

Combined Queues - Final Discoveries
#341
Posted 26 May 2020 - 10:57 AM
As far a resetting, . . . I'm a recent returning player, so I haven't really "invested" much time into my tier rating, so it's not very important to me. But the idea of the tier is to get better games, so sure go ahead reset it.
#342
Posted 26 May 2020 - 11:00 AM
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RESET PLEASE
#343
Posted 26 May 2020 - 11:00 AM
#344
Posted 26 May 2020 - 11:04 AM
Lockheed_, on 26 May 2020 - 10:45 AM, said:
So does that mean, a lost match is always a drop in SR no matter how my personal performance was? even if we played 9:12 and I did all 9 kills and twice the amount of dmg than the next best team mate?
Short answer: not necessarily. Even if Paul doesn't adjust his matchscore-to-rating-change system, matchscores of 250+ from the losing side will either retain or increase your rating and while some players will pass you others will drop. But, the better that system reflects player performance -- for example, the guy who puts up a fight even in a stomp -- the less match result will color the matchmaker's perception of you as a player.
#345
Posted 26 May 2020 - 11:11 AM
just make tiers good dude, everyone will profit
#346
Posted 26 May 2020 - 11:16 AM
#347
Posted 26 May 2020 - 11:17 AM
2) Not performing well on a winning team should not result in large PSR gain. If anything it should be neutral or a loss in PSR for someone that performs exceptionally poorly.
Will the above 2 statements be true for the PSR change?
Edited by raarz, 26 May 2020 - 11:19 AM.
#348
Posted 26 May 2020 - 11:34 AM
#349
Posted 26 May 2020 - 11:35 AM
#350
Posted 26 May 2020 - 11:47 AM
East Indy, on 26 May 2020 - 11:04 AM, said:
That's more based around how matchscore is calculated though, which could easily be tweaked too to improve certain behaviour in matches.
#351
Posted 26 May 2020 - 11:49 AM
Also, consider which takes more skill. Sitting on a square on a map to turn a conquest point, or engaging the enemy.
There are situations where flipping caps is more impactful than contributions to the fight, but even in competitive settings where teams are organized and spend far more time considering how to control the map and caps than in quick play, doing damage to and killing the enemy is of extreme importance. If you can't take your opponent's pieces off the field you are unlikely to win.
Biasing rewards towards sitting on cap points or rushing inanimate buildings will not change that getting kills and doing damage is a key way to win games.
Edited by Brauer, 26 May 2020 - 11:50 AM.
#352
Posted 26 May 2020 - 12:03 PM
That is a bit absurd.
We need an objective measurement of how much a player contributes to each match.
K.I.S.S. Top 3 TS per team go up, bottom 3 go down, middle 6 stay the same.
My personal dead horse, Average damage divided by mech weight for the most recent 100 matches.
Team score for the most recent 100 matches, or a month, or almost any period, as long as it is a rolling average with the oldest dropping off.
If they want "tiers", make a large number of them, easily divisible, so they can combine them into groups to meet the needs of the match maker. 24, 36, 48 etc. Anything divisible by 3, 4, 6, 8 etc.
#353
Posted 26 May 2020 - 12:04 PM
Brauer, on 26 May 2020 - 11:49 AM, said:
Also, consider which takes more skill. Sitting on a square on a map to turn a conquest point, or engaging the enemy.
There are situations where flipping caps is more impactful than contributions to the fight, but even in competitive settings where teams are organized and spend far more time considering how to control the map and caps than in quick play, doing damage to and killing the enemy is of extreme importance. If you can't take your opponent's pieces off the field you are unlikely to win.
Biasing rewards towards sitting on cap points or rushing inanimate buildings will not change that getting kills and doing damage is a key way to win games.
From the sounds of things Win/Loss is going to be the biggest contribute to PSR Gain/Loss.
If so it is of benefit to increase the contribution of objectives over that of simple kills as it expands on the tactical level of play.
- Playing the objective is the most efficient way of increasing match score,
- But going for kills gives you a higher turnover of wins which can be more effective in the long run.
#354
Posted 26 May 2020 - 12:07 PM
2. Tighter Tier balancing IMHO is not needed - even with, as You noticed, increased "steamroll rate" as for me it's going well now.
3. Maybe those "best of the best" should have their own "hiden" mark in queue so MM will split them between both teams?..
4. Still we have a moments like - "single pushing AS7 pull allied team into fight, died with like 150-200 dmg but give a allied team initial "impulse" so they was able to get ot of cover and start killng" - that AS7 died with low in-game stats but if we will look on match strategy he made over 50% of win alone... Or single sniper who pulled 1-2 000 "spread" damage with no kills while other player do 300 directly into enemy CT and get 3 solokill... Those things need to be noted, sad I can't say You how I see it

P.S. know it's wrong place but...
5. Maybe we will have some gameplay changes to make MWO look clothier to mission-based game instead as it is "FFA based game" ?...
#355
Posted 26 May 2020 - 12:24 PM
#356
Posted 26 May 2020 - 12:30 PM
VonBruinwald, on 26 May 2020 - 12:04 PM, said:
From the sounds of things Win/Loss is going to be the biggest contribute to PSR Gain/Loss.
If so it is of benefit to increase the contribution of objectives over that of simple kills as it expands on the tactical level of play.
- Playing the objective is the most efficient way of increasing match score,
- But going for kills gives you a higher turnover of wins which can be more effective in the long run.
No. It flatly does not make sense to boost the rewards for objectives by all that much because 1) sitting on cap points or shooting stationary buildings is not challenging (rewarding players more for actions that require zero effort or skill is a bad idea), and 2) sitting on cap points is largely not as important as getting kills in QP.
If you check out players with high WLRs you'll see that generally they all are pretty damn good at doing damage and securing kills.
#357
Posted 26 May 2020 - 12:47 PM
1. You gain or lose elo based on who your playing in a match some sort of combined elo score vs the other.
2. Elo changed based on how you do vs your averages in matches
The result would be if someone decided to smurf for example they would fly up the standings really fast because of how they perform in matches, where as someone who gets carried by a team would not go up as much, but also if they don't play with the team they will get smashed down to were they belong.
#358
Posted 26 May 2020 - 12:48 PM
There's always something you can do to get the most out of every situation in the game, even in the dumbest match with the most crippled team.
That's what I've learned during this year of playing MWO and that's what I love of this game!
It's supposed that you know the maps and the team's mechs, otherwise you are just running blindly into your loss...
#359
Posted 26 May 2020 - 12:59 PM
#360
Posted 26 May 2020 - 01:00 PM
Honestly, I don't really see them as being needed at all, give it a personal time played value, or additional achievement type value instead of any sort of skill gate system.
Let everyone fight everyone, because **** happens and we like fast que's!

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