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Psr Community Feedback - Round 1


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#181 Kosomok

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Posted 20 June 2020 - 09:20 AM

Ultimately, unless there is substantial growth in the population, this is all kind of pointless--you will still be getting matches with large differences in player skill.

I also dislike that many people see PSR shifts in terms of reward and punishment. PSR is a MM tool, not a reward or punishment. The player base self-defined it as reward/punishment because the game is otherwise lacking in rewards (and, to be frank, NO game should ever be punishing players--that is how games die--MMOS learned about that through death penalties).

Players should never have known what their PSR was. The only entity that should have EVER seen a players PSR was the MM. If you ever do another game like this, MAYBE you should take that suggestion.

If you want to measure PLAYER skill, then W/L is immaterial. W/L is a measure of team skill. Since grouping is effectively random, it (team skill) is uncontrolled. Since it is uncontrolled, it should not be a factor in MM.

Edited by Kosomok, 20 June 2020 - 09:21 AM.


#182 Gozuri

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Posted 20 June 2020 - 09:57 AM

Using that logic, next time there's any contest of any kind, we should not rate people by their wins/losses.
100m dash: oh he didnt win, but he was born shorter than the rest, its a factor out of his control and that affects his ability to win. We should rate him as better than the others since he did really well despite his shorter legs.
Tennis: Well, he didnt get much sleep due to jet lag and that affected his ability to win. We should still award him the Champion title because he did well despite not winning.

Well you get the idea.

Edited by Gozuri, 20 June 2020 - 10:09 AM.


#183 Xiphias

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Posted 20 June 2020 - 11:04 AM

View PostC64 Warrior, on 19 June 2020 - 09:28 PM, said:

again this is only true if you are playing 1v1 but not in 12v12 matches....you even said yourself winning depends more on the luck of MM placing so how does that become PERSONAL skill? Because possibly as much as 11 people carried you you should get to face better opponents? Really? That is how you would evaluate a persons individual skill? We already have this issue now and how is the quality of the match maker?

In a 1v1 a player's skill is responsible 100% for the win result.
What about a 2v2? Obviously a good player is going to win more 2v2s even if they sometimes get a bad player on their team.
3v3? Same, a good player wins more, however they have less impact.

What about 12v12? Trend still holds. Over a large number of matches a good player will win more than they lose. You don't suddenly stop having an affect when you get to 12v12s, the impact just gets smaller so you need more matches to average out the noise. You're equally likely to end up with good players on your team as bad ones, so the only consistent variable is your own skill.

I've already had this argument before so I'm just going to link you to some more detailed posts I did a few years back on the topic.


https://mwomercs.com...ost__p__5938101
https://mwomercs.com...ost__p__5938101
This thread

If you want to see an example of it in practice, there's even a convenient google doc that can let you tweak the values and will generate 400 random matches to see how a player's skill will affect their WLR. Just change the skill value between 0 and 100 and see what happens to the WLR (spoiler, good players win more).

It's not about individual match results. It's about averages.

#184 Nearly Dead

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Posted 20 June 2020 - 02:17 PM

View PostGozuri, on 20 June 2020 - 09:57 AM, said:

Using that logic, next time there's any contest of any kind, we should not rate people by their wins/losses.
100m dash: oh he didnt win, but he was born shorter than the rest, its a factor out of his control and that affects his ability to win. We should rate him as better than the others since he did really well despite his shorter legs.
Tennis: Well, he didnt get much sleep due to jet lag and that affected his ability to win. We should still award him the Champion title because he did well despite not winning.

Well you get the idea.



Why do baseball cards have all those stats on them? I mean, win / loss is all you need to predict how a player will perform.

PSR isn't a goal, prize, medal, reward, or punishment. It is a stat. A tool that attempts to predict how a player will perform in the future based on past performance.

#185 Nightbird

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Posted 20 June 2020 - 04:03 PM

PSR is as useful as a weather forecast that only lists sunrise and sunset time.

#186 OneTeamPlayer

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Posted 20 June 2020 - 04:08 PM

View PostNearly Dead, on 20 June 2020 - 02:17 PM, said:



Why do baseball cards have all those stats on them? I mean, win / loss is all you need to predict how a player will perform.

PSR isn't a goal, prize, medal, reward, or punishment. It is a stat. A tool that attempts to predict how a player will perform in the future based on past performance.


Same reason that a baseball announcer will announce the first pop fly in history...in that stadium, at 8:49PM...with that particular brand of bat...on a cloudy day...etc etc.

Every sport ever has dozens of meaningless facts which are commented on for the sole purpose of filling dead air with something to talk about and every sports fan knows it.

Baseball is particularly bad about this, though football is getting up there with the irrelevant "did you know" style monologues about nothing important.

#187 Nearly Dead

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Posted 20 June 2020 - 04:34 PM

One of several reasons I stopped watching Olympic sports, the human interest sob stories sold more ad time and became more important than the competition.

I still believe that accurate statistics that reflect how a player performed in real matches can be used to predict future performance.

I do wish PGI would just get it done, I want to try it and see how it shakes out.

#188 DevinMace

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Posted 20 June 2020 - 05:37 PM

Can we please make a change soon, the matchmaker has just gotten worse and worse since the last changes were made

#189 WarmasterRaptor

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Posted 20 June 2020 - 06:06 PM

View PostKamikaze Viking, on 19 June 2020 - 08:05 PM, said:

Please Please take a look at the Simulator that Jay Z build which Proves that ALL versions ARE ZERO SUM.
https://docs.google....dit?usp=sharing


If it's JayZ's 2B proposal, I would support, it's pretty much litterally what I'm looking for in terms of adjustments to what's proposed in the OP,

Thank you for that!

#190 Axys Rageborn

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Posted 20 June 2020 - 06:19 PM

I would like to make a suggestion in regards to the psr bar/ tiers and loot boxes seeing as a change with psr is coming. why not combine the two?

keep the way you earn crates the same as now but make it that each time you get one it increases a progress bar and when you hit milestones you gain a new tier. keep the players skill hidden and replace it with this.

For example,

level 0 - start
every level - common crate
every 5 levels - gain a uncommon crate
every 10 levels - gain a rare crate
every 20 levels -gain an Ultra rare crate + increase in tier
(only one crate per level)

max level 100 but after maxing out you can still earn loot boxes the same just without tier increases.

5 tiers just like now and upon reaching a new tier gain title and a mechbay or something.

Another thing i would suggest is changing the loot you gain in the crates,

common - item value = 100,000 x 4
uncommon - item value = 100,001 - 500,000 x 3
rare - item value = 500,001 - 5,000,000 x 2
Ultra rare - item value 5,000,001 - infinite x 1

This give people goals and something to work towards and better reflects time put into playing. obviously this is pretty flexible and you could change it however you want to but it will add something to the game and its proven to work in other games.

Edited by Axys Rageborn, 20 June 2020 - 06:20 PM.


#191 crazytimes

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Posted 20 June 2020 - 06:38 PM

View PostAxys Rageborn, on 20 June 2020 - 06:19 PM, said:

I would like to make a suggestion in regards to the psr bar/ tiers and loot boxes seeing as a change with psr is coming. why not combine the two?

keep the way you earn crates the same as now but make it that each time you get one it increases a progress bar and when you hit milestones you gain a new tier. keep the players skill hidden and replace it with this.


So replace the current XP bar tier system with a new XP bar tier system, but tie in loot crates as well, just to make sure it captures all of the horrors inherent to the idea?

I would argue that in the thousands of posts across the different threads on the matter- that yours is the single worst idea so far. Why don't you pay real money to unlock the crates too?

#192 Gozuri

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Posted 20 June 2020 - 07:06 PM

View PostNearly Dead, on 20 June 2020 - 02:17 PM, said:



Why do baseball cards have all those stats on them? I mean, win / loss is all you need to predict how a player will perform.

PSR isn't a goal, prize, medal, reward, or punishment. It is a stat. A tool that attempts to predict how a player will perform in the future based on past performance.


Because players in baseball do not switch teams on a whim or get dropped into a team of random players. In any team sport, you do not seed a team based on the individual player's skill, you seed them based on the team's past performances. For the intents of matching teams against each other, the whole team is considered a single entity.
This is unlike MWO or most online games played by solo players in a team game for that matter.

The second part is at least where we can all agree on. I hope.

Edited by Gozuri, 20 June 2020 - 07:10 PM.


#193 Axys Rageborn

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Posted 20 June 2020 - 07:17 PM

View Postcrazytimes, on 20 June 2020 - 06:38 PM, said:


So replace the current XP bar tier system with a new XP bar tier system, but tie in loot crates as well, just to make sure it captures all of the horrors inherent to the idea?

I would argue that in the thousands of posts across the different threads on the matter- that yours is the single worst idea so far. Why don't you pay real money to unlock the crates too?


lol fair enough.

I believe you shouldn't see your psr/ tier but people like to work towards something. PSR and mm should be something in the background that the player knows nothing about in soup que.

its just replacing the tier xp bar with the loot crate xp bar but with extra flair so people can see their progress as they play. you dont even have to call it tiers you can just use fancy titles as you hit milestones similar to how the FW reputation works. It has nothing to do with your psr and mm as that would be in the background.

#194 Gozuri

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Posted 20 June 2020 - 07:54 PM

Since there seem to be a number of people arguing about specific instances of players being carried, those instances do not form a trend, merely specific to that one round. You do not get carried by random players everytime. And since we like talking about individual rounds in individual circumstances, I'd say it can be argued both ways.
Ever played a slow moving assault before? Have you ever experienced a game where your team's faster moving mechs steamrolled the enemy so fast you dont even have time to make it to the frontlines? In such a scenario, you have taken the best course of action, making a beeline towards the closest known opponent, but your team is just too fast or always in your way that you cant hit your targets. According to matchscore, you fared worse than the opponents who got steamrolled because you contributed nothing and should hence lose psr.

#195 General Solo

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Posted 20 June 2020 - 08:12 PM

View PostVindicated, on 19 June 2020 - 10:16 PM, said:


Since I'm jumping in going to voice my opinion for 2A and 2B because we should encourage more folks to play as a team...



Its PSR we are deciding not TSR

#196 General Solo

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Posted 20 June 2020 - 08:35 PM

View Post50 50, on 19 June 2020 - 05:37 PM, said:

Nice.

A high performing player might have a bad match and get punished for it...



That same high performing player in a group will rarely have a bad match cause they will be chewing gum and taking names have a way higher w/l..

When grouped that players PSR will increase at a faster rate, lets say 50% due to win rate, compared to when playing solo.
And one cannot argue that the players effectiveness is increased due to being grouped.
Lets use the number above for arguments sake, 50%.

But is the players SKILL increased by 50%, is that player 50% more skilled as a result of being in a group.
IMO no, the player don't magically become a different better player just because they are in a group, like Battlecat and He-man.

They maybe more effective but their skillset and skills are the same as 5 minutes ago before they accepted that group invite and will be the same ish when they leave the group, amirite?

And as PSR is a Pilot Skill Rating using w/l is not really measuring the players skill as it can't remove the Teams skill from the players skill when using match results (w/l) as the metric measure of a players skill.

#197 General Solo

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Posted 20 June 2020 - 08:48 PM

View PostVindicated, on 19 June 2020 - 10:16 PM, said:


..........
If it wasn't obvious from the people complaining about these groups always winning, these players will have obscenely high W/L, say over 5. They will skyrocket to T1 after a few games and you won't see them again without comparable players on your team.

You know, it's possible for 12 random players to coordinate to some extent and play as team. A lot of the games where this has happened, the game ends something like 12-2, because the other team did not play as a team (notably spread out, came in one at a time, lone assault mech going off to cap points).

So I can just jump into a game, not do anything, and win consistently? If you're capable of consistently being carried by 11 random people, you're probably doing something right even if it's not reflected in match score (even things such as calling out damaged targets). If not, then it's a fluke and you'll lose a few before you get one winning game.

As far as how does it reflect on personal skill? You said it yourself, it's 12v12 and not 1v1. You're forgetting the ability to coordinate with the team.
........


Yes yes yes, but my question is do their models have groups and if using your numbers how we identify sub 5 w/l groups in those models and the plus 5 which as you imply are easily identified.


View PostVindicated, on 19 June 2020 - 10:16 PM, said:


.....
As far as how does it reflect on personal skill? You said it yourself, it's 12v12 and not 1v1. You're forgetting the ability to coordinate with the team.
........


So 12v12 is measuring personal skill?
Well I disagree.

Edit: It did when it was just solo queue but not now that its mixed solo/group que.

Edited by OZHomerOZ, 20 June 2020 - 08:55 PM.


#198 General Solo

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Posted 20 June 2020 - 08:51 PM

View PostNightbird, on 20 June 2020 - 04:03 PM, said:

PSR is as useful as a weather forecast that only lists sunrise and sunset time.


Well thats why we are here
To change that
Posted Image

#199 General Solo

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Posted 20 June 2020 - 09:02 PM

Think of it this way, when you see a skilled solo player in Faction Warfare do you check their kills, damage, Match score or if they lost while on a uncoordinated team.

#200 General Solo

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Posted 20 June 2020 - 09:18 PM

View PostNearly Dead, on 20 June 2020 - 05:20 AM, said:

With the current player population, how many skill groups will the matchmaker use in building matches? I suspect you will still see both T1s and T5s most matches as they try to drop matches faster. Maybe in peak hours they might be able to break the players up into two groups. I think three skill groups is probably unrealistic although I also think that would be the minimum needed to improve match quality.

Does anyone think they will have enough players dropping at the same time to divide them into three pools to build teams from? I would be very surprised.

Then add in dropping some matches with a 4 man premade on one team or the other.

I really don't expect match quality to improve much.


I think no matter how accurately PSR measures a players skill, how the two teams in a match are constructed in terms of skill distribution between the two teams is what ultimately decides matchmaking quality given the available player pool which will vary in size.

So ignore how the teams are constructed and all that work on PSR might well be ineffective.
The PSR update simply ensures MM has accurate and valid input data to work with.





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