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Its Seems That Pick Up Group (Pug) Matchmaker Is Pairing People Based On W/l Ratios, Not Tier Level


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#21 Blue Pheonix

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Posted 10 March 2017 - 02:27 PM

I am seeing a lot of games like that too Bush Hopper and it is highly frustrating.

Almost all games I lead my lance in damage and match score. Many times I lead the team in damage and match score even if piloting a light. So, as you said, its not you, nor is it me who's gameplay has suddenly changed or worsened and can be explained for the slate of losses and incredibly lopsided games. Its something else. I am just not sure of what it is.

I too am seeing many players do sub 200 damage in all weight classes. Many players dying so soon after the match starts. A good part of the team dropping so soon. After many games its out of the ordinary. I am trying to make sense of it.

I reached out to see if anyone else is experiencing the same thing. It seems like some of you are. It may be nothing. It may be due to something like a declining player base. It could be a change over the last few months in an algorithm. I am not sure what to make of it.

Edited by Blue Pheonix, 10 March 2017 - 02:34 PM.


#22 Anjian

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Posted 10 March 2017 - 05:52 PM

Is it necessarily wrong? Matchmaking out of win/loss ratios is one of the most common methods of matchmaking, though its not exclusive and often inclusively used with other methods.

The forms of observed matchmaking used by many games are

1. Format based.

An example of format based would be let's say"

Four Light
Four Medium
Four Heavy
Four Assault

To be ideal but the mix can also vary.

2. Tier based.

Players and vehicles are structured by tier, and you are matched according to that, with a degree of under and over. The system accepts a certain margin of imbalance.

3. W/L rate

Players are matched in a way that they carry or be carried so the W/L rate floats to around 50%.

4. Match Performance. This is a bit nebulous, since this is a number created by a series of factors including W/L rate, Damage per game, Survival rate, KDR, objective points, Kills per game.

5. Equivalence

Every player or vehicle is matched to a corresponding equivalent based on tier and type.

Many games would use a combination of these methods but always remember, the matchmaker is only as good as the pool it works on.

Edited by Anjian, 10 March 2017 - 05:54 PM.


#23 Revis Volek

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Posted 10 March 2017 - 08:53 PM

View PostRoughneck45, on 10 March 2017 - 01:13 PM, said:

One life per round + high hp = snowballing = 12-3 games happening more than 12-9 games.



No, not really. To any of this nonsense...

That is the reason for stomps, yea sometimes people derp but thats just something that happens. Like hitting the lottery or a pothole ,one has better odds though but anyway, Roughneck is 100% correct and no MM or ELO or Maths system for MM i know of stops stomps in games like this.

#24 Tier5 Kerensky

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Posted 10 March 2017 - 09:01 PM

OP you have no idea what you are talking about.

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It seems a player with a “1” W/L ratio wins 50% of the time and losses 50% of the time. Anything higher than “1” means he wins more than 50% and anything lower than 1 means he losses more than 50%.


Yes, that is by defination of probalities in general. W/L rate of 1:1 is the same thing as winrate 50%. You say it as conclusion or observation which means you either don't understand it at all or you are trolling. And trolls tend to be really lazy low effort people who write little, so you are not trolling.

In same manner you can't conclude that black seems dark. You can't say it seems 2+2 is 8-4. They are.

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For instance, if a player’s W/L ratio is 1.2, he seems to be getting paired with at least one other person on the same team who has a (negative) (.8) W/L ratio.


Nope. Everybody gets paired by players who's W/L rate is in range of 0.8. All the time. Players with W/L 0.8 are common enough that they are nearly always around when you pull 24 players together.



Quote

And long(er) losing streaks then normal for people with a positive W/L ratio. The higher the W/L ratio, the more inconsistent the games seems to be. As said earlier, there is only so much one can carry.


Oh really? To whom you are comparing? Answer is, no one. You are making this up.



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On a team, basically the higher W/L ratio players are expected to carry the negative W/L ratio players.


Not true. Ignoring the whole silly concept of "carrying", if a better player wants to win more, than less better players, he, and he alone, has to play better than those others.

You cannot win more than others, by wanting. Or by existing. You do not win more, by being better. You actually have to play better. Not in some games. Not on Mondays and Fridays. You do it always, or you don't.

You get to win more, by playing better, that is the only way. In fact, what you seen to crave for, is exact the opposite of what you consider ideal.

You want the MM to give you weaker opponent, and stronger teammates, than to other people, simply because by your own standing you are better. You want the MM to take account W/L ratios.

You struggle with yourself only. And when you try to explain the struggle to yourself, you get it all wrong. And by no measure, in any particular unique way. What you have said, has been said by very many. Particularly in Armored Warfare, where they actually had a skill influenced MM for a while. It was, in particular, opposed by better players.


Quote

Almost all games I lead my lance in damage and match score.

[color=#959595]Almost all games I lead my lance in damage and match score.[/color]And if Usain Bolt were to run with random people, he could observe how he runs faster, and can maintain his speed longer than others.


Any other observation would be really strange.

Edited by Teer Kerensky, 10 March 2017 - 09:02 PM.


#25 Too Much Love

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Posted 10 March 2017 - 11:51 PM

It seems to be the universal problem.

I have the same issues: dozens of defeats in a row with the teammates making 100 dmg, then victories after victories against with the strong allies against weak teams.

In fact it's stupid and boring.

#26 Weeny Machine

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Posted 11 March 2017 - 01:51 AM

Weekend...that's all I say. (Disclaimer: It is NOT about my performance. I am pretty average imho)

Playing Polar a thought popped up: I really think sometimes the MM isn't to blame. LRMs do bloated damage numbers and that's why some players are put into tiers they do not belong to - especially because of the PSR being more of an experience bar than anything else.

Why I got the tought? Well, at the beginning of the match our team's LRMoverlords congratulated themselves to their specs (our SHC had LRMs, too). During the match I saw then in chat "Omg they have even more lrms" and "Can't do anything. Too many LRMs". I have to admit that I had to laugh at that point because of the initial chat lines and shoulder patting.

Sidenote: Yes, I was salty Posted Image

Result:
Posted Image

Edited by Bush Hopper, 11 March 2017 - 02:12 AM.


#27 cazidin

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Posted 11 March 2017 - 07:18 AM

This game is fine. It's stagnant population is healthy. The matchmaker is working as intended. Please return to your regular island activities. Posted Image





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