C64 Warrior, on 22 June 2020 - 01:47 PM, said:
Whats frustrating is seeing this same false assertion page after page that measuring wins/losses somehow equates to personal skill/individual performance match over match in a 12v12 environment. If we had control over who the 12 people in our match are AND if we always dropped with the same 12 people every time we play then yes maybe you could simply things and based PSR on wins/losses but even then you wont get an accurate read on how well each of the 12 people truly perform...all you will see after 100s of matches is how frequently those 12 people are capable of putting together wins as a group. PSR is intended to measure INDIVIDUAL skill not group performance. This isn't a "feeling" this is reality.
Try thinking of it like this...two players (call them A and B ) finish a match with roughly the same match score, around 260. They appear to be pretty evenly matched and if they both que up again, likely should be in the same match together. But if they were on opposite teams then one players PSR would go up while the other player would drop PSR and now they wouldnt be in a match together next time if all that matters is weather or not they won. Is that accurate? No, no its not and that is one of the many reasons why PSR should not be based on winning or loosing.
The last part of that argument, yes it is accurate. Both players would receive the same adjustments if they were consistently capable of getting 260+ MS. Why, because a thing called W/L ratio exists. If you're telling me your W/L ratio is 0 or infinite (or say >10 to be realistic) and you've played enough games, that's a bit questionable. Really, a full 0 would be very hard to get if you aren't sabatoging your team.
If you're telling me that Player 2 (assume 1 has higher W/L, say 1.5 vs 0.5) is not capable of winning a game unless Player 1 was in the team, yes player 1 should be ranked above player 2.
If not (say both players have approximately the same W/L of 1.0 and equivalent technical skill in every category you can rate), they have equal chances of winning. So Player 2 loses to Player 1 once because they got total scrubs for team mates (becomes unwinnable 1v12). Guess what, since 1 loss most likely does not kick P2 or the scrubs (all of them at least) out of the tier, Player 1 has equal chance of getting scrubs for team mates (and it's likely they will all drop at the same time, so repeat game) and now P2 wins and P1 loses. Now they have exactly the same tier adjustment.
If we are indeed having players get the same scrub teammates games in a row, this is a fault in the matchmaker and not the PSR system for not shuffling teams. Any player should have equal probability of getting a combination of teammates from the same tier, and over time (of course not one game) the team averages out. If not, and you're telling me you can't usually win with ANY combination of teammates (except let's say the team with bows3r, ciag, and dopebear) and that that's not fair, is that a reasonable expectation?
Basically, I'd like to ask you to explain how ONE game matters when the concept of W/L ratio exists and we know one game does not make or break a tier (yes including the game you won 12-0 and broke 500 MS in).
Even today, I don't fret one loss (yes even for the sake of my stats which I don't care about too much) because statistically, if I lost a game, I should be able to win the next one or the one after. (My W/L is close to 1, but even if you were under 1, you can still say the same thing if you lost twice in a row, next game is likely to be good because that's what history tells me)