Prosperity Park, on 09 September 2017 - 08:32 AM, said:
Actually you blamed the game developer's matchmaking algorithm for the output of match. In reality the output of the match was due to the players. The only options are that you were in the wrong match, or maybe your "n=1" statistical analysis was flawed and you should not have launched a personal attack on the game developers.
Instead of complaining after a single match, maybe you should [in your own words] try again.
The outcome of the match has a lot to do with the matchmaker though. Specifically, the matchmaker building teams based on a PSR which fails to reflect the true skill of the player. So we end up with matches where one team is almost always stacked with better players than the other team.
While technically the players could play above or below their relative skill levels, the vast majority of the time the result is already predetermined once the match is created. This is/was a big problem in WoT as well. There were third party programs which parsed the results of each fight and then assigned a skill rating to each player. Most battles the outcome could be predetermined simply looking at player skill rating and what tanks they were using to the point a % chance to win was shown at the start of the match. If a high skill player was in a strong tank it has much greater effect then a lower skill player being in a similar tank. Occasionally the match played out differently than predicted because people do make mistakes or a group worked together outside of normal tendencies. However, typically the team predicted to win would win.
There was even talk about internal algorithms used by WoT which increased or decreased a players RNG setting to provide better or worse rolls on aiming and armor penetration. This theory seemed to hold true because wins/losses tend to be very streaky and logging off for a period of time seemed to reset the RNG performance. Fortunately there doesn't seem to be such a big reliance on RNG in MWO.
If PGI wants to improve the fights in MWO they first have to scrap the current PSR and start over with more focus on KMDD instead of pure damage. Supporting tasks like staying in formation, hit/run, flanking, scouting, and assists should have more value than pure damage. The PSR should be reset periodically with the last ranking being used to seed the new ladder which would quickly adjust based on current performance instead of historical.
Then they need to take the time to assign some battle values to the different mechs and mech variants. Hardpoint locations and numbers should be a big part of the equation as well as speed and mobility. Personally I think not having a value for weapons makes more sense than assigning weapons a value, but there are good arguments either way.
In the end having a matchmaker base the teams on an actually reflective PSR and the battlevalue of the mechs being used would provide better fights. It's just going to take some work by PGI to make happen. Unfortunately it seems things like Solaris have a higher priority than actually taking time to fix the core game.