Rogue Jedi, on 18 August 2016 - 08:48 AM, said:
Please stop sugesting that the PSR bar is an experiance bar, it is not
in the last 6 months my bar has hardly moved, it has been between the R and the number of my current tier for more than 6 months.
I play Light Medium and heavy Mechs, I am hopeless in most assualts, I find meta play to be boring so tend to avoid it, I tend to prioritise teamwork over damage output, and the group I usualy play with are mostly higher tier than I.
If I spend a lot of time playing solo my bar does go up but playing with my group I will never go up in tier and I am fine with that
Well... it's a metaphor, and it's almost entirely correct. Because of the way PSR allows more opportunities to advance than to fail, players
will tend to move upward - it's far more difficult to get a score high enough to avoid falling on a loss than it is to score low enough to avoid being carried upward by your teammates, for example. Since players are selected at random each match, this means that even abysmal players will trend upward.
Over time.
That's the point at which the metaphor fails, and at which the people who use the metaphor to criticize the system fail to understand either concept. It's like the old chestnut about monkeys in a room, banging on typewriters, eventually producing the complete script to
Hamlet. Sure, they absolutely would - but not within the expected lifespan of the universe. PSR
is designed to be an "experience bar," but the experience measured is intended to be teamwork, not time or skill.
That's why we
have the PSR rating and algorithm
* instead of just using a modified Elo. We already
had an Elo system, but it just wasn't working for the very top (or bottom) players. I know this firsthand; one of them used me as an Elo anchor just so he could get into matches in under 5 minutes - if at all. Many others resorted to the same thing after they'd wait five minutes only to find that even with
allI the safety valves opened, the matchmaker would fail to find them a match. PGI tried various things, but wasn't able to find a balance between match speed and seal-clubbing prevention. Either the elite players (and crash helmeted special children) would be placed into matches with
vast differences in player skill, or they'd have to wait forever and a day between each and every match.
But PGI seems to have noticed something along the way trying to balance Elo - when mismatches occurred, one elite player mixed in with a bunch of newbies seldom fared well against an enemy team comprised of moderately skilled players whose average Elo was equivalent to the mixed team. This even tended to be the case (based on my anecdotal experience and conversations with high-level players) when there were several top-level players on the mixed team, and perhaps one top-level with the homogenous enemy. Players who were experienced enough to
work together made better teammates for high-level players than low-skilled cannon fodder.
And so we have PSR. It's designed so that eventually every player is expected to be in Tier 1 or 2 (this is from the official PGI posts,) and that's ok, because it's not a skill ranking system at all - it only tries to measure teamwork. This focus allows top-level players to reliably find matches while still preventing them from fighting absolute newbies; it balances ease of matchmaking against skill matching fidelity by emphasizing teamwork as well as individual results. This makes it a good system for what it's intended to do - and most of those criticizing it simply ignore history when voicing their complaints.
*
: You're welcome, Mailin.