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Make Psr Actually Represent Skill

Gameplay Skills

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#21 crashlogic

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Posted 23 July 2016 - 06:33 AM

win/lose by team
psr is individual
the current system makes no sense.

View PostYellonet, on 23 July 2016 - 06:31 AM, said:

How fast you get to higher tiers actually depends on skill. If you get there, not so much.

Not exactly, you can do very well in a match lose, and break even or go down. Also if you lose a match and do well you don't go up nearly as much as if you win a match and do mediocre.

#22 Mazzyplz

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Posted 23 July 2016 - 06:37 AM

View PostEl Bandito, on 23 July 2016 - 05:02 AM, said:

What you just said had been suggested by numerous people, myself included, for many months, but PGI had failed to do anything about it.

So, what now?



instead of match score. the metric should be highest kill most dmg dealt per game.

this reflects skill better than damage. some builds kill with very little damage. like twin erppc. but they kill all the same.

#23 Mister Blastman

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Posted 23 July 2016 - 06:38 AM

I want PSR to be graded on a curve.

#24 MrMadguy

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Posted 23 July 2016 - 06:51 AM

View PostYellonet, on 23 July 2016 - 04:53 AM, said:

Right now your PSR score goes up more when you win than if you lose, even if you perform the same. That is why the current system is more like an experience gauge than actual skill level; you can perform quite badly, but get carried by the team and thus increase your PSR.

I think the solution would be to change PSR exactly the same no matter if you win or lose, and the points for increasing PSR should likely be a bit higher, as well as the limit for redusing PSR.

That way YOUR PSR is up to YOU, as it should be.

The terribads would not get to higher tiers. This coupled with a bit stricter MM or perhaps an option to choose which tiers you want to get matched against I think it could work well.
Players would get to the tier where they belong and stay there, more players would have better matches.

Bingo, man!
Posted Image

#25 Monkey Lover

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Posted 23 July 2016 - 07:25 AM

View PostMrMadguy, on 23 July 2016 - 06:51 AM, said:

Bingo, man!
Posted Image


This promotes a "all for one" game play . You tier 1 players will be lrm boats and your tier 5 players will be the few front line players.

Pgi systems rewards players for coming up with a plan, popping UAVs and yelling over coms where the other team is.

Great players will hit tier 1 no matter what but below average player who is for example a good leader or a very good scout can still hit tier 1 with Pgi system.

Edited by Monkey Lover, 23 July 2016 - 07:42 AM.


#26 MrMadguy

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Posted 23 July 2016 - 07:48 AM

View PostMonkey Lover, on 23 July 2016 - 07:25 AM, said:

This promotes a "all for one" game play . You tier 1 players will be lrm boats and your tier 5 players will be the few front line players.

Pgi systems rewards players for coming up with a plan, popping UAVs and yelling over coms where the other team is.

Great players will hit tier 1 no matter what but below average player who is for example a good leader or is a very good scout can still hit tier 1 with Pgi system.

I've got sick of this "PSR is W/L-based, cuz PGI want to encourage teamwork" populist demagogic buzzword BS argument. Personally for me PSR works exactly the way, OP has described: I'm solo player, 100% selfish, zero teamwork, prefer to play "fun" non-Meta builds, don't have much skill, have low K/D and average MS - but all of a sudden my rating keeps and keeps rising. Why it's so? According to your argument I should be in Tier 5 by now. But I'm in Tier 2. Conclusion - I'm being carried by my teams. This should be fixed - my rating should be up to me only. Because IT'S MY RATING, and it affects MY GAMEPLAY. Constantly rising rating => constantly increasing teams' average level of skill and difficulty level => lesser and lesser personal performace => constantly decreasing personal impact on result of the match => more and more unplayable game. Why should I play unplayable game? M?

Edited by MrMadguy, 23 July 2016 - 07:54 AM.


#27 El Bandito

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Posted 23 July 2016 - 07:53 AM

View PostYellonet, on 23 July 2016 - 05:59 AM, said:

But this wouldn't be a very big change, at least from a development perspective; it should literally be to just change a few values on how PSR is changed after a match.


Apparently you have overestimated PGI's ability to "change a few values". There are so many good balance decisions that can be made by changing a few values in an XML sheet, but so far, zilch.

#28 Dar1ng One

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Posted 23 July 2016 - 07:54 AM

Good points by Yellow and Bandito and others that have said this before, but....

This is a 12 vs 12 team game.

So, from my experience, and I stress it's mine, sometimes being the bait, or the focus of the enemy team can be a valued tactic and turning point. You may get focused by 4 mechs that head to you for the kill only getting a minimal score being focused, but in the mean time the rest of your team 11 vs 8, has flanked, pushed and finished the game or turned it in your favour.

Yep, a lot of people will ride coat tails of good players, certain teams will gift death star achievements to their kliq, and other tactics that will make you wonder if there is any real skill attached to the accounts with the pretty badges.

A one vs one Solaris mode would sort out the tiers fairly quickly. Again, this has been said multiple times.

#29 MrMadguy

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Posted 23 July 2016 - 07:58 AM

If PGI can't balance matches - then they should implement Deathmatch mode. As simple, as that.

#30 nehebkau

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Posted 23 July 2016 - 08:37 AM

View PostEl Bandito, on 23 July 2016 - 05:02 AM, said:

What you just said had been suggested by numerous people, myself included, for many months YEARS, but PGI had failed to do anything about it.

So, what now?



I fixed your post. :)
Just including BV (Battle Value) would be a HUGE improvement to matchmaking.

#31 El Bandito

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Posted 23 July 2016 - 08:51 AM

View Postnehebkau, on 23 July 2016 - 08:37 AM, said:

I fixed your post. Posted Image
Just including BV (Battle Value) would be a HUGE improvement to matchmaking.


BV is one other concept I flirted with in regards to MM, but the community is even more divided on that.

#32 Monkey Lover

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Posted 23 July 2016 - 10:18 AM

View PostMrMadguy, on 23 July 2016 - 07:48 AM, said:

I've got sick of this "PSR is W/L-based, cuz PGI want to encourage teamwork" populist demagogic buzzword BS argument. Personally for me PSR works exactly the way, OP has described: I'm solo player, 100% selfish, zero teamwork, prefer to play "fun" non-Meta builds, don't have much skill, have low K/D and average MS - but all of a sudden my rating keeps and keeps rising. Why it's so? According to your argument I should be in Tier 5 by now. But I'm in Tier 2. Conclusion - I'm being carried by my teams. This should be fixed - my rating should be up to me only. Because IT'S MY RATING, and it affects MY GAMEPLAY. Constantly rising rating => constantly increasing teams' average level of skill and difficulty level => lesser and lesser personal performace => constantly decreasing personal impact on result of the match => more and more unplayable game. Why should I play unplayable game? M?



Personally I wish they would make two systems one with a score for teamwork and one for a score of skill.
If I had my way I would never play with a solo rambo player. I been happy to say the higher tiers have seen a lot more teamwork than the lower tiers.

Over all the tier system rewards teamwork it doesn't force you. Its still mostly about skill. We're only talking 1 level of change. If you were more of a team player you have more wins and would be tier 1.

The system we have now is about match balance not personal balance.

Edited by Monkey Lover, 23 July 2016 - 10:24 AM.


#33 Yellonet

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Posted 23 July 2016 - 10:40 AM

View PostMonkey Lover, on 23 July 2016 - 10:18 AM, said:

Personally I wish they would make two systems one with a score for teamwork and one for a score of skill.
If I had my way I would never play with a solo rambo player. I been happy to say the higher tiers have seen a lot more teamwork than the lower tiers.

Over all the tier system rewards teamwork it doesn't force you. Its still mostly about skill. We're only talking 1 level of change. If you were more of a team player you have more wins and would be tier 1.

The system we have now is about match balance not personal balance.
Well, I don't know about you, but I find match balance to be quite poor most of the time.

#34 Hotthedd

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Posted 23 July 2016 - 10:44 AM

The problem with making tiers only about match score is that the way match score is calculated is itself messed up. Damage and kills are the only real metric in match scores, but many other things can (and usually do) contribute to a team winning or losing.
If Match score alone were the only metric, then people will eventually make it to Tier 1 just by playing Assaults and heavies exclusively.

#35 Monkey Lover

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Posted 23 July 2016 - 10:53 AM

View PostYellonet, on 23 July 2016 - 10:40 AM, said:

Well, I don't know about you, but I find match balance to be quite poor most of the time.


It's not great that's for sure but it is a lot better than it used to be. I'm not sure how much they can improve it. When you compare two skilled comp teams in any of the tourments any screwup on one team can cause a whole team to be wiped out.

If this can happen with basically 2 teams with the same mechs and both being skilled. It's never going to be perfect in the pug Q.

Edited by Monkey Lover, 23 July 2016 - 10:55 AM.


#36 Kubernetes

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Posted 23 July 2016 - 10:54 AM

If it's only about solo performance, I imagine most people will play the way they do during events, and this forum seems to hate that. It seems like the most problematic aspect of the current system is that winning pilots with abysmal scores still go up.

#37 Percimes

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Posted 23 July 2016 - 11:05 AM

If you ask me, too many things are linked together... XPs, C-bills, PSR. PSR shouldn't be considered a reward.

PSR should evaluate gameplay.

C-bills should measure results

XPs can be a bit of both.

#38 Mystere

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Posted 23 July 2016 - 01:35 PM

View PostYellonet, on 23 July 2016 - 04:53 AM, said:

Make Psr Actually Represent Skill


Good luck!

How do you measure:
  • command abilities
  • vanguard
  • distraction
  • baiting
  • enemy suppression

View PostMacster16, on 23 July 2016 - 05:26 AM, said:

The whole PSR/tier system is broken and needs to be overhauled. I don't know why PGI made it the way it is and not realise that over time, the upper tiers would get diluted as lower tier players inevitably make their way into the higher tiers, causing the matchmaker to serve up games which are an absolute mess. It's why matches have been becoming noticeably less balanced and more derpy.


And I say let's just stop will all of this matchmaking silliness. Just how much more time is PGI going to waste on this very futile effort at the expense of game features still missing or severely lacking? STOP IT, NOW!

Edited by Mystere, 23 July 2016 - 01:38 PM.


#39 RestosIII

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Posted 23 July 2016 - 02:54 PM

I just want out of T2. I had my fun in laser vomit mechs, and now that I want to try and have fun with some proper PPC+LRM10 Warhawks, or superstock Summoners, I have to try and deal with the fact that all I fight are meta mechs and people that have CS:GO level twitch shooting. The worst part? I'm still rising towards T1 steadily with this garbage.

#40 Brain Cancer

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Posted 23 July 2016 - 02:57 PM

Just make the match score for raising your PSR go up with tier whether it's a little positive or a lot. Make the minimum match score to avoid PSR loss go up too.

Tiers are just bigger exp bars right now.





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