A Brief Analysis Of Season 4 Results
#1
Posted 04 November 2016 - 06:20 AM
Google Sheets Link:
https://docs.google....eEvc/edit#gid=0
#2
Posted 04 November 2016 - 07:01 AM
Is it possible to do the "percentile" more accurate above 99% (not asking you to do it, just asking in general)? Because the best 1% already starts at 335 global matchscore, and it would be interesting to see how the best people (withing the 1%) rank against each other.
#3
Posted 04 November 2016 - 07:15 AM
meteorol, on 04 November 2016 - 07:01 AM, said:
Is it possible to do the "percentile" more accurate above 99% (not asking you to do it, just asking in general)? Because the best 1% already starts at 335 global matchscore, and it would be interesting to see how the best people (withing the 1%) rank against each other.
Added a break out of the top 1% of season 4 at the bottom. Currently its ranked by avg score with a 100 min games played filter in place.
#4
Posted 04 November 2016 - 07:25 AM
#5
Posted 04 November 2016 - 07:28 AM
Other than that, pretty cool.
#6
Posted 04 November 2016 - 07:38 AM
Personally, I think PGI should be publishing this type of analysis each season including the 30 game cutoff for binning and 100 game cut offs for top performers.
For the folks who like being competitive, this type of feedback can be a motivator to play ... to try to achieve standing in the top 1% or 5% or top 100 or 500 players. It doesn't appeal to me but it does appeal to some and this sort of feedback should be part of PGIs marketing strategy.
They should also be working on other features to drive longer term player interest and player retention (which they are ... better FW and an improved dynamic skills system ... if they do something good with it ... will also help).
Edited by Mawai, 04 November 2016 - 07:39 AM.
#7
Posted 04 November 2016 - 08:01 AM
#8
Posted 04 November 2016 - 08:05 AM
I mean... that's "retention" for you.
Edited by Deathlike, 04 November 2016 - 08:14 AM.
#11
Posted 04 November 2016 - 08:16 AM
#12
Posted 04 November 2016 - 08:17 AM
Bush Hopper, on 04 November 2016 - 08:16 AM, said:
Scale doesn't matter though! Volume is everything!
VOLUME OF GAMES IS EVERYTHING!!!1!11!
#13
Posted 04 November 2016 - 08:26 AM
#14
Posted 04 November 2016 - 08:48 AM
Bush Hopper, on 04 November 2016 - 08:16 AM, said:
The score system values damage very heavily, and lights being capable of the least potential dps greatly contributes to this gap. Unfortunately game winning actions that are most commonly tied to lights such as point capping and peeling off enemy mechs from the front lines is not rewarded to the individual light pilot. It's somewhat unfortunate.
#15
Posted 04 November 2016 - 09:18 AM
Single Mom, on 04 November 2016 - 08:48 AM, said:
The score system values damage very heavily, and lights being capable of the least potential dps greatly contributes to this gap. Unfortunately game winning actions that are most commonly tied to lights such as point capping and peeling off enemy mechs from the front lines is not rewarded to the individual light pilot. It's somewhat unfortunate.
Not really (unfortunate that is). It just means folks need to take the weight class into consideration when considering average match score and modify their expectations accordingly.
Weight classes need viability and a role. They don't need to be equitable in dealing damage. That match score needs some adjustment to better reflect the role of lighter mechs is a different issue, but in the mean time folks need to learn how to interpret things in context. Clamoring for balance before first understanding the state of the game is a wasted exercise.
Edited by Lukoi Banacek, 04 November 2016 - 09:19 AM.
#16
Posted 04 November 2016 - 09:42 AM
#17
Posted 04 November 2016 - 09:47 AM
Single Mom, on 04 November 2016 - 09:42 AM, said:
Lights are the worst value with current mech pack pricing so no real demand for them (and by extension, no real motivation for PGI to fix or make playing the class more attractive).
#18
Posted 04 November 2016 - 09:47 AM
#19
Posted 04 November 2016 - 10:02 AM
#20
Posted 04 November 2016 - 10:13 AM
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