Nightbird, on 31 July 2019 - 08:50 AM, said:
Does not take into account bad players with good teammates that carry them. See it every day in Quick Play. WLR is boosted based upon the relative quality of your teammates vs your opponents. Talk your way into a group of good players and your WLR is going up and it has nothing to do with your 'Mech or piloting skills. Contrariwise, a good player or group of players can lose games when they get teammates that TK or Disconnect or do large amounts of team damage despite the fact that they played well. Or even they play well, but lost because it was conquest on Polar and did not Cap at all. WLR is a quick and dirty approximation, but it is not something you want to use as the basis of your Match Making engine. I would not use it to compare one 'Mech to another. It's not good enough, in my opinion. If it is good enough for you, then I am OK with that.
thievingmagpi, on 31 July 2019 - 08:53 AM, said:
good players win more than bad players.
sure, sometimes you do 1.8 damage and get 8 kills and your team still loses. but that level of performance will guarantee you get more wins than losses, by a considerable margin.
if modern sports were a random assortment of players stuck together without any kind of sorting, then yes, wins would be counted.
See above. Remember, the outcome of any given match is largely determined, 95.8% (23/24), by the other players of the match. 95% of your Win was based upon what other players did or didn't do. Yes, good players can influence more than 5%. But even if you inflate to 33%, reflecting a 4 kill game, that still leaves everyone else 67%. Again, the match is more in their hands than yours. You are better off using Match Score to rate individual performance.
I do agree that good groups win more than bad groups. Once you have a lance or more of good players working together on a voice chat then their chances for a Win go up. And that is how we usually see them, we see good players in a group with other good players or perhaps even sync dropping. While I don't have stats to back that up, I think we can agree that helps increase Win probability.
Kubernetes, on 31 July 2019 - 10:27 AM, said:
Wtf are you talking about? WAR? Also, when the sample size gets big enough, W/L becomes all about you.
Well, Wins Above Replacement is a counting stat. I would not base a MatchMaker off of WAR or any other counting stat. I have written other posts on this topic before. I would prefer a Battle Value calculation based upon the the Player, Mech, Loadout, Map, and Game Mode. Probably closer to how xFIP is calculated. Try to strip out other players influence, luck, and randomness of performance, etc. to get to a number that can get a close approximation of how you expect that player to do in this mode on this map with that 'Mech with that loadout. That would be my goal.
As for sample size, increasing the sample sizes will not change the underlying ratios of influence to match outcome. It "may" normalize with very large sample sizes, but relying on randomness for accuracy...I would not use that for a system. Also, if a player groups with good players all the time then a larger sample size will only skew his WLR even further. The fundamental flaws in using WLR still remain irregardless of sample size.