Xavori, on 03 December 2017 - 09:36 PM, said:
vandalhooch,
Obviously you don't understand how ELO, WHR, TrueSkill, etc. work. That's the difficulty we're having. Google them. Read up on them. All of your arguments against my suggestion seem to be born in ignorance, and ignorance is easily correctable.
Starting to realize that you are all bluster. I actually used the TrueSkill equations to calculate the minimum matches necessary to "accurately" rate a player's skill in MWO.
I've yet to see you do anything beyond making vague claims about what these systems are supposed to be capable of doing.
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The short version, you absolutely can use ELO-like rating systems in team games that will ultimately end up giving a rating that allows for comparison between individual skills. The evidence in support of this is overwhelming as all kinds of team based games do exactly that and have been since even before computer games.
Going to need you to actually cite some of that support.
Note: Using an Elo-ish system to rank individuals relative to one another is not the same thing as measuring an individual's skills. A relative system can not give you absolute data.
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Actually, you can't use random teams. If you use random teams, you get random results, and random numbers are random.
Here's what could happen if you had random teams. And for the purposes of this example, I'm going to use player skills of just 1-10 with 1 being mashed potato and 10 being l33tzorz. Let's say you had 8 players with ratings: 10,10,8,7,3,2,2,1. Now let's say the matchmaker randomly made these two teams:
Team A: 10,10,8,7
Team B: 3,2,2,1
Exactly what do you think is going to happen? And how then do you think you're getting any new meaningful data with which to adjust player ratings based on this massacre?
How about these two teams -
A: 10, 10, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1
B: 5, 5, 5, 5, 4, 4, 2, 1, 1, 1, 1, 1
Does that look like an even matchup? Because according to your and TrueSkill's assumptions this should end up in an even match. Do you even play this game at all? Do you really not see that Team A is going to get decimated every time?
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It doesn't matter how likely such a scenario is. It just matter that it's possible. It's why I keep calling our current leaderboard garbage. A W/L ratio above 1 only means that that player has played on winning teams more often than losing teams. You cannot read anything else into it because you cannot isolate down to just that one player's skill being responsible.
If you would have read my writing a little more closely you would see that I at no time defended the current leaderboard nor did I ever claim that the leaderboard is in the least bit useful.
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Yes, it's possible that in the current environment that a W/L ratio above 1 means you are a good pilot, but it's not anywhere near a certainty. You could be a bad pilot who just happens to only log on when even worse players are online. You could be getting carried by your teammates (because solo and group aren't split on the leaderboards). You could just be lucky in that you end up with good teammates in solo queue more often than not. It doesn't matter how likely any of those possibilities are. All that matters for rendering the leaderboard data meaningless is that there are so very many possibilities other than just "good pilot".
Conversely, if you have a matchmaker that does not build random, but instead tries to match team skill ratings, you'd get:
Team A 10, 8, 2, 2 (22)
Team B 10, 7, 3, 1 (21)
Now you have a quality match.
You will also get 10, 10, 1, 1 vs 7, 5, 5, 5. Is that a quality match?
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Team A has a very slight advantage which will end up reflected in the adjustments, but it's close enough that both teams have a good chance to win, and hence, you can expect that the winning team should move up in ratings. Team A would move up say 3 points with a win or 4 points down with a loss, and Team B would move up 4 points with a win and only 3 points down with a loss (these are totally made up numbers just to illustrate the point...badly since you don't want negative numbers in player ratings *smirk*) that reflect the small advantage Team A had. After the match, you'd adjust everyone's ratings immediately so that next time the match will reflect the most up to date rating possible. Repeat this 40-50 times, and you'll effectively shuffle the individuals within the teams to a rating that likely reflects their comparable skill (or 90-100 for 8v8, or hundreds for 12v12)
I am more and more convinced that you don't actually understand how those systems actually work. Every example you pull up for a possible match is an idealized version. You completely ignore the fact that those systems don't try to match players one for one on each team. They try to match team totals, which is a completely different process and will not result in "good matches" all of the time.
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So the goal of a better rating system is to produce better matches. This in turn has the effect of giving us a much better indication of who are the good, average, and still learning pilots. It won't be perfect because MWO has so many moving pieces and variables, but it'll be light years beyond what we have now.
Still waiting for you to show some sort of support for your claim that stomps happen in 80-90% of matches with the current system.
I'd also like to see you explain how your dream system will actually create your idealized matches from a limited pool of players available to be slotted at any given moment.
Team A: 8, 8, 5, 3
Team B: 7, 7, 6, ?
How long is the matchmaker supposed to wait around for a 4 to hit launch? Oh, and need to make sure that that 4 is piloting the correct mech class. If the only pilots available and in the right mech class are all 9's, is that close enough to launch? You do know that TrueSkill systems would actually slot in that 9 and launch creating an unbalanced match, right? You do know that that is how they actually work, right? What the TrueSkill system will do is limit how much the ratings for Team B would adjust if they win and increase the movement of Team A if they win. But here's the thing you don't seem to grasp . . . that unbalanced match will absolutely, positively be launched.
A limited available player pool is going to end up with a larger proportion of unbalanced teams regardless of what system you use to rate the players. Always!