Tier System Reset
#1
Posted 09 September 2017 - 05:17 AM
Tier 1 Should mean best of the best.
Tier 3 should mean average etc ... the way it is now it just doesn't work and everyone knows it.
Since the tighter match requirements, matches are actually worse imo. Its a stomp one side or the other with terribly long build ups before the battle.
Not to mention wait times are a lot longer as well.
#2
Posted 09 September 2017 - 05:27 AM
#3
Posted 09 September 2017 - 06:03 AM
You can't make a own tier for like 100-1000 people.
Edited by Teer Kerensky, 09 September 2017 - 06:08 AM.
#4
Posted 09 September 2017 - 06:17 AM
#6
Posted 09 September 2017 - 06:55 AM
me getting rolled time after time day after day match after match is starting to get old
I am trying not to complain since that will only make matters worse
still it would be nice to have a little fun before MW5 comes out in 2 years
#7
Posted 09 September 2017 - 07:01 AM
#8
Posted 09 September 2017 - 07:07 AM
You just need to be there for "insert some amount of time" to be Tier 1. EVERYONE GETS A TIER 1!!!
How darn you all put skill into a perfectly politically correct system! I want a T1 so I demand I get one!
Edited by Gaden Phoenix, 09 September 2017 - 07:08 AM.
#9
Posted 09 September 2017 - 07:11 AM
#10
Posted 09 September 2017 - 07:15 AM
I think that group queue victories may be skewing some player's PSR upwards when they go back to QP.
Edited by nehebkau, 09 September 2017 - 07:16 AM.
#11
Posted 09 September 2017 - 07:28 AM
#12
Posted 09 September 2017 - 07:51 AM
Having some kind of exclusive top tier with the 17 best players in the world is a gamer prestige fantasy, not a solution for effective matchmaking.
But if ranking were actually accurate, players could expect that teams would at least be balanced (e.g., each team has 8 true Tier 2 players and 4 true Tier 1 players, or a group of effective players with a few dominant players).
A while ago, PGI boasted of gathering all this "telemetry." This is what I think devs probably can, and definitely should capture and compare to determine player rank:
- Time until first 30 points of non-strike damage dealt to enemy. Good players are aggressive. (Lower is better.)
- Average interval between receiving non-strike damage from enemies. Good players are constantly engaged. (Lower is better.)
- Total damage of non-strike dealt. Good players maximize opportunities. (Higher is better.)
- Total solo kills. Good players pull their weight. (Higher is better.)
- Playerbase average score of variant used. Good players excel regardless of tool advantage. (Lower is better.)
Metrics like these, taken together, are impossible to fake. You can either do it all or you can't. Use them, and player skill should be accurately reflected in tier assignment.
Edited by East Indy, 09 September 2017 - 07:58 AM.
#13
Posted 09 September 2017 - 08:34 AM
the game would give you a choice
beginner/easy
average/moderate
hard/advanced
all those games and wisdom have been thrown out
instead hey lets throw everyone in together
oh that don't work lets give new players a 15% boost to help them
ok how about founders hey lets give them a boost
man we have players that only play a few times on the weekend, yeah lets give them a boost
man players keep complaining about balance
can we computer work the system to get better balance
yes sir if we have a good enough data center
any chance we can tweak things you know buff some players and nerf others
yep can do
what we can do is place players in shift registers (buckets) and we can tweak things to get the overall
balance we want
man that sounds great
I am closing in on 19,000 drops here my win loss stats
Quote
#14
Posted 09 September 2017 - 08:39 AM
Edited by stealthraccoon, 09 September 2017 - 08:40 AM.
#15
Posted 09 September 2017 - 11:57 AM
East Indy, on 09 September 2017 - 07:51 AM, said:
Having some kind of exclusive top tier with the 17 best players in the world is a gamer prestige fantasy, not a solution for effective matchmaking.
But if ranking were actually accurate, players could expect that teams would at least be balanced (e.g., each team has 8 true Tier 2 players and 4 true Tier 1 players, or a group of effective players with a few dominant players).
A while ago, PGI boasted of gathering all this "telemetry." This is what I think devs probably can, and definitely should capture and compare to determine player rank:
- Time until first 30 points of non-strike damage dealt to enemy. Good players are aggressive. (Lower is better.)
- Average interval between receiving non-strike damage from enemies. Good players are constantly engaged. (Lower is better.)
- Total damage of non-strike dealt. Good players maximize opportunities. (Higher is better.)
- Total solo kills. Good players pull their weight. (Higher is better.)
- Playerbase average score of variant used. Good players excel regardless of tool advantage. (Lower is better.)
Metrics like these, taken together, are impossible to fake. You can either do it all or you can't. Use them, and player skill should be accurately reflected in tier assignment.
East Indy, on 09 September 2017 - 07:51 AM, said:
Having some kind of exclusive top tier with the 17 best players in the world is a gamer prestige fantasy, not a solution for effective matchmaking.
But if ranking were actually accurate, players could expect that teams would at least be balanced (e.g., each team has 8 true Tier 2 players and 4 true Tier 1 players, or a group of effective players with a few dominant players).
A while ago, PGI boasted of gathering all this "telemetry." This is what I think devs probably can, and definitely should capture and compare to determine player rank:
- Time until first 30 points of non-strike damage dealt to enemy. Good players are aggressive. (Lower is better.)
- Average interval between receiving non-strike damage from enemies. Good players are constantly engaged. (Lower is better.)
- Total damage of non-strike dealt. Good players maximize opportunities. (Higher is better.)
- Total solo kills. Good players pull their weight. (Higher is better.)
- Playerbase average score of variant used. Good players excel regardless of tool advantage. (Lower is better.)
Metrics like these, taken together, are impossible to fake. You can either do it all or you can't. Use them, and player skill should be accurately reflected in tier assignment.
Solo kils shouldnt be included. Total amount of assists should with kills being a bonus.
#16
Posted 09 September 2017 - 12:03 PM
Every Potato can get Tier 1 as long as they aren't the absolute Terribad of Terribad
It's an EXP bar as the system is currently implemented
Zero sum PSR, now that would work fine.
Players ranked relative to one another. Higher performers, Tier 1
Potato performers, no longer Tier 1
stealthraccoon, on 09 September 2017 - 08:39 AM, said:
...Incorrect
http://leaderboard.i...=stealthraccoon
#17
Posted 09 September 2017 - 12:26 PM
I think Tiers themselves just need to go and move to matchmaking by PSR. Which is a problem in itself. Kills, Damage, KMDDs, Assists...none of it can be used to be an accurate measure of player skill.
Best short term solution I can think of is base it off W/L ratio and damage per component destruction.
#18
Posted 09 September 2017 - 12:42 PM
Mcgral18, on 09 September 2017 - 12:03 PM, said:
Every Potato can get Tier 1 as long as they aren't the absolute Terribad of Terribad
It's an EXP bar as the system is currently implemented
Zero sum PSR, now that would work fine.
Players ranked relative to one another. Higher performers, Tier 1
Potato performers, no longer Tier 1
...Incorrect
http://leaderboard.i...=stealthraccoon
Sad thing is that I'm a mediocre Light pilot but I look OP/above average vs a potato. I should really be Tier 2, but "PSR" says "lol XP bar" instead.
http://leaderboard.i...php?u=Deathlike
Edited by Deathlike, 09 September 2017 - 12:43 PM.
#20
Posted 09 September 2017 - 10:17 PM
so a new system would need to be devised
1) win loss (part of the old sys)
2) match score (are you participating)
3) combat effectiveness rating (something new)
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