Mister Blastman, on 12 August 2016 - 10:58 AM, said:
If you had stats in college then you'd understand that an average is comprised of a set of numbers in a range that has a minimum and maximum value...
And right now the average win/loss ratio is 1.09 (most likely due to group queue disparity), the median is 1:1
-and-
You can get 1.09 with a set of numbers ranging from 0.2 all the way up to 2.2 with a undeclared mix between those two poles.
Does that make sense?
This means that there WILL be some players with an average win/loss ratio of 1.3, 1.4, 1.5, 1.6 and even 2.0 and this is not because the matchmaker is broken, it is because they are good at the game.
The statistics support this.
You will never have a matchmaker that fits everyone in at 1:1 and if you do somehow manage to create one, you will see a large exodus of the player population because frankly good players don't like to lose half the time and bad players like to think they should win more than half the time.
This for sure. If the system was weighted on a moving bell curve it would help weed out the bads and get rid of the "progress bar."
Just a couple of comments ...
1) An average or mean has nothing to do with minimum or maximum values ... it is simply the sum of the numbers divided by how many numbers there are. In this game W/L can go from 0.0 to Infinity (assuming you have zero losses
).
2) The average is not 1.09 due to group queue ... why? The reason is that for every person who wins in the group queue, there is a person who loses. Yes, there are some folks who can pad their stats because they play with well coordinated teams in the group queue ... individually they move up on the W/L scale. However, W/L (unlike PSR) is conservative so you get as many wins as losses tallied (with a few draws thrown in).
3) I completely agree that there will be folks with high W/L and folks with low W/L ... that is the basic nature of a distribution where folks have different skill levels.
4) "You will never have a matchmaker that fits everyone in at 1:1 and if you do somehow manage to create one, you will see a large exodus of the player population because frankly good players don't like to lose half the time and bad players like to think they should win more than half the time."
Totally wrong
. The reason you don't see 1:1 for all players is that matches have to be made in a finite length of time and the player rating system is not perfect. In a perfect rating system there are always far fewer players at the top and bottom of the distribution than in the middle. The top players are often grouped with ones who are not so good while the worst are grouped with better players. These natural variations can shift the odds of winning. In addition, if the player is better than their rating they SHOULD have a W/L > 1. The problem with PSR in this regard is that it is capped. Folks reach the tier 1 cap and can't go any higher. They play lots of games against folks with similar ratings but the ratings don't reflect skill. Over time the pool of players at that rating grows and the actual skill broadens and folks at the top find the matches worse and they they can have a greater impact since they contribute more and can thus maintain a W/L > 1.
However, if you have a good rating system AND enough players at the top and bottom of the range then the W/L WILL tend toward 1.0 since you will be matched against players that are JUST AS GOOD as you are and who ALSO EXPECT to win more than 50% of the time. It is simple statistics ... if the matchmaker is working then W/L will tend to 1:1 with decent match quality.
P.S. Elo was a conservative rating system but was based solely on W/L (it resulted in a bell curve type distribution as expected) while PSR is non-conservative and is mostly based on damage done with a W/L bias (as a result, I expect that by this point the distribution is FAR from a bell curve).