Posted 01 February 2018 - 04:20 PM
As long as the matchmaker is broken, because the in-game ranking system is broken, none of these leaderboards matter at all.
PSR is effectively an XP bar. Unless you are the most potato potato that ever potatoed, you will go up. Hell, when I was actively working against going up, I was going up. Once I quit that, I started going up a decent pace.
The matchmaker then tries to use this broken PSR to make matches. Now, that works to keep newbies away from Tier 1 non-smurf accounts, but that's it. Everything else about the matchmaker might as well be random. And since the matches have random skilled players, the stats produced are random. Random numbers are random.
So the Jarl's list, while kinda fun to browse, ultimately becomes as meaningless as the official leaderboard.
But, but Xav...what about...blah blah blah
- A good matchmaker produces matches where both sides have a 50/50 chance of winning. That means that in a good matchmaking system, everyone should eventually have a W/L ratio that approaches 1. This is the easiest way to see just how bad PGI's matchmaker is.
-No matter how many matches, no matter what your actual W/L is, you can't say with any degree of certainty that you are responsible for your success because again, random numbers are random. Just because you have a positive W/L, that doesn't mean you are a good player. Most likely, it means you play on teams where you're eliminating as much of the randomness of the matchmaker as possible. But it's also possible that you just log on and get lucky with your teams.
-The reason number of matches doesn't matter is that player skill in MWO (or really any online game) doesn't follow a normalized distribution. This isn't rolling dice where every roll has an equal chance of producing the numbers 1-6. This is closer to rolling a dice where the numbers are 1,1,1,3,5,6. There are vastly more bad, below average, and just casual players than there are great players. And even among the good players, if they are playing a new, unskilled mech, or just goofing around, or are tried, etc. they would be a hindrance, not help, to their team. So, no Law of Large Numbers for you!
-The stats the game tracks actually have little bearing on team success, and quite a few match types don't even reward objectives in a meaningful way. Do you know how many conquest matches I've carried by focusing on objectives? Nope? Neither do I, although I have screenshots of a few memorable ones. And what about those 'boring' base rush matches. Do you see any way to identify how effective a pilot is at helping his team win those ones?
-A great player who can CT 90% of his alpha strikes will actually have lower damage stats, lower KMDD's, lower solo kills, earn less c-bills, and less XP than a potato who lives on streaks, ATM's, LRM's, and other targeted weapons. This comes up every time PGI runs a faction-based event that is tied to match score or damage done. You are far better off being a bad aim and padding your damage than in being an effective pilot. And even kills, solo kills, and KMDD's suffer from this. Kill is just last hit. A KMDD requires getting the most damage which goes back to padding damage being better than being efficient. And solo kills combine these two bad stats into one terrible stat.
p.s. I'm really looking forward to the 1v1 and 2v2 Solaris style games where we can finally see who the good pilots are. This doesn't mean they'd necessarily be good quick/faction/comp play teammates, but for the purposes of finding out who can pilot their leaderboard class mech the best, it'll work.