Captain Caveman DE, on 08 June 2020 - 12:49 PM, said:
reality is: there's a lot more people who 'don't contribute' when I look over recent match-screenshots in this forum - but you can't punish everybody
joking aside: matchscore sorts things fine (enough), and if you have the 10th worst matchscore on your team, chances are very high *cough* that there's 9 people performing better than you on your team;
"real" performance aside, if you drop with 11 "gods amongst men" who do a 12:0 in under 2 minutes, and you didn't get a chance to contribute, you'll go down only a little. and only for that specific match. it's not the end of the world.
oh, and the 3 best on the losing side are (nearly, and the chances are so slim I have to type it tiny as this) ALWAYS gonna carry more than the 3 worst performers on the winning side. but test it yourself; screenshot a few or even a lot of matches and post a picture that proves this 'guesstimate' wrong. pls
thx mate; the numbers where just casually spitballing, they surely need adjustment; I was just trying to show what zero-sum looks like and how it can be implemented;
you could for example stretch out the zero-points-zone in both teams, give or take another place that goes up and down, put bigger differences in numbers in there - just anything, really.
*was just really trying to show how easily you can replace the current system with a totally different one, that probably works better - and is adjustable by itself in many ways*
Cheers mate.
-you're right in that the win-bonus has to go @MS
-you're wrong on the "look at 24, not at 2x12" thing, imo. let me explain by example;
you got a 12:3 stomp. they happen a lot.
now, players on the winning team have, after taking the kill-lead, a relatively easy time on the battlefield; they will roll out more damage, have more bodies to rely on, to distribute the other teams damage on etc, etc.
so it's an environment where you can get a good MS easy.
the losing side has it harder to get meaningful MS, since they have all the above things going AGAINST them.
you gotta look at 2 sets of 12, to keep things fair; if you don't, you always drag a lot of people upwards, just because they live in an environment that gives them more MS (and more points if you do it your way).
hope it does make sense
It does make sense, and I can absolutely see the problem of stomps. Any effective rating has to handle stomps, and stomps will be a point of debate through all this, heh. Your scoring definitely prevents a stomp from unfairly moving a PSR score because of a tough break. There is much to like with your numbers.
However, I do believe you need to compare all 24 players, because the more narrow the comparison, the less it helps balance over time. The more matches it will take to find your appropriate Tier, which doesn't help more casual players. Those 24 players could be allies or enemies on any given drop, or mixed up. Over multiple games, the matchmaker needs to account for your performance compared to as many players as possible. You're not ranking against your teammates, you're ranking against the whole player pool to find where you best fit. Adjusting PSR solely within your team's performance doesn't account for how well or poorly you did relative to the opposition.
Now yes, a stomp throws any scoring out of whack a bit. But there can be reasons for that stomp. If you all sat around and did nothing, or squabbled with no coordination, a stomp may be justified. Should your best players be guaranteed to rise if they still were awful compared to the opposition? Then your PSR is artificially inflated. You could have decent players on the winning team forced to lose PSR needlessly. You need to compare all 24 to avoid this.
Edited by Teknomancer, 08 June 2020 - 01:43 PM.