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Players Raise In Tier Eventually Regardless Of Their Skill. Could We See Psr Tweaked To Fix That?


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#1 Night Thastus

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Posted 25 September 2016 - 01:15 PM

Hello all!

I know it's a well-known issue around here, but I figure it bears repeating.

The current PSR system is very weighted towards rising in tier. A bad player, if they keep playing enough matches, will raise in PSR and Tier (eventually becoming Tier 1) even if they haven't improved at all as a player or are "qualified" to be in that tier.

I'm not sure what the best way is to address this. However, Kanajashi's suggestions seem very appealing to me, and appear to hit the root of the issue.



This would make progress in the Tier system a lot more satisfying and meaningful.

I'm aware that any and all things that could be implemented into the game have their drawbacks or complications, whether technical or otherwise.

However, I feel that for the sake of having a better matchmaking system in which players are more evenly matched against one another, some sacrifices should be made if necessary.

Thanks!

Edited by Night Thastus, 25 September 2016 - 01:24 PM.


#2 Deathlike

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Posted 25 September 2016 - 01:18 PM

Just remember that there are people actively willing to tank to stay in T5.

I'm not saying the "XP bar" we have can't be refined... but just understand there are issues with trying to tweak it.

You're honestly better off refining the Tiers (increasing it to a degree) and the math done (or requirements) to alter your PSR.

#3 Duatam

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Posted 25 September 2016 - 01:52 PM

I agree with Kanajashi's suggestions. I'd be perfectly happy to stay in Tier 3/4 if that is what my skill level is. I've mostly had really nice, enjoyable, and balanced matches so far.

#4 TLBFestus

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Posted 25 September 2016 - 02:00 PM

I've found a very simple solution to "PSR creep".

I play so little now that any forward progress out of my current tier would make a snail yawn.

#5 WrathOfDeadguy

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Posted 25 September 2016 - 03:56 PM

Would still like to see tiers determined per weight class; it is entirely possible to be capable of a Tier 1-2 performance in one class but only play at a Tier 4-5 level in another. I'm a total potato in assaults... I feel guilty every time I drive them because I'm just that bad compared to the rest of my teammates.

#6 C E Dwyer

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Posted 25 September 2016 - 04:33 PM

I don't care about PSR, its a bad generic lash up, with bad implementation, had they used a weight system, as they had in ELO I'd give a damn about it.

#7 El Bandito

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Posted 25 September 2016 - 05:18 PM

PSR needs harsher penalties on loss. And a soft PSR reset should precede it.

Edited by El Bandito, 25 September 2016 - 05:18 PM.


#8 Chuck Jager

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Posted 25 September 2016 - 10:35 PM

All I know is the difference between tier 2 1/4 vs lower than that is night and day.
It is now easier to level mechs in FW and group play than trying to work as a team member in QP.
I feel like I am the driver of the VERY SHORT BUS

#9 Mike McSullivan

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Posted 25 September 2016 - 11:34 PM

View PostEl Bandito, on 25 September 2016 - 05:18 PM, said:

PSR needs harsher penalties on loss. And a soft PSR reset should precede it.

exactly this. The values and chances of rising and dropping should be the same.

I am too old for Tier 2 ;)

Edited by Mike McSullivan, 25 September 2016 - 11:44 PM.


#10 Tarogato

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Posted 25 September 2016 - 11:43 PM

PSR would be immediately immeasurably better if it were based on a scoring algorithm that was:

- Average match score
- Average tonnage played
- KDR
- WLR
- decays exponentially the fewer matches you've played



... and then divided the playerbase into tiers according to that scoring algorithm, where the top 10% of players were Tier 1, the next 10% or 15% of players were Tier 2, etc etc, and the bottom 20% of players were Tier 5.




... I even have this scoring algorithm mostly made. I'm just sorting the kinks out of the weight class multiplier right now.

#11 PhoenixFire55

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Posted 26 September 2016 - 12:56 AM

There are countless topics about the same thing since forever. PGI doesn't give a damn. Working as IntendedTM.

#12 BLOOD WOLF

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Posted 26 September 2016 - 02:28 AM

View PostTLBFestus, on 25 September 2016 - 02:00 PM, said:

I've found a very simple solution to "PSR creep".

I play so little now that any forward progress out of my current tier would make a snail yawn.

So if anybody doesn't know he's told us for the thousandth time of how little he plays. YAAY, I can't wait till the next time I hear this

#13 DGTLDaemon

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Posted 26 September 2016 - 03:04 AM

There are two fundamental flaws with the current PSR system:
- The PSR does not represent the actual player skill level compared to other players. Instead, it is pretty much a prescribed curve representing PGI's expectations of how a player's skill should improve with time, with slight variations depending on the player's actual performance.
- The PSR system does not reward players for getting into higher tiers in any way. If anything, it punishes you for going up in tiers, because it becomes more difficult to earn C-Bills and XP due to the more challenging environment.

Therefore, in order to "fix" the existing system, the following must be changed:
- The player's tier should be an accurate representation of their current skill. The easiest way to do it is to take a certain indicator, such as the match score, or a combination of indicators, and compare them across both teams in a match. If your score is higher than average, you go up. If your score is lower than average, you go down. If your score is the same as average, you stay where you are.
- The players should be rewarded for ascending through tiers. For example, a small (say, 5-10% per tier) bonus could be added to the player's C-Bill and XP earnings per match. This would give players an incentive to go up in tiers, and make them actually work hard to avoid dropping to a lower tier.

Anyways, those are just my thoughts on the matter :)

#14 Stone Wall

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Posted 26 September 2016 - 03:13 AM

I do agree with the PSR, but the question is what is skill in this game?

Note the sarcasm: Hiding behind rocks, skillz. Sniping long range, skillz. LRM spamming, skillz. Brawling/Circle of Death like classic online Mech games, no skillz. Solo capturing the base while everyone plays TDM in Assault, no skillz.

You guys don't trust PGI to develop the game, so how are they going to determine what are skills when I doubt any of the Dev team were any good at the past Mech games?

Edited by Stone Wall, 26 September 2016 - 03:13 AM.


#15 Hunka Junk

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Posted 26 September 2016 - 03:31 AM

View PostCathy, on 25 September 2016 - 04:33 PM, said:

I don't care about PSR, its a bad generic lash up, with bad implementation, had they used a weight system, as they had in ELO I'd give a damn about it.


I wanna hear more about the weight system in ELO.







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