FRAGTAST1C, on 04 November 2019 - 10:38 PM, said:
But when you compare yourself with other pilots who, too, play wonky builds 'cause it is fun and still perform like the top tier pilots, then their skill is higher than yours. I'm just saying that people treat this as a game and can also say who is a better player no matter what.
Things aren't mutually exclusive and in MWO, winning is more or less "Fun". I don't mind finishing outside the top 20 for 20 games straight in, say, PUBG 'cause I can easily play with friends. But in MWO, outside of FP, you have to rely on chance to play with your friends. I don't want to keep losing constantly when I'm not with my friends. Some might consider that fun and all the power to them.
But our friend here gets upset with words. So, MWO is more than just a game to him 'cause it offends him to his core. Why else would he get hung up over the fact that someone can point out the difference between Lower and Higher tiers? But he masks it by attempting to speak for others.
The only true way "average" player stats could be a real indicator (not that I'm disagreeing with you here), would be in said players always played the same mechs with the same exact builds against the same players. Even then, you can get a rough concept by taking mech stats with mechs with the same builds and compare them.
I'm in no way disagreeing that there are players who are more skilled than another player. We are not all made equal, and even "equally skilled players" is incorrect because no two players are perfectly equal in all aspects of game play. However, "similarly skilled players" is most accurate, but often implied when talking skill levels. (Ex: "If two equally skilled players fought each other with X and Y builds, this one is more likely to win due to how the build was created." This is a generalized statement promoting favor of how effective a build in theory should run, and there are builds which it can easily be true.)
Most of what I say is more so "It's a game, don't worry about winning or losing, go have fun". I mean, for some people winning "is the only way to have fun", and for those who wish to pursue a more comp style of play by all means can and should. I'm just requesting that people realize it's not the "only" way to play this game. If the match is close, I can, and have, had fun playing a match where I lost. It's a PvP game, so someone has to lose for someone else to win. This should not be a shame nor an embarrassment.
As a notation on "High and low" tier, it's not just divisitory (spelling? Is that even a word?) term, it's a distinction between skill levels and even play levels. Even within tiers (especially T1 and T5 being the most common brackets for this) there are different levels of player skill.
There is nothing wrong with players being "lower" or "higher" skill. This only turns "wrong" when that said skill is used to try and shame or get someone to shut up. "You need to have X stat to talk here." I've seen it actually used in threads, and often times when I've seen it used it's been used by someone with good Jarl's listing stats and PSR rank, but they are sharing incorrect information... but don't want anyone to counter them because "I'm better than you".
AKA: Player skill and PSR rank have nothing to do with the value of what someone says. It shouldn't be used in that manner, but I've seen it used as such all to often. It's not an indicator on the value of a person. Of this I do believe many of us here agree on.
(But considering how GuardDog has been acting here, his own words and actions are what we are using to "scale" him... and I tried to find a middle ground "terminology". I really did...)
Horseman, on 05 November 2019 - 04:59 AM, said:
Stats are a tool, nothing more. And they absolutely should exist. . If you're offended about the idea of player stats, you're offended by the idea of competitiveness, and if you're offended about that you have no business playing PVP games.
Poor understanding of a game is typically the primary cause for poor performance...
Stats absolutely should be used as a tool, one for MM purposes and for a direction on personal improvement. MM needs some quantifiable measurement to gauge a player to place them against a player "of similar skill level". Stats (in some form) is what any MM will use, be it "experience", "level of gear" or "in match performance".
I like to use stats to determine how well one build works from another, so I can find what works (statistically) best for me. That doesn't mean that sometimes, screw stats, I use what seems fun and I feel I do well in. (Sometimes, stats can surprise me when I think a mech is on average "doing well" and then I find out... "Oh... maybe it's not doing as well as I thought... but hey! It's fun to play with!")
I will comment though, I hate PvP games for the most part. I'm here because this game is a Battletech game and I LOVE Battletech. It's one of the very few PvP games I've actually gotten into, and I actually enjoy. I'm here mostly to have fun, though I have entered into the comp scene from time to time...
On the last segment I left of your quote
(and pardon me chopping off the last half of the sentence, I didn't want to deal with that specifically), I'm going to want to leave a notation that, sometimes a player may "know" what to do, even if they can't achieve it with their skill level. So skill level shouldn't be used to invalidate technical knowledge, as you'd be surprised how often some high skilled players are about the technical specifications of some things. Now, if comparing builds or a specific weapon system, stats and player ability may come more into effect. For example, I really do suck with a Gauss rifle. I'm not going to claim they are bad weapons, but I know it's not a skill I'm good with. If I was to make the claim they are bad weapons, I'm certain people would approach with their personal stats about how I'm incorrect. As an average, they would be correct that I am wrong. Just because "I" am bad with them, doesn't mean Gauss is bad overall. However, how accurate either side is on anything is still limited, because we don't have global stats for said weapon usage. (It's one of the ways to use Stats, not as a "shame on you", but rather to say "well, my stats say counter to what you are saying".)
(I think I'm droning right now... sorry. Still too early...)
Sjorpha, on 05 November 2019 - 05:38 AM, said:
To me the fact that the system doesn't work as a source of data for matchmaking is much more relevant than whether it was intended to or not.
With this, I'd like to add that the basis of PSR is solid and can work. However, it needs some (rather mild honestly) adjusting.
W/L connection is the first thing that should go. If it wants to balance by skill, then W/L needs to be a lower factor.
It needs to go up and down more upon match score (our current best way to gauge player skill at the moment), with more consistent poor performance resulting in drops (more ways to go down), more average performance keeping you in place, and above average performance making you go up.
It needs to more move fluidly through the tiers, so PSR adjusts WITH the player, rather than adjusting after hundreds of matches (excluding the new player bonus, as mentioned within this thread's OP).
Honestly, these should be minor changes to the PSR calculations from my best guess. Even if the last point (More PSR loss/gain per match possible) wasn't possible as an easy change, the rest would still put the system on better tracks.
The whole of the system doesn't need to change, and the overall concept hasn't failed. The only part that failed was how it ended up being implemented. Some of us have been saying these problems since day one of it's release. (I never liked it's strong reliance on W/L, personally.)