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The Higher Your Tier You Are, The Worse Your Team Will Be


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#21 razenWing

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Posted 06 October 2016 - 09:21 AM

Blah blah blah... blah blah.

If you want to know the real reason? It's because there's not enough players. T1 games don't mean crap because they are 1 2 3 games, and you have no control over how many potatoes you get per game. (true single tier game doesn't exist... and never existed. stop dreaming) Despite the popular misconception that like everyone still left is T1... that's simply not true. If PGI is willing to release player data, I am willing to bet that the distribution is quite normal like a bell curve.

When you are in T5, it feels like you are in better teams because again... you are in 3 4 5 games, and it's just the luck of a draw whether you have more T3 players or T5 potatoes.

Want to know what a true T1 game feels like? Que group que. Because of MRBC, almost every single top tier teams are farming potatoes to get ready (thus, the need for a Master tier, please see my thread), and it is annoying as !@#$. (you will see a steady stream of CSJx, SJR, D5, 228, EMP, Lord... etc etc) The difficulty will be unsettling against regular T1s... and it will be downright depressing against God Tier players.

(recap: Why isn't Master tier a thing?)

Enjoy the 1 2 3 games and cross your fingers that God tier players drop Group Que more than making their presence in Solo Que. Cause when they descent upon your realm, you will be more miserable than you are now. And believe me, teamwork will be the least of your problems.

Edited by razenWing, 06 October 2016 - 09:22 AM.


#22 LORD ORION

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Posted 06 October 2016 - 09:27 AM

Get a T1 meta mech
Your only mission is to get 250 points every match
Carry hard.

The more you win, the more MM makes you want to lose.

#23 meteorol

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Posted 06 October 2016 - 09:32 AM

View PostLORD ORION, on 06 October 2016 - 09:27 AM, said:


250 points every match
Carry hard.


Posted Image

#24 Wintersdark

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Posted 06 October 2016 - 09:33 AM

View PostViktor Drake, on 06 October 2016 - 07:28 AM, said:

It is a hold over from WoT and WoWS. They are utterly convinced that win rate is solely determined by individual skill however the fail to recognize the fact that statistically even someone who is more skilled than 90% of all the players in this game still have a 10% chance of facing someone that is better than them. To put this in perspective, since there are 12 players on the enemy team and a player who is only better than 90% of all other players still have a 1 in 10 chance of meeting a player who is better than him, that it is almost guaranteed out of 12 enemy players, 1 will actually be more skilled than him. That being the case, if you believe the whole more skilled player wins theory, the 90% player would always lose.


"They" in this case is the user base, not PGI.

There's a reason Elo is based wholly on winning/losing (considering team ratings, ofc). But everyone cried about that, because it seems a huge percentage of the userbase are whiny b***hes who refuse to take any personal responsibility.


Personal performance is a contributing factor, but is less important than personal contribution to teamwork. Sadly, that's pretty much impossible to rank aside from the end result.

*shrugs* Whatever.

Instead, we get ranking based on damage done which is in itself even mediocre at best rating of personal skill, as it rewards inefficient play over efficient play, but that's another discussion.

And then people are surprised by sketchy matchmaking. We got what we asked for.

Not that the method used really matters at all a lot of the time, as low player counts result in such a wide rating spread per match that you're basically looking at being matched with/against roughly 1/3 of the total skill range in the game in any given match.

#25 LORD ORION

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Posted 06 October 2016 - 09:36 AM

View Postmeteorol, on 06 October 2016 - 09:32 AM, said:

Posted Image


That is the minimum goal not to lose tier rating on a loss.

#26 Appogee

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Posted 06 October 2016 - 09:54 AM

It seems to me that, even though Elo is gone, the matchmaker still creates two teams of what it believes to be equal skill. by determining the average skill level of both teams.

Eg.
3 good players + 9 bad players = 12 average players.
6 really good players + 6 really bad players = 12 average players
3 really good players + 9 average players = 6 good players + 6 above average players
etc.

Net: the better you get, the more potatoes you are expected to be able to carry.

But if you're levelling any of the Mechs PGI encouraged you to buy, or some of your 'good' team mates are levelling, then you're probably not contributing to your expected level. And then during leaderboard events you get some (not all!) top level players creating low level alts to achieve high scores.

The continually uneven matches show that this approach is flawed.

Edited by Appogee, 06 October 2016 - 10:02 AM.


#27 Duatam

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Posted 06 October 2016 - 10:00 AM

View PostYellonet, on 06 October 2016 - 06:55 AM, said:

garbage games due to no comms and generally no team play.


I notice you are from Sweden. Do you play on European servers? There is a huge difference in the communication between European and American servers. If you want team play and communication, best way to get it is to uncheck that European check box and play only on North America.

Edited by Duatam, 07 October 2016 - 08:46 AM.


#28 Mawai

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Posted 06 October 2016 - 10:22 AM

View PostUltimax, on 06 October 2016 - 07:48 AM, said:



Even the wins are often awful.

The enemy teams are frequently a complete sack of potatoes, your own team might also be a smoking hot mess.


Every time I drop solo, I actually consider uninstalling the game - not because the game is bad, but because this player base has some of the worst players & match making I've come across. (And then I drop team queue with my team and remember where the actual fun is, as long as the enemy is decent)

To make it worse, and more frustrating - they aren't just "new" or "inexperienced". I can live with those players, I'm willing to help them.

This playerbase has a contingent of players that seem to delight in making purposefully awful choices in mech builds and while playing the game. It's like they revel in just being terribads.


Other games have their potato tier clowns, but you're not usually exposed to them constantly once you fight your way out of that zone.


Ever since PSR was first suggested people have been saying that it was a bad ranking system. It is essentially a primarily damage based (that is how a large fraction of match score is calculated) win weighted ranking system.

What are the problems?
- it has an upward bias - you either stay even or go up on a win ... or you go down, stay even or go up on a loss
- Change is essentially based on match score which is damage based ... do more damage and your rank will go up
- Damage is not a good indicator of "skill". Skill is a bunch of factors, aim, situational awareness, tactical and strategic decision making ... sometimes your side wins because one person leads the push ... they can often die and do low damage BUT your side WINS because of that contribution ... the PSR based ranking system has no ability to include non-damage contributions. LRMs can do a lot of damage ... averaged over many matches and played reasonably, LRM builds are very effective at building up damage scores. They are not good at building team work skills, they are not good at learning to aim better, they are generally not good at creating better players. They are good at doing damage and in some cases contributing to your side winning.
- due to the non-conservative nature of the PSR ranking system, more chances to go up than down, the damage based match score and the relatively easy mode damage provided by LRMs ... the more matches you play, the higher your PSR will go. This will move a lot of the folks who just like to derp around using LRM boats into tier 1. When they drop in anything else they may have troubles since they may not have the aim, skills and situational awareness required to contribute.

The amazing thing is that most of these folks have moved on to tier 1 ... so my tier 3 games are surprisingly good most of the time :)

Finally, when PSR was first introduced, many folks thought it was really. The best balanced matches they had ever had (LOL). Do you know why this was? The initial PSR ranks were based on the outcomes of the previous 6 months of Elo based matchmaking and since it takes a lot of games to move the PSR values ... the matchmaking stayed good for quite a long time.

Unfortunately, now, the flaws of the PSR system are becoming readily apparent (and I am willing to bet that PGI has absolutely no clue how to fix the situation), I expect they will pretend there is no issue :)

TL;DR :) ... matchmaking isn't broken ... it works as well as it ever has and hasn't changed for years (at least in solo queue) ... the problem is that the player ranking system is broken ... GIGO prevails ... garbage in/garbage out ... if you give the matchmaker garbage data on ranks ... you get garbage matches out :)

#29 Mawai

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Posted 06 October 2016 - 10:37 AM

View PostAppogee, on 06 October 2016 - 09:54 AM, said:

It seems to me that, even though Elo is gone, the matchmaker still creates two teams of what it believes to be equal skill. by determining the average skill level of both teams.

Eg.
3 good players + 9 bad players = 12 average players.
6 really good players + 6 really bad players = 12 average players
3 really good players + 9 average players = 6 good players + 6 above average players
etc.

Net: the better you get, the more potatoes you are expected to be able to carry.

But if you're levelling any of the Mechs PGI encouraged you to buy, or some of your 'good' team mates are levelling, then you're probably not contributing to your expected level. And then during leaderboard events you get some (not all!) top level players creating low level alts to achieve high scores.

The continually uneven matches show that this approach is flawed.


Honestly ... I think this is mostly a BS myth. When PGI cited numbers the solo queue matchmaking had relatively small differences between teams and a relatively small standard deviation on teams. The matchmaker is designed to draw from PSR values close to the seed to start and expand the scope if the match takes too long to create (at least that is the theory). i.e. You don't usually get matches with 3 "high PSR" players carrying 9 potatoes.

My theory, for what it is worth, is that PSR is essentially worthless now for rating player skill anymore. When first implemented, initial PSR values were based off the results of Elo formed matches. Although there was a lot of complaining about Elo since it was only based on wins and losses vs the expectation of wins and losses ... on average over enough games it actually gets player ranks more or less right. PSR moves relatively slowly. It can take hundreds or thousands of matches to move to tier 1 ... but doing that may not require "skill" ... just the ability to do damage.

Anyway, if the player rank information is garbage then you will see exactly what appears to be happening ... matches with apparently a wide range of actual "skill" being formed.

PGI knows the answer ... it is unfortunate that they won't share. They could include the PSR difference between two teams along with the standard deviation on each team on the end of match screen. Or they could just look at these numbers internally. They could also plot the frequency of each game result ... eg 12-0, 12-1, 12-2 ... etc as a function of game mode over time to see whether there are MORE or LESS stomps now than there were last year.

I'm sure there are members of the community who would do the data mining for them on a pro bono basis under NDA if they are averse to issuing a contract for the work if they are incapable of doing it in house.

Anyway, the bottom line is that match quality in terms of average outcomes and PSR team balance can be measured and assessed directly ... having that information could identify specific areas where the game play experience (and thus presumably long term revenues) could be improved.

#30 Zibmo

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Posted 06 October 2016 - 10:43 AM

View PostEl Bandito, on 06 October 2016 - 08:16 AM, said:


And so we are back to the part where people say "there is only one constant variable in every game one loses, (or wins)". And since I am that variable, I am pretty happy about my performance. Posted Image

Still, when one spectates a teammate who seems alien to the concept of torso twisting in T1 matches, it really feels tragically comedic.

Posted Image


I have never read a single post of yours where I had any doubt in your self-satisfaction.

#31 Thunder Child

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Posted 06 October 2016 - 11:07 AM

As a very Tier 3 player, I hate being in your matches just as much as you hate having me there, Tier 1 Players.

I play this game to have fun. For me, personally, in my own opinion (JUST so we are CLEAR on that), it is not about the win. Sure, winning is nice, but if I have a good brawl, a running LRM Duel, manage to solo three or four other mechs in a "sub-par" build, or pull off a nice flank maneuver when the lance randomly decides to follow me, then I'm happy.

What I don't like is watching mechs evaporate due to pinpoint focused fire, because the poor b@5t4rd on the receiving end took a wrong turn at the wrong moment (not to be mistaken for stepping out of cover in the EXACT SAME SPOT FOR THE TENTH TIME!!!). Or seeing some guy getting berated about "learn to torso twist you scum sucking piece of filth NOOB!". Or people getting hashed out over their choice of mech and/or build.

It's the PUG queue! It's where people go to do the things they have fun doing in this game. If you want to be all elitist, go play in the group queue or private matches. Although, if your idea of fun is to berate the hell out of people, I will quite happily add you to the ignore list.

#32 FupDup

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Posted 06 October 2016 - 11:12 AM

View Postcazidin, on 06 October 2016 - 07:00 AM, said:

There is only one constant variable in every game you've lost. Posted Image

I've never been able to understand the "you're the only constant" argument.


For one thing, if we accept the premise that Bob is the only constant in all of his losses, this means that, by logic, Bob is also the only constant in all of his victories. So, every loss that Bob experiences is only caused by Bob himself, implying that he's a baddie. But, this also means that every victory is caused solely by Bob and no one else, making him a God among men who can carry hard (really hard).

These two revelations together leave us with absolutely nothing more than what we started the argument with.


For another thing, if you argue that Bob is the only thing affecting the match, that means you're admitting that only a single person can influence the outcome of a match...there are 23 other persons in the match. If one person has influence on the match outcome, you can sure as heck bet that 23 people have a lot of influence as well.

Edited by FupDup, 06 October 2016 - 11:21 AM.


#33 GrimRiver

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Posted 06 October 2016 - 11:14 AM

One thing I can say for sure is nascaring doesn't go away at T1, even if you tell your team repeatedly not to and then get told to "shut up nuub" + other insults then get hit with even more insults when team is stomped and the people yelling insults have the lowest score.

Also there is ALWAYS 3 or 4 good players on the team at any given time while the rest are average to below average of skill and score.

Of course in PUGlandia this is always the case.

#34 C E Dwyer

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Posted 06 October 2016 - 11:20 AM

View PostZibmo, on 06 October 2016 - 07:03 AM, said:


This is quite possibly the most glib retort to these threads. There are 11 other players on a team. There is only one constant variable in your post.

OP: I feel you.

But they other 11 aren't coming here to cry about it

#35 Wintersdark

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Posted 06 October 2016 - 11:31 AM

View PostAppogee, on 06 October 2016 - 09:54 AM, said:

It seems to me that, even though Elo is gone, the matchmaker still creates two teams of what it believes to be equal skill. by determining the average skill level of both teams.

Eg.
3 good players + 9 bad players = 12 average players.
6 really good players + 6 really bad players = 12 average players
3 really good players + 9 average players = 6 good players + 6 above average players
etc.

Net: the better you get, the more potatoes you are expected to be able to carry.

But if you're levelling any of the Mechs PGI encouraged you to buy, or some of your 'good' team mates are levelling, then you're probably not contributing to your expected level. And then during leaderboard events you get some (not all!) top level players creating low level alts to achieve high scores.

The continually uneven matches show that this approach is flawed.



This is not correct.

It doesn't "add people to get the average where it wants it". That's flatly wrong.

What's amusing here is people use that to try to explain how the MM works, but it's unnecessary: The results we get are the exactly what you should expect from what the algorithm actually is.

It takes the oldest player in the queue, that's the match seed. It then adds players starting from that seed rating, and adding at ever increasing delta from that specific rating.

It goes up and down from the rating together.

However, if the match is seeded at high rating (not uncommon, if you think about it: Mid ranked players will tend to get pulled into matches quickly, so they're not going to sit around long to actually seed matches often - I can demonstrate this more clearly if anyone has questions, but don't really want to go into detail if not necessary) then it'll basically start building teams with the strongest highest rated players, then add people at constantly lowering ratings until it's got the teams made

Note: it'll only go so far (one tier's worth of rating) then stop extending until it hits the setpoints, under normal circumstances 1 minute then 2 minutes for +/- tier delta, then continue extending. This allows players who queue after the MM starts building the match but within current bounds to get pulled into matches by delaying the process overall, instead of just quicking building a match out of the closest 24 players regardless of ranking delta


But this DOES mean that at "mid tiers" you'll have matches that are made of players almost entirely higher or lower than you, or you flush in the middle, fairly frequently. As your ranking progresses, though, there are ever fewer players above you and ever more players below you. As such, you're going to find more and more lower ranked players with you.

Now, the important thing to consider here is that there are two reasons a player is lower ranked than you, but still close enough to get into a match with you.

1) He's abysmally bad, but plays a lot. Thus, he's not T1/highly ranked yet, because he's so bad his ranking increases very slowly.

2) He's decent, but plays rarely. Mostly rusty, then, and likely out of touch with current strategies.


I fall into #2 above, for example - I play quite infrequently these days (ususally one session a week, for ~6-8 matches), and while I tend to lose rating on 1:10 games overall, I'm still T2 due to playing so few matches.



So, as time progresses, more and more really bad players end up in the #1 situation above. They keep creeping upwards, and populating T2/low T1 with players who just barely manage to increase rating overall.

Enjoy!





TLDR: The MM doesn't "try" to do anything; it doesn't add players to counterbalance other players, it's really simple. But low pops and a ill thought XP bar rating system gets us what it gets us.

#36 cazidin

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Posted 06 October 2016 - 01:26 PM

View PostFupDup, on 06 October 2016 - 11:12 AM, said:

I've never been able to understand the "you're the only constant" argument.


For one thing, if we accept the premise that Bob is the only constant in all of his losses, this means that, by logic, Bob is also the only constant in all of his victories. So, every loss that Bob experiences is only caused by Bob himself, implying that he's a baddie. But, this also means that every victory is caused solely by Bob and no one else, making him a God among men who can carry hard (really hard).

These two revelations together leave us with absolutely nothing more than what we started the argument with.


For another thing, if you argue that Bob is the only thing affecting the match, that means you're admitting that only a single person can influence the outcome of a match...there are 23 other persons in the match. If one person has influence on the match outcome, you can sure as heck bet that 23 people have a lot of influence as well.


Bob is a puny god.

#37 Felicitatem Parco

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Posted 06 October 2016 - 01:30 PM

View PostYellonet, on 06 October 2016 - 06:55 AM, said:

Now that I'm T1 it feels as though I've been in more bad teams than before, and thinking back it seems to me that the higher tier I've had, the larger percentage garbage games due to no comms and generally no team play.
And as I usually get into a match quickly (<30 seconds) I should be with high tierish players, right?

What's up with that?

Even though tiers are mostly XP, surely they should count for something?


I have been rolled by teams consisting of Tier 1 players often enough, so the theory "THE HIGHER YOUR TIER YOU ARE, THE WORSE YOUR TEAM WILL BE" does not really hold water.

#38 Aiden Skye

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Posted 06 October 2016 - 01:46 PM

View PostEl Bandito, on 06 October 2016 - 08:16 AM, said:


And so we are back to the part where people say "there is only one constant variable in every game one loses, (or wins)". And since I am that variable, I am pretty happy about my performance. Posted Image

Still, when one spectates a teammate who seems alien to the concept of torso twisting in T1 matches, it really feels tragically comedic.

Posted Image


Even though EBJ's have wet cardboard for armor, this deserves a lol.

#39 Zibmo

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Posted 06 October 2016 - 01:59 PM

View PostFupDup, on 06 October 2016 - 11:12 AM, said:

I've never been able to understand the "you're the only constant" argument.


For one thing, if we accept the premise that Bob is the only constant in all of his losses, this means that, by logic, Bob is also the only constant in all of his victories. So, every loss that Bob experiences is only caused by Bob himself, implying that he's a baddie. But, this also means that every victory is caused solely by Bob and no one else, making him a God among men who can carry hard (really hard).

These two revelations together leave us with absolutely nothing more than what we started the argument with.


For another thing, if you argue that Bob is the only thing affecting the match, that means you're admitting that only a single person can influence the outcome of a match...there are 23 other persons in the match. If one person has influence on the match outcome, you can sure as heck bet that 23 people have a lot of influence as well.


I agree with you completely. But the eternal solipsist simply knows that he, and he alone, is the causative factor. And, by extension, even though you really don't exist, you must also be the causative factor. Internal consistency is overrated.

View PostCathy, on 06 October 2016 - 11:20 AM, said:

But they other 11 aren't coming here to cry about it


That's your rebuttal? If you don't enjoy the thread, butt out. Your contribution is credited with its net worth.

Edited by Zibmo, 06 October 2016 - 02:01 PM.


#40 Tier5 Kerensky

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Posted 06 October 2016 - 02:14 PM

View PostFupDup, on 06 October 2016 - 11:12 AM, said:


For one thing, if we accept the premise that Bob is the only constant in all of his losses, this means that, by logic, Bob is also the only constant in all of his victories.

So, every loss that Bob experiences is only caused by Bob himself, implying that he's a baddie. But, this also means that every victory is caused solely by Bob and no one else, making him a God among men who can carry hard (really hard).


Are you really thinking this? Bob is the only constant, the rest are changing factors. For each single fight the outcome is based on many factors.





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