IshanDeston, on 02 March 2018 - 09:55 PM, said:
I said it before, i say it again. Anyone that votes for 8v8 as a means to see less X-0's is delusional.
One lemon on your team of 12 accounts for 8ish % of the overall teams skill level. While one lemon on a team of 8 accounts for 12% of the teams skill level. Its akin to playing a match with a mech that only brings half its allotted guns. or those joke builds of Direwolves with 12 Tag lasers.
There is not going to be more tactical gameplay by removing 1 of each weight class. you will not see more light vs light matches, and you will not see more Assault vs assault trades. You will not see more flanking maneuvers with fewer mechs. And having one lemon on your team will impact the teams performance so much harder.
Its a terrible idea. to limit quickplay like that. If they want to do it in other play modes or give it as option.. sure why not. But why would i want to deliberately hamstring myself by increasing the total importance of each team members performance, when we all already agree that the current tier system isn't sufficient enough as metric for matchmaking.
Your math is flawed, but even if it was correct, your conclusion is lacking. Firstly, that 1 potato on your team is only ~12% of your team's allotment of firepower if they brought a 70 ton+ 'Mech. All lighter 'Mechs represent an effectively smaller portion of your team's firepower allotment *on average*, since the matchmaker does attempt to balance teams' tonnages as well as PSR.
Secondly, as concerns the conclusion from that data, you're assuming that we will have the same percentage of potatoes per team as we have now in 8v8. The smaller match sizes allows the matchmaker to match a smaller group of players together, so the skill difference per match should necessarily narrow as a result. So if we have enough players queued for one Tier 1 match of 8v8, and two tier 4 matches of 8v8, then we'll see those matches, rather than two 12v12 matches of a mixed bag of players in each match. So yes, this will absolutely reduce the occurrence of X - 0 matches.
And the primary reason PSR doesn't work very well is because the top tier of players in MWO is so small compared to the total population. As an example, we could probably increase the number of PSR tiers by a factor of 3, with a linear skill distribution, and end up with Tiers 1 through 7 being *extremely* low population(so low that getting a match in those tiers during certain hours of the day would simply be impossible if the current rules were enforced(i.e. Tier 1 never plays with Tier 5 or under). Reducing match size helps to mitigate this problem, and does exactly nothing to exacerbate it.
Implementing this as an option players could choose exclusively(like the old tickbox system for game modes) actually exacerbates all of these problems, since it will split the queues that much further, so it must be all quick play solo queued players or none of them.
Edited by Throe, 12 March 2018 - 03:28 PM.