It is in fact a glorified XP bar that basically only takes into account raw wins and it is possible to have a sub 1:1 WLR and advance to T1 through just playing a lot.
First off, we should also accept that in a game where the vast majority of matches are not played with the same 11 other players the wins and losses a player has matter very little in judging their personal skill and ability to influence a match. Even the best player is more or less done 9 times out of 10 when ten mechs on their team spontaneously explode.
So I've been discussing this and thinking about it at length with my unit and I'm gonna propose something. I don't expect everyone to like it, or agree with it or for it to be implemented, hell I wouldn't even be surprised if this has been suggested before but I'll go ahead and share so that i can say i tried.
Link a Players PSR to their average match score. That's it. No more progress bar, no more slow crawl towards up tier. Just average their match score and assign T1 -5 based on that, then only match +/- 1 tier because if you assign PSR based on average match score and you look at the distribution curve of those match scores you can ensure each tier is well populated.
I got this idea from using Jarl's list among other things as a reference but they have a shart that caught my eye:
![Posted Image](https://cdn.discordapp.com/attachments/345705552820830208/459073135493513226/unknown.png)
That is a near ideal distribution skill curve. If PGI were to say re do the Tiers as something like: (Purely an example not meant to be final numbers)
- T1 = Average Match Rating 275+
- T2 = Average match Rating 250-275
- T3 = Average match Rating 215-250
- T4 = Average match Rating 190-215
- T5 = Average match Rating <190
In addition we known PGI tracks this particular stat (you can see it in teh leader boards) and they wouldn't even really need to change the UI... the current bar could basically just display where in the current bracket their average puts them. The End of match UI can still have teh UP, Down and Equals symbol for PSR because it's just comparing Match rating Vs. your current average.
This would have a lot of benefits for players not the least of which would be making skill level match-ups much better, but also giving a more accurate measure of where you stand in comparison to other players. I can't guarantee better match quality but you'd certainly have less opportunity to call Spud on a T1 player as you would be less likely to stumble into high average match score over time.
But what about new players you ask? Well you would have new players play 50 or so games as an assumed PSR 1 then average their game scores and place them in the tier they have earned.
What about progression from there? You adjust a players average every so many games until they hit a statistically significant number of games say every 10 games until they reach 100 then from there on it's a live average.
What if i get better... won't old games hold me back? well they might except there is already existing systems that can handle this. At the beginning of a new season your PSR is determined by the existing average you have at the end of the last season/ last time you played, then you treat it just like a new players progression from there. First 50 games sets your new Average (including the old average as a less weighted factor) then proceed from there. So even if you seem stuck in a lower tier than you deserve it would only really last until the beginning of the next season.
Are there ways that this can be improved? Sure off the top of my head I'd weight performance of the different weight classes differently much like Jarl's List does becasue judging a Locust and an Atlas by the same standard seems crazy and a little unfair.
I could go on but this is already a wall of text. the point is this COULD be implemented using almost entirely existing structures and UI with minor changes. The biggest issue would be the math in the back ground for determining averages but after you've determined averages and assigned PSR the MM structure wouldn't have to change and might be the better for it.
Please discuss.
*Edited for spelling/grammar/formatting*
Edited by Agent of Change, 20 June 2018 - 12:08 PM.