Khobai, on 31 October 2017 - 11:44 AM, said:
which is why match score is all that should matter. so that cant happen.
yeah because they play in groups with other good players. its already been established that if you play in groups you can better control your W/L record than if you pug.
Again I am not talking about playing in organized groups Im talking about pugging it. And you cant control what potatos do. It literally is RNG because you could end up with the teamkilling potato on your team.
of course it is. if you get a team killing potato on your team randomly and lose because of him thats RNG.
dont !@#4ing tell me potatos arnt RNG. theyre unpredictably stupid.
obviously match score isnt perfect and needs some work if it can be gamed. if you fix it so it cant be gamed, then your whole point about being able to game it goes out the window. so well just make the necessary changes to match score. done. fixed.
wins/losses should only matter for team ratings. wins/losses reflect how the team performed as a whole. not how a single individual performed. someone can do jack **** and still win. or they can do everything right, get massive damage, and still lose. wins/losses has no bearing on individual performance.
match score is the only thing that should matter when assigning individual ratings to players. match score reflects how an individual performed.
youre getting getting team ratings confused with individual ratings. theyre two different things.
when assigning individual players to a tier, you want to use match score as the metric. players that get consistently higher match score belong in a higher tier than players that get consistently lower match scores. wins/losses have nothing to do with that.
when ranking teams on a ladder, you want to use win/loss ratio. wins/losses reflect how well the team works together and how good the team is compared to other teams
its the same thing in sports. when they rank players they dont rank them based on whether their team wins or loses. they rank them based on their own personal stats. its only when they rank teams they look at the wins and losses.
Again, flat out wrong.
I have played maybe 10 games in group queue this last month - in which, btw, I lose more than I do in group queue. I do better in solo pug queue than group queue, almost universally. Because in group queue there's no matchmaker at all and you can have huge swings in the caliber of who's in what group on what side. In qp since you're always in a random group within a matchmaking parameter (with very few exceptions) you have far, far more statistical impact on your win/loss. In group queue you can just get consistently carried by your teammates as they are a consistent factor. In pug queue you are the only 100% consistent factor in all your matches.
I absolutely am talking about pug queue. The math isn't hard and it's fundamental statistics.
You are the only consistent factor in all your matches. All the others are random, with a matchmaker. The exact same matchmaker everyone else gets. So any 'random swings' you get are exactly the same as everyone else. Since group queue matches group SIZES that's not the case - if you're in a 4man you're only matched with groups who add up to 12, where as a 10man team only gets matched with 2mans. Also there's the tonnage variable based on your team size. It is *not* the same, not even close.
How you play impacts your teams ability to win. Every single match. So if you are better at the behaviors that win matches (yes, damage and kills but also teamwork, coordination, situational awareness, communication) then you'll win more. That shows out in the law of averages and law of large numbers.
Match score is ****. It's worthless as a measuring tool. If I tried to use something that inaccurate for anything in my line of work to do something like, say,
predict a given persons impact on their teams ability to win a match like exactly what a MM is supposed to do, I'd get laughed at and moved to another project or even line of business because I would have no place working in analytics.
The only useful indicator of your ability to win matches is your historic win/loss. Full stop. End of topic. If you want to break down WHY someone has a particular damage or match score or KDR and what impact that has
for how that person plays in order to help them improve then yes. Those metrics can be studied.
However, and I don't know how more simply this can be put,
for Quickplay there is no metric that is in anyway trustworthy or useful for predicting someones value to winning (or losing) a match than their W/L rate. Nothing else. At all. For any reason, in any way, shape or form, has any place or value in establishing your odds of helping win a match. You could break W/L down more by having a separate stat for individual mechs and loadouts but, again. To be perfectly clear. Only your W/L has any relevance at all for predicting your future W/L value. This applies more in QP than in any other mode in the game including FW and comp queue.
Damage is usually very useful in driving wins. Kills, maybe. Match score? It's modified by your wins but also includes stuff that is often completely irrelevant like component destruction. I maximize match score by taking Streaks or ATMs and by hiding at the end of a match to avoid dying, so if I blow some STs off, steal 2 kills and then go power down my match score average would be higher than if I squirreled 1/4 the enemy team or spent the match running caps.
Players in sports don't get their own Elo score because they don't play in random teams. If they did you would have to give them one and it absolutely would be Elo based because that's the only useful way to rank their ability to win matches.
ZippySpeedMonkey, on 31 October 2017 - 02:40 PM, said:
I picked 8 vs. 5 because that way it would be scalable. In future we could actually have 16 vs. 10, if PGI ever got ambitious enough to make it more lore friendly.
So you think if we just remove all quirks and such that would somehow be more balanced than now? Why do you think that's somehow going to balance the game?
Please. I'm begging here. Someone, please, help me understand where the idea comes from that makes people think that just removing all quirks and going 8 v 5 is somehow magically going to 'balance' Clan vs IS. I really want to understand where the logic there is coming from.
We can skip over the fact that the idea failed completely in tabletop and just go right to 'how is balancing 5 v 8 going to be easier than 8 v 8'?