Zerex, on 14 June 2020 - 01:24 PM, said:
If i am understanding you right you have my point totally wrong, i am saying you can't use Average MS, WLR or KDR as you have just pointed out they give false positives and negatives
Top performance on a loss
Bottom performance on a win
Dying in a win
Surviving a loss
Scoring a low MS in a low tonnage game
Scoring a high MS in a high tonnage
All these things are false data points, a robust system has to either over come them through a formula or it has to score players where these aren't false data sets
I have not read the full argument, I was countering a set point. Though if this is the new point:
Yes, a system is going to have many false positives - this is not a 1v1 game, and we are plagued by being a part of a team that may or may not be competent. Lets look at players with the highest MS but a negative W/L ratio. These players CAN be good players, just they are not playing to the current meta. HOWEVER - If nascar meta were to die, and games started becoming more intelligent and longer bouts of trading/pushes, etc. These players would be in a very different environment which could be the meta.
So with this said, what are your opinions on the Jay Z system?
That system currently solves the issue of "Low MS in a low tonnage game" and vice versa. While weighing W/L rather importantly, and also seems to solve if you were with a, less than sub par team but still performed admirably. If you have not had a proper look at it, I advise you try it out and adjust the values to see what various games maybe like.
I agree, currently you can't use Avg. MS, WLR or KDR to distinguish a player fully. That said, MS is the defining value of if a player is good - at least, that is what the system looks into. So for a fix we need to look at MS and how it works with W/L. KDR is unimportant value overall I would argue. To fix MS we need to look at ways of generating MS which TBF, the most important aspects are likely damage, kills and if you lost/won. KDR is useless, but the three stages of kills: Kill, Kill Most Damage Done, and Solo Kill (Which the former are two awarded as well) is a important area to look at and adjust.
That said, going into what should be awarded and how is currently out of my depth since I have no idea of the current values PGI are using. I know AMS is currently awarding too much MS - which constitutes to a higher AMS. I was able to get a MS of 800 from 200 damage due to my AMS.