whether what you did in your play contributed to winning.
PSR is more gameable, it rewards selfish play, and doesn't reward legitimately good play in a great many ways.
#35
Posted 26 March 2016 - 09:47 AM
El Bandito, on 26 March 2016 - 05:56 AM, said:
Nope exactly not. Your personal performance has almost nothing to do with your team's performance in PUG queue. Might be different in premades but not in oridinary Quick Play.
#36
Posted 26 March 2016 - 09:53 AM
maniacos, on 26 March 2016 - 09:47 AM, said:
Nope exactly not. Your personal performance has almost nothing to do with your team's performance in PUG queue. Might be different in premades but not in oridinary Quick Play.
False.
You being able to take down three 'Mechs on your own lessens the burden on everybody else.
You squirreling and dragging enemy's away from the firing line lessens the burden on everybody else.
You moving out ahead in a tanky 'Mech on a push to take the hits makes it easier for your friends to shoot back while you get focused.
Successfully spotting enemy's without getting focused helps your team organize their actions or, at least, launch LRMs.
Simply being there in the fight means less damage taken per 'Mech for your team, allowing you to collectively last longer.
I can go on and on about things you do solo that directly affect the outcome of the match.
#37
Posted 26 March 2016 - 09:59 AM
Wintersdark, on 26 March 2016 - 06:03 AM, said:
KahnWongFuChung, on 26 March 2016 - 06:20 AM, said:
You all forget that this is of course a matter of concern, I mean you will get the rating no matter what you do and if the W/L is around 50% you will increase so if what you say is true you have hardly a chance to stay in "normal grounds" if you want to say it this way, besides of playing extra bad or like just stand and let them kill you quickly which is certainly not what was intended.
That said, you can ignore your tier but it will have effect on your matchmaking and so there is a reason to be concerned about that.
#38
Posted 26 March 2016 - 10:08 AM
Cathy, on 26 March 2016 - 09:23 AM, said:
What makes it worse is that it has an upward bias, this bias should be removed to a level one
why?
what PSR is really measuring is player experience, modified to some extent by player 'skill.' More experienced players should be getting dropped with one another.
#39
Posted 26 March 2016 - 10:14 AM
Yeonne Greene, on 26 March 2016 - 09:53 AM, said:
You are talking as if your team mates in PUG games actually give a damn for what you do and use the minimap and some tactical thinking to win a match. This might appear in higher skill levels where people actually know what they are doing or especially in group queue but in PUG when you actually play your role you won't get rewarded for that instead sometimes even punished because your team is too stupid to do what they are supposed to do and everyone goes after their own damage points and not to get the team winning.
#40
Posted 26 March 2016 - 10:18 AM
maniacos, on 26 March 2016 - 10:14 AM, said:
You are talking as if your team mates in PUG games actually give a damn for what you do and use the minimap and some tactical thinking to win a match. This might appear in higher skill levels where people actually know what they are doing or especially in group queue but in PUG when you actually play your role you won't get rewarded for that instead sometimes even punished because your team is too stupid to do what they are supposed to do and everyone goes after their own damage points and not to get the team winning.
You are talking as if I would do these things in a vacuum. I'm not going to push out ahead if I don't think I will get support. If my team seems to be on the ball, and we're all collectively moving for a push and I'm tanky, then yes, I will push ahead to take hits.
But, that's just one point from that post. There were several.
Edited by Yeonne Greene, 26 March 2016 - 10:19 AM.
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