

Psr System Is Complete Bs, Remove It
#81
Posted 29 March 2016 - 06:00 PM
#82
Posted 29 March 2016 - 07:18 PM
#83
Posted 29 March 2016 - 09:27 PM
You increase the match rating needed to go + or = as your tier ranking goes higher, and you also increase the penalty for low match ratings as you do as well.
It should take better performance as you go past rank 4 to even hold your head above water, and T1s should be constantly hoping for exceptional performances to maintain their ranking, leaving them few and far between. As it stands, tiering is literally nothing but an exp bar and does little to give players opponents they're competitive against.
#84
Posted 30 March 2016 - 01:44 AM
Rizzwind, on 26 March 2016 - 05:22 AM, said:
No. If i you literally only used your LS once, your match score probably will be well under 100. You will not move in rank then.
#85
Posted 30 March 2016 - 02:35 AM
Want PSR to actually mean something? then PGI need to remove the skill tree and all quirks and go back to base values and balance from there.
No more eze mode, one weapon group, point and click insta kill mechs will help players settle into their true skill bracket.
Its pretty simple, balance is sh*t, therefore PSR is sh*t.
#86
Posted 30 March 2016 - 02:38 AM
#87
Posted 30 March 2016 - 03:07 AM
Kubernetes, on 29 March 2016 - 06:00 PM, said:
KHETTI, on 30 March 2016 - 02:35 AM, said:
Want PSR to actually mean something? then PGI need to remove the skill tree and all quirks and go back to base values and balance from there.
No more eze mode, one weapon group, point and click insta kill mechs will help players settle into their true skill bracket.
Its pretty simple, balance is sh*t, therefore PSR is sh*t.
I agree with ditching the skill tree. I want everyone to be on equal footing. No magic speed boost or cooling because grindy reasons.
About your other argument though, it's not "eze mode" if your competition is running comparable equipment. You can limit the game to stock mechs and you'd still see the same thing, people picking the creme of the crop. It's the nature of a competitive environment. As for "1 click insta-kill mechs," how is doing well in that not skill when half your targets can insta-kill you right back? Yeah it takes more skill to do well in a Mist Lynx than a Cheetah, it also takes even more skill to do well in Commando with no armor, and yet more skill a War Hawk with no armor. You can play that game all day.
#88
Posted 30 March 2016 - 03:37 AM
all these mid teir matches are clan stacks vs clan stacks vs clan stacks vs clan stacks vs clan stacks vs me vs some other unlucky dude
Edited by Saltychipmunk, 30 March 2016 - 03:38 AM.
#89
Posted 30 March 2016 - 03:55 AM
#90
Posted 30 March 2016 - 04:10 AM
Wintersdark, on 26 March 2016 - 05:58 AM, said:
What's important to keep in mind is that PSR isn't really a good personal rating system match to match. You may as well just use match score for that (though it's not very good either, but is just the best of limited tools).
In the OP's case, erroneous results happen - up (a little bit) on a poor performance with a win, or down (a little bit) on a decent performance with a loss, but keep in mind these are small changes to rating that don't move the bar much. This is to account for times where you actually did contribute to a win but didn't do much raw damage (say you're a great scout/spotter/leader/whatever) or that you're actually contributing towards losses despite getting mediocre scores (poor team play).
After all, it doesn't take a stellar performance in a loss to prevent rating loss entirely, and a decent performance in a win causes your rating to increase much more than a poor performance does.
Finally, keep in mind the One True Purpose of PSR and ANY matchmaking/rating system PGI uses: the protection of new players from experienced/veteran players. PSR is positively weighted for this reason - you'll tend to always progress upwards overall unless you're really dragging your team down, but slowly (very slowly at higher tiers). This serves to move players away from the kiddie pool as quickly as possible, so the more experienced you get the less you'll encounter new players.
This says it all.
Well done sir!
#91
Posted 30 March 2016 - 04:12 AM
Saltychipmunk, on 30 March 2016 - 03:37 AM, said:
#92
Posted 30 March 2016 - 05:14 AM
adamts01, on 30 March 2016 - 04:12 AM, said:
So, no, they can't just make single tier only matches all the time. It's not an option. Sometimes, sure, matches are predominantly single tier and occasionally +/-1 (busier times, and the odd match when everyone else is in game).
Oh. I see you 3 tiers thing. That's fundamentally no different than stretching to +/-1, really. And the MM is only going +/-2 tiers after 2 minutes trying to build the match.
The MM still picks people based on rating (Russ has discussed the absolute rating difference in matches) rather than solely via tier, so it attempts to get similarly rated people within a tier as well.
#93
Posted 30 March 2016 - 05:30 AM
Wintersdark, on 30 March 2016 - 05:14 AM, said:
So, no, they can't just make single tier only matches all the time. It's not an option. Sometimes, sure, matches are predominantly single tier and occasionally +/-1 (busier times, and the odd match when everyone else is in game).
Oh. I see you 3 tiers thing. That's fundamentally no different than stretching to +/-1, really. And the MM is only going +/-2 tiers after 2 minutes trying to build the match.
The MM still picks people based on rating (Russ has discussed the absolute rating difference in matches) rather than solely via tier, so it attempts to get similarly rated people within a tier as well.
That 2 minute wait is for any single player. A single tier 1 waiting 2 minutes could have 23 tier 3s insta-dropped in to his match, a very dramatic example but absolutely possible. I know for a fact that I've been insta-dropped with tier 3s very frequently. I'm fully aware we don't have the players to only get matched in our own tier with 5 tiers, but I think 3 larger tiers would be a very good compromise. I think it would be great for everyone. Take the average tier 3 for instance, probably not using a meta build, has played a couple hours a week for a year. He shouldn't be in a match with comp players or players just getting out of the tutorial, just like a fresh Steam player should be matched against a 1 year vet. I'm a little more pissy about MM than most because of the very small player base on my half of the world, and NA primetime is considerably better, but I still think the system could be dialed in a little.
#94
Posted 30 March 2016 - 05:41 AM
Like for instance, if your a really good, selfish, independent player, then this tier system is not for you. It rewards positive society rainbows and unicorn team based synergy play.
And lets not get started on the whole, I will carry you little noob says the team, and grant you Death Star, and tier 1, not because your any good, but because your likable, pander to my e peen ego, and suck my **** dry with your pretty lips.
And then you get the 2 x account players that load their prime account, and then the old stationary account via wireless dongle laptop account in team drops and CW.
My advice, play CW, get slammed, grind your mechs, and sleep in the knowledge that CW stats, wins or loses will not affect your tier or KDR whatsoever.
#95
Posted 30 March 2016 - 05:41 AM
adamts01, on 30 March 2016 - 05:30 AM, said:
Again, I still don't see much difference between PSR and the old MM. I still have winning streaks followed by a streak of total annihilation because of mismatched teams. While I'm not in a unit myself, I can often tell how the match is going to play out by the ratio of unit tags on both sides, sometimes seeing around 2:10 differences when I'm doing too well. In these matches you'll see my team chasing a spider around the map while getting picked off one by one. My theory is that nothing has changed on the backend, but PGI was trying to placate the people crying that they wanted to see what MM bracket they were in.
#96
Posted 30 March 2016 - 05:50 AM
Podex, on 30 March 2016 - 05:41 AM, said:
#97
Posted 30 March 2016 - 05:57 AM
#98
Posted 30 March 2016 - 06:05 AM
adamts01, on 30 March 2016 - 05:50 AM, said:
I think the MM does and has always worked toward keeping people at thresholds, in may case it's a 1:1 KDR and 1:1 WLR. It just seems like it always wants me floating around these ratios. I could be totally wrong, and it's just some subliminal handicap that I give myself in game, but I have statistically been in the same spot for over a year and a half. It's fair.
Edited by Podex, 30 March 2016 - 06:16 AM.
#99
Posted 30 March 2016 - 06:31 AM
Triordinant, on 26 March 2016 - 06:44 AM, said:
Too hard. Remember MATH is PGI's downfall always. And they aren't especially good at IF THEN ELSE statements either.
A simple
IF Pilot Lugh = Grouped THEN use PSR rating Gx(variable for group PSR)
Else use Pilot Lugh = Solo [not grouped] THEN use PSR Rating Sx(variable for Solo PSR).
Would likely be well beyond their capabilities.
Edited by Lugh, 30 March 2016 - 06:32 AM.
#100
Posted 30 March 2016 - 07:37 AM
However OP's post did sort of spark an idea. PSR does have a damage done component. For the portion of match score that is based on damage, would it make sense to scale that based on the mech's actual damage capability in some rough measure? If I do 100 points of damage in a 5 LPL Wubshee versus doing 100 points of damage in a light with a couple of MLs, that does show a different amount of work.
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