Luscious Dan, on 11 June 2020 - 11:23 AM, said:
Win/Loss weighting
Obviously winning means a lot. Match score, K/D, damage dealt, etc. aren’t the whole picture. But group drops vs. solo drops obviously messes with the reliability of W/L as a metric of player skill in a pretty big way. Just this week, I witnessed a player on red team put up 1,900+ damage in a MCII-B and they still lost (it was 10-10 on kills, but the last enemies alive were assaults located outside the circle on Domination). I don't support a system that penalizes all losing players, or treats a 12-0 game the same as a 12-11 game.
So win/loss isn’t everything, and match score isn’t everything. Maybe the easier solution here is just to make the match score value for a win slightly bigger than whatever it currently is. It’s not perfect, but it’s extremely simple and gives just a little more weight to wins without over-complicating things or messing around with separate tier ratings for solo vs group drops, or anything like that.
You are correct. And it is very important to note - and this gets missed a lot - that
match score is already weighted in favor of wins. I stress this:
your match score is boosted if you win. It has been this way for a very long time. So for people who want to see win/loss as a key metric, match score already accounts for it.
Luscious Dan, on 11 June 2020 - 11:23 AM, said:
Zero Sum thoughts
Honestly, I feel this is a trap. To many, it *sounds like* a zero sum solution would cure the “XP bar effect” but I don’t really think that’s true. And clearly there is a lack of consensus for what people really mean by zero sum in the first place. Most people seem to want something that looks symmetrical, but isn't really data-driven. A zero sum system could still push players towards the poles rather than sorting them into 5 meaningful tiers.
The real issue in my mind is that it takes a huge number of games to change your tier right now. This is the “XP bar grind” effect of working your way up through the tiers. The PSR/tier system can’t be ranked on ancient career statistics, it should factor in more recent data as much as possible.
I know it's yet another case where anecdotal evidence doesn't prove anything, but my alt account has career ratios of about 1.25 W/L (all solo drops) and 1.9 K/D, with career match score average 300+. Jarl’s List puts those numbers in the 93rd percentile, if you care for such things, and those numbers are going up based on recent weeks. At the start of this month, the alt account was still ranked very low in tier 2 due to under 500 games played. Is that 500 games played a lot? Compared to this account (which has ~4500 games played, but with lower W/L, K/D, and match score averages), no. But it shouldn’t take years worth of games to determine what tier an account belongs in.
A good point too. Zero sum across 24 players in a match evenly distributes those 24 players by their match scores (which favor the winners), and that is good. It does not immediately balance players by their performance compared to the entire player pool (the ideal end goal of balancing). If those 24 players are not middle of road across the entire player base, then yes, players can be shuffled towards the poles.
However, it is an acceptable compromise I think. Ideally zero sum would be compared to the average (mean? median? mode?) match scores of the entire player pool... But that is a much trickier moving target. As the 24 players in a match are pulled from roughly comparable Tiers (as best it can from the available players online), then over time zero sum with the 24 in the match will average out well enough. You are gaining or losing PSR with respect to the Tiers you are in and immediately adjacent to. You are performing better, equal to, or below a
comparable subset of the whole player base, and move accordingly. As your Tier shifts, that comparison shifts too, so you are always scored relative to, well, relative equals.
Luscious Dan, on 11 June 2020 - 11:23 AM, said:
Conclusions
I want to see a PSR/Tier system that shows you an accurate portrayal of a player’s current performance. Not an XP bar. Not something that requires you to play thousands of matches to get pushed up to tier 1, or down to tier 5. Not something that can't differentiate between a close match and a stomp.
I really think the best bet is to rank players 1-24 at the end of each game, and use a player’s average ranking for the current season (or X number of most recent seasons) to determine their tier. Positive bias, negative bias, zero sum etc. doesn’t matter if PSR is an average rather than a total.
I’d be ok with losing all visible traces of the tier system, and just having MM pairing up players based on these values of 1-24 (trying to keep the top 10% and bottom 10% away from each other, ideally).
Losing a visible Tier or PSR move indicator has pros and cons. Ultimately when it is used simply for matchmaking, then yes, seeing it is irrelevant. It's math under the hood, and mainly we care about a fun battle with matched talents regardless of a Tier number.
But there are a lot of competitive players in this game, and there is a significant psychological reward there for having some kind of ranking right there in the basic UI (not having to look it up on a website somewhere). It feels
good to see your Tier change up; it gives incentive to play better if you see your Tier move down. That chevron after a match is something that has an effect when you see it, a lot of players look for it. May as well keep it, yes? It doesn't hurt if you don't care about it, and it adds a risk/reward emotional boost for those who do!