

Combined Queues - Final Discoveries
#361
Posted 26 May 2020 - 01:08 PM
If zero sum PSR is too dependent on team results, then factor in match score and damage done into the equation as well.
Use a percentile or percentile range to describe player's "skill level" rather than tier.
Display this number for each player at the match launch screen so games will be more strategic. This would help new players.
Thanks.
#362
Posted 26 May 2020 - 01:13 PM
#363
Posted 26 May 2020 - 01:18 PM
Make PSR zero sum
Make PSR movement a bit faster than it currently is
and...
Add a new XP bar for people who have ground out lots of games (e.g. like the ranks in faction play).
This allows players that have played for a long time and ground out a lot of matches to still have something that they can feel accomplished by achieving and it allows the matchmaker to be balanced correctly by having accurate tiers.
Centurio GER, on 26 May 2020 - 09:31 AM, said:
PSR should be reset, made zero sum, and move more quickly than it does currently and makes the seeding matches less significant than they currently are.
Over a large number of matches a good pilot will win more often than a bad pilot. In random matches the only consistent factor is the player (or premade now) and ones that contribute the most will win the most over team. Individual match PSR adjustments don't need to accurately reflect a pilot's performance as long as the aggregate PSR changes reflect the pilot skill.
Going down on a loss where you did a lot of damage feels bad, but overall wins is really the most accurate way of measuring a player's contribution to a game. It just needs a lot of matches to balance out.
If you're good enough to be in T1 then you'll get back there quickly enough by playing regularly and you have nothing to worry about. If you aren't then you never should have been there to begin with.
Stats can be farmed to a point. Wins will show how much a player is contributing towards the team more than damage, but damage and kills are absolutely important to getting wins. Yes, a player might farm damage, but at the cost of losing more matches. Good players usually focus on doing good damage, thus they win more, and get a chance to get more damage.
Players that consistently get few kills and do little damage almost always have a poor WLR. High damage/KDR may not make you a good player, but low damage/KDR almost certainly makes you a bad one.
#364
Posted 26 May 2020 - 01:19 PM
Scout Derek, on 26 May 2020 - 10:27 AM, said:
If you're referring to 'bear_cl4w', no he wasn't there. Not sure who the others were.
Gotta ask if you call games when dropping solo? Having the most goddly stats of anyone playing the game still I had just assumed you only played in groups.
Before i quit playing 3 years ago i recall you were more of an average player stat-wise. I come back and see you're now top dog. Good job!
#365
Posted 26 May 2020 - 01:28 PM
I am not a top competitive player I am atmost tier 2. so what am I doing in Tier 1?
#366
Posted 26 May 2020 - 01:29 PM
#367
Posted 26 May 2020 - 01:29 PM
Daidachi, on 26 May 2020 - 10:18 AM, said:
Tiers shouldn't be Progress Warrior Online. Hell, hide them from everyone if people are really that upset about losing something that is purely a match making algorithm rather than an 'achievement'.
I cannot reinforce this enough people - a Tier isn't a participation trophy. Stop thinking of it as one.
Participation is all that this system rewards. So currently tier number is literally exactly that - a participation trophy

#368
Posted 26 May 2020 - 01:39 PM
CompleteFailure, on 25 May 2020 - 06:01 PM, said:
I'd like to fully second/sign/support the quote on top of saying Yes to the reset,
I agree heavily on the fact that your PSR (P = either Personnal or Pilot) should NOT depend on 11 other people that you cannot possibly directly control their mechs.
Edited by WarmasterRaptor, 26 May 2020 - 01:41 PM.
#369
Posted 26 May 2020 - 01:50 PM
Brauer, on 26 May 2020 - 12:30 PM, said:
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.
objectives in qp are meaningless and any mode in qp is skirmish.
however the thing about conquest fp edition isnt that you had to sit on cap points, but that you had to control the map. meaning rather than a massive deathball collision you end up breaking off into little pocket battles. rather than sitting in one spot trading the whole match. you are forced to not only use your mech's weaponry but also its mobility. you get wolfpacks, light hunters, assaults and heavies used as area denial or to confront any concentrated forces. theres always a new problem to deal with. most importantly you are rewarded for taking risks, something almost all other modes flat out punish. it was the only mode to sufficiently mix up the game where the others failed. and no the qp version is not a substitute, its effectively skirmish. removing it was a horrible mistake. there are lots of modes with meaningless token objectives that can be removed.
#370
Posted 26 May 2020 - 01:59 PM
#371
Posted 26 May 2020 - 02:02 PM
Any new system must be able to identify and appropriately rank the game's top players, so that the MM can at least ensure they don't wind up on the same team, because their top shelf skills are hidden behind a broad 1-5 scale that lumps the best players of players in with the other top 20%.
Also, once the matchmaker has figured out the team composition, it then has to decide which mechs go in which lances and which spawns they will drop at. The speed of the mechs, and much less so the tonnage needs to be a deciding factor is who goes where, with the slowest mechs dropping in the 'safest' position. That would help tremendously with the whole assaults being eaten alive as the team runs away thing.
(And can you finally move the spawns in 2-3 grids closer to the circle on polar domination?)
Oh and if you want a baseline for the tiers for zero-sum PSR, use Jarl's List to greatly speed up the seeding.
#372
Posted 26 May 2020 - 02:12 PM
Tier 1 should effectively be for the top say 5% of players, tier 2 should be for anyone in the top say 20% of overall players, and then so on and so forth down the ladder. I also think that there should be values for a zero sum system where performance by weight class can dictate how much your rating improves. If you have say a game in a light Mech where you do like 500+ damage and notch a few kills, your rating should increase more than playing in an assault who has a similar performance, as the feat of doing so in a light is more challenging than doing it in an assault. And the same should also be true, if you don't play smart and just get yourself clobbered in an assault because you decided to hang back away from your team and you only do less than 100 damage, your rating should be a negative, even if your team wins the match.
I don't like a system where player rating is determined primarily by wins and losses. Performance metrics are important in creating ideal matches and gauging where the player is relative to the rest of the population. I do understand that it is a very difficult ask to have a system like that, but it's really the only true way to make the game more enjoyable for everyone. If you flat out suck, you are going to be stuck in tier 4 or 5 and playing against lowbies where you belong, if you are a middling player (which I know I can be, if I play enough), you'll be matched up against similarly ranked players with the occasional high tier players spread evenly on both sides.
Performance Metrics should be rated as follows:
1. Kills
2. Damage Taken (obviously relative to your Mech's weight class/total armor potential scaled so as not to be a detriment to lighter chassis)
3. Components Destroyed
4. Time Alive
5. Damage Done (much like damage taken, should be factored relative to your weight class and maximum tonnage)
6. Win/Loss
7. Assists
You might ask me why I think the metrics should be prioritized in that order? Simple, damage farming is common among lower skill players (lurm and streak boats anyone?) and while I don't want to make it seem like they aren't legitimate play styles, they are less effective for killing efficiency than say SRM's or ballistics and lasers. Ultimately that promotes the concept that if you want to get better, you should play better builds that are more effective. Those that choose not to would have significantly slower PSR growth than someone who more useful to their team.
Edited by Drunk Canuck, 26 May 2020 - 02:23 PM.
#373
Posted 26 May 2020 - 02:13 PM
Belacose, on 26 May 2020 - 01:19 PM, said:
If you're referring to 'bear_cl4w', no he wasn't there. Not sure who the others were.
Gotta ask if you call games when dropping solo? Having the most goddly stats of anyone playing the game still I had just assumed you only played in groups.
Before i quit playing 3 years ago i recall you were more of an average player stat-wise. I come back and see you're now top dog. Good job!
not bear claw, another bear.
And, it's a 50/50 deal. Sometimes I do, sometimes I don't. I've turned off VOIP so I can focus more on the game and less on the backseating voices when I'm the last alive.
My stats were mediocre because my PC and people I played with were mediocre. Now that I have a halfway decent PC, I can actually perform.
#374
Posted 26 May 2020 - 02:33 PM
Please re-configure PSR and reset the player ratings.
When re-configuring the PSR system, please ignore whether the team wins or loses, and base the skill rating on the player's personal performance.
Thanx,
TT
Edited by Texas Red, 26 May 2020 - 06:16 PM.
#375
Posted 26 May 2020 - 02:43 PM
#376
Posted 26 May 2020 - 02:47 PM
#377
Posted 26 May 2020 - 02:51 PM
AnUndeadMonkey, on 25 May 2020 - 04:33 PM, said:
1) Why do you care about your tier, especially if the MM is pulling from all tiers irregardless, due to the low player pool? You said yourself the balance is all out of wack.
2) If it's a "grind" for you to get out of it, why do you play? What benefit is there for you to play with the label of Tier 1?
3) If it's a "grind" for you to get out of it, maybe you belong in those tiers? A year to move up, seriously? My wife picked up the game and played for three weeks and is in tier 2 already.
4) You've played since beta and you still struggle to make it to Tier 1? Just given the amount of games played, with the current system, even with losses, having played for that long, you should still be ranking up on losses, unless you're just bad, in which case, you simply belong in the tier you're in. Again, why does it matter to you? Why don't you just quit?
#378
Posted 26 May 2020 - 02:51 PM
#379
Posted 26 May 2020 - 02:55 PM
Make it zero-sum.
Currently it is nothing more than an experience bar, if that. Eventually, every spud can make it to T1 if they play long enough (like, since open beta). Anyone who quits this game over a PSR reset is really being
If you really want to oogle over your stats......go look at them on Jarl's list then. Of course, that might not paint the picture you want to see though....
#380
Posted 26 May 2020 - 03:00 PM
Xiphias, on 26 May 2020 - 01:18 PM, said:
On a big numbers scale, across the game? No. The sum of wins and losses is zero. If a particular group of "good" pilots has a high win-loss-ratio, then - in an idealized fashion - that means the matchmaker screwed up and has either placed that pilot in a lower skill environment where he has no place to be or it has a bias towards shifting multiple such pilots to one side of the match.
Of course in the less-ideal real world you will end up with say 90% of players of a particular tier having a 0.9 WLR with the other 10% having a 1.9 WLR. Which is what Tier 1 looks like today pretty much. Now, if you separate those two groups as the "1.9" group seems to want?
Then that means that 10% of Tier 1 is playing each other, obviously at a 1.0 WLR because they're all "that good". And all is fine. Well, they would, if they could. Except we don't have the population for that 10% of Tier 1 group to ever find matches only among themselves.
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