Nightbird, on 14 June 2019 - 07:08 AM, said:
Would you rather have an assault with 0.5 WLR on your team or a light with 2WLR? *shrug*
Only if you are tracking Elo by individuals or fixed teams. What in Elo allows the Elo of a team to be calculated by the average Elo of the players?
You've played group queue enough to know that big tonnage mismatches can bridge a skill gap, especially in a pug environment where people may not be communicating. Again - I am 100% absolutely in agreement that on the average a w/l based system will give better results. I'm simply pointing out for everyone else that if you're playing in a smaller player pool (Oceanic timeframe) that your results in any given match will be more sensitive to individual player variables. i.e if there's literally only 3 good players on and 2 of them are drunk AF and leveling Corsairs you're going to have a very different experience than if all 3 are on practicing with their best mechs with game faces on prepping for league play. In NA primetime you've got a vastly larger pool so any individual players variance is less impactful on the whole in a given sample size.
So Elo is only tracked at a player level. However to build a match you are inevitably building matches with as close as possible of a match in 'score' (that's the Elo score, in fact the numbers you're using are literally Elo numbers) as possible.
All Elo does is frame W/L on a 0-2800, with 1400 being average. It has a K factor with is what decides how much your score moves on a win or a loss. So without a massive player base it's going to be impossible get perfect matches every game. Every game will have a variance between teams in Elo score. One team A may average 1500, the other team B 1425. In that instance first team is weighted higher and as such has better odds of winning. If team A wins they get X points and B loses X points. However if it's an upset then A loses Y points (a higher number because it means predictions were wrong) and B gains Y points.
The biggest issue we had before is that gain/loss of points was averaged at a team level and didn't taper. So because of low population a really good player (anyone much over 1800, because our population is mostly terribads) would perpetually inflate on average to 2800 because
So what you do is at 1800, Elo gain/loss should be cut in half. Then cut it in half again at 2000, and in half again at 2200, and again at 2400. You probably want to do the same for people under 1000. This prevents people wildly divergent from mean from inflating/deflating to functional end of spectrum. At least not without a truly stupid number of matches. That cut by 1/2 is just an example, it would probably more accurately be a 20/40/60/80 cut. You're trying to artificially create a human skill curve for the top 5-10% of players to help the MM keep a differentiation between a 'good' player and a 'great' player.
Then you reset everyones score every 12 months or so. Even if you just remove point variance from 1400 by 80% to 'seed' the next seasons results.