Balance This, Balance That
#1
Posted 11 June 2018 - 08:51 PM
I mean, by all means, keep fiddling with faction balance. Who cares if only one in a dozen games feels worth playing. Priorities.
#2
Posted 11 June 2018 - 09:10 PM
#4
Posted 11 June 2018 - 09:36 PM
Luminis, on 11 June 2018 - 08:51 PM, said:
I mean, by all means, keep fiddling with faction balance. Who cares if only one in a dozen games feels worth playing. Priorities.
And, have you done anything about it? I personally sent multiple suggestions to Russ for improving MM, via Twitter, but it would be more effective if there are tons of other players who openly voice their concerns to him through Twitter, as well. Forums are much less effective.
Edited by El Bandito, 11 June 2018 - 09:36 PM.
#5
Posted 11 June 2018 - 09:41 PM
Luminis, on 11 June 2018 - 08:51 PM, said:
I mean, by all means, keep fiddling with faction balance. Who cares if only one in a dozen games feels worth playing. Priorities.
I think all this can be pretty easily fixed. The only question is how long are you willing to wait for matches?
#6
Posted 11 June 2018 - 09:52 PM
El Bandito, on 11 June 2018 - 09:36 PM, said:
And, have you done anything about it? I personally sent multiple suggestions to Russ for improving MM, via Twitter, but it would be more effective if there are tons of other players who openly voice their concerns to him through Twitter, as well. Forums are much less effective.
Made suggestions around here, as has been done by many others.
PGI not bothering with their own forums and communicating strictly via Twitter isn't going to make me create a Twitter account, I'm afraid. Besides, I'm a little baffled that we've come to accept them being that oblivious.
Kaeb Odellas, on 11 June 2018 - 09:41 PM, said:
Evenly spreading the players among the two teams ought to take zero additional time. It's an equation the servers ought to handle in miliseconds. Quick and easy bandaid is anyone gave a damn.
Edited by Luminis, 11 June 2018 - 09:59 PM.
#7
Posted 11 June 2018 - 10:17 PM
Luminis, on 11 June 2018 - 09:52 PM, said:
PGI not bothering with their own forums and communicating strictly via Twitter isn't going to make me create a Twitter account, I'm afraid. Besides, I'm a little baffled that we've come to accept them being that oblivious.
Evenly spreading the players among the two teams ought to take zero additional time. It's an equation the servers ought to handle in miliseconds. Quick and easy bandaid is anyone gave a damn.
AFAIK, the only thing the matchmaker takes into account are the player's weight class and PSR tier. We both know there are wild variances in mech performance within a weight class and player skill within a tier. The fact that one T1 player can be far superior to another T1 player, and one assault mech can be far better than another complicates things.
And suppose they start arranging teams by player stats. How do they go about determining a player's effectiveness? K:D? Win:Loss? Average match score? What if a player has a high win rate but mediocre k:d or average match score? He could either be a brilliant shot-caller or he could be repeatedly carried in group matches. What about the opposite, where a player has high k:d and match score but low wins? Is he strong and unlucky, or a coward who hides behind his teammates? How does the system account for that?
And what about mech effectiveness? They could try to rate a mech's effectiveness by calculating its average win rate or kill rate, but that doesn't take into account the variety of mech builds. Omnimechs throw the distinctions between variants right out of the window.
I don't think it's as simple as just "evenly spreading the players"
#8
Posted 12 June 2018 - 01:52 AM
I still don't know why PGI will not crank up the PSR penalties for Tier 2 and Tier 1 players. If I'm not serious 100% of the time I shouldn't be Tier 1. A 1:3 W/L ratio is fine to work until T3 but penalties should scale up more in T2 and even higher in T1 so that any "non-serious 24/7" player will never reach T1.
Edited by Elizander, 12 June 2018 - 01:53 AM.
#9
Posted 12 June 2018 - 02:22 AM
Kaeb Odellas, on 11 June 2018 - 10:17 PM, said:
I don't think it's as simple as just "evenly spreading the players"
Sorting by average match score isn't the perfect solution, but the observation is simple.
In the vast majority of cases I've checked, lopsided games correlate to a lopsided distribution of average match score. In a 12-0,12-1,12-2 blow out and so on, the winning team had a significantly higher avg. MS total - I bet results are similar if one was to compare KDR, WLR, player percentile or whatever other metric. Avg. MS is, however, arguably easier to scrape than player percentile and not accurate than, say, KDR.
I mean, we can choose to not do anything until someone offers a perfect solution or we could try to improve the situation as best as possible.
#10
Posted 12 June 2018 - 02:29 AM
#11
Posted 12 June 2018 - 02:33 AM
#12
Posted 12 June 2018 - 03:56 AM
Johnathan Tanner, on 12 June 2018 - 02:33 AM, said:
That's way to categorical. Certainly a zero sum rating system might be better but it's not the only alternative.
ELO systems aren't zero sum for example, but it's open ended so there is no limit to the granularity meaning that you can always sort players correctly regardless of how high the ratings get.
You could have the current system without the positive bias for example, that would be better without being zero sum. There is basically an infinite amout of possible rating systems both better and worse than the current one.
It's always a bad idea to say discussion is meaningless, trying to declare ultimate breakdowns of rationality in a given subject etc. Not only is does it not acheive anything and makes it harder to talk about things, it's also melodramatic and a bit childish.
Edited by Sjorpha, 12 June 2018 - 03:57 AM.
#13
Posted 12 June 2018 - 07:03 AM
Johnathan Tanner, on 12 June 2018 - 02:33 AM, said:
We absolutely need a zero sum matchmaker - and since that, as you pointed out, isn't happening, I'd at least like to make the best out of what we have.
If PGI straight up refuses to implement anything that reduces the skill gap among players within a given match, I'd at least like to try and balance the two teams in the match as best I can. Y'know, try and get something to improve the current situation by implementing something that has not been ruled out.
Otherwise, what are we supposed to do? Sit around with our thumbs up our asses and just accept that matchmaking is gonna stay FUBAR for as long as MWO stays online?
#14
Posted 12 June 2018 - 09:45 AM
#15
Posted 12 June 2018 - 09:57 AM
Edited by LordNothing, 12 June 2018 - 09:58 AM.
#16
Posted 12 June 2018 - 10:45 AM
Being a Monday night, I wonder if the release valves had been opened and it was just random mash-ups? The distinct lack of flavour-of-the-month mechs/builds really made me wonder what was going on.
#17
Posted 12 June 2018 - 11:15 AM
#18
Posted 12 June 2018 - 11:24 AM
MechaBattler, on 12 June 2018 - 09:45 AM, said:
In theory somebody's capacity for teamwork would show up in their stats over time in some way like more wins or whatever.
#19
Posted 12 June 2018 - 11:34 AM
I joke you have to play like you're Liao, your team are Davrats, and the enemy are Clanners.
#20
Posted 12 June 2018 - 01:02 PM
The worst of all is the difference between the Invulnerability=ON Light mechs and the insta-dead Medium mechs. Some Mediums are good, but most are made of tissue paper. I can't understand how both these mech Classes exist in the same game.
Above all MWO mechs have either not enough armor or hit boxes that are too big. What gives the Light mechs survivability is their small hit boxes and speed. Anyway the tier 2 tech made MWO's flawed Mech weaknesses much much worse. Most of my Clan mechs are pure garbage now. To have any fun and feel like I am driving a mech I have to go Inner Sphere. I don't really care which Faction does what, I just want the mechs to feel like actual Battlemechs.
As for the MM, I don't see a solution for that. QP will likely always have to draw on the full player base to move quickly. Best to rely on yourselves to organize the teams you end up with better. What you really need for consistent quality matches is to be on a Merc unit in Faction Warfare. Playing with a team you know is the most rewarding, but of course teammates are not always available and not all Merc units have the right combination of qualities. Then there is FW which pits me into Siege too often for my liking and lacks the notoriety and rewards you would expect. As a Lone Wolf, you get nothing really and I guess Clans can hire Merc Units in MWO which is forbidden in BattleTech. Oh well.
Fix my Clan mechs please... and my Thanatos and Shadow Cat.
Example: Arctic Cheetah vs. Black Lanner.
Which is faster? Arctic Cheetah.
Toughest? Arctic Cheetah
Most Damage? Arctic Cheetah
Most Agility? Arctic Cheetah
Jumping? Arctic Cheetah
Tonnage? Black Lanner
What's wrong with MWO's Mediums?
Edited by Lightfoot, 12 June 2018 - 02:00 PM.
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