Psr Community Feedback - Round 1
#321
Posted 23 June 2020 - 11:38 AM
#322
Posted 23 June 2020 - 12:00 PM
technopredator, on 23 June 2020 - 11:25 AM, said:
https://www.reddit.c...tch_2c_was_the/
Don't believe everything you read on reddit. And the "update" Paul mentioned on twitter means new info, not a patch. Don't blame PGI just cuz you apparently can't read properly.
#323
Posted 23 June 2020 - 12:02 PM
OneTeamPlayer, on 23 June 2020 - 10:25 AM, said:
do we need the tier titles Still ? with the change
and was it really added ?
#324
Posted 23 June 2020 - 12:08 PM
Xaat Xuun, on 23 June 2020 - 12:02 PM, said:
and was it really added ?
Yes, Tiers will have to be reset, whether they'r actually necessary... big can of worms. Nothing has haopened yet, more info will be posted some time today
Edited by Dakkalistic, 23 June 2020 - 12:14 PM.
#325
Posted 23 June 2020 - 12:15 PM
I still see T3 in my profile.
Just played three matches,
M1, Win, I was third from the bottom TS on our team, PSR up.
M2, Loss, I was top scorer on our team with two kills, PSR no change.
Good news is that Lost Art Press shipped me the book on workshop fixtures that I ordered last week, and Menards had a sale on 1/2" Baltic birch plywood offcuts over the weekend. Takes care of the whole idle hands thing.
#326
Posted 23 June 2020 - 01:25 PM
Any other company would release major information in the morning, or at least before noon but PGI is forward thinking enough to operate outside of normal business hours i suppose.
You know what helps keep a community on-message?
Actually communicating with your community on the platform you own and control instead of on twitter.
Who would give two shakes enough about another "written update" which amounts to nothing more than a teaser trailer at this point to put up a twitter announcement of an announcement? That's dumb as hell after, and i cannot stress this enough, over a month of announcement after announcement with no actual action and a previous deadline in early june which saw no changes, but rather weeks more discussion?
If PGI was actually ready to implement a change in system in early June they'd already long have had whatever was needed in place to make the same change, except the variables which don't take a day to input into a system pre-set to be tweaked on the fly.
This whole business is looking less like "community input" and more like stalling because the system they claimed was ready weeks ago never existed.
Answer this, after sending out a tweet, how long does it take to type an update and post it to the forums if that was the original plan?
Something doesn't add up about this sequence of events at all.
#327
Posted 23 June 2020 - 01:52 PM
Edited by Ekson Valdez, 23 June 2020 - 02:37 PM.
#328
Posted 23 June 2020 - 02:44 PM
Please, stay constructive. Thank you!
#330
Posted 15 September 2020 - 05:02 AM
First, the influence of damage to the matchscore is as you just mentioned high. Make it dependend on tonnage. Heavier mechs are supposed to make more damage.
20*damage/(20+tonnage)
This could be a good starting point for a formula that allows lighter mechs to get an higher matchscore with the same damage output. Of course sometimes lights make a lot of damage, but statisticly heavier mechs make more damage.
Second, the influence of higher tiers to performance of players can be smoothend by adding more tiers and allowing the matchmaker to match a broader range of tiers together. Nothing hinders you to make 10+ tiers. Or name them like AAA, AA, A, B, C, D, E, F. Maybe F is a bid to harsh... ;-)
This would allow a player to keep performing on a similar level when getting in a higher tier.
#331
Posted 15 September 2020 - 05:16 AM
#332
Posted 16 September 2020 - 04:43 PM
i'll use % of to value things.
Kills should be tops getting 15 to 20%
Damage should be 10 to 15%
Assist should be 10 to 15% shows folks are doing things for the team linked to damage
the saves, staying in formation, flanking 1 to 10 %, i know there is lots of them.
Now the 1 thing that stands out is you put a UP or Down of a match score of 250, for going up i think, i would lower this to 225, you can look at the leader board and cleary see it clusters right there, for everyone.
the next is a bit fuzzy for me because the old system seemed to have a limit of 400 damage for up and down, i guess as it relates to match score of the old system, but if the is such a CAP for damage up and down i would put that around 250, when i play thru all the tiers old system, most folks were lower then 200, and a lot of guys learning lights were 150, yes i understand for some old folks 500 to 600 + can be done. trying to be nice to any new folks coming in, which we need : )
Sawk
#333
Posted 30 September 2020 - 12:43 AM
#334
Posted 01 October 2020 - 01:30 AM
evlkenevl, on 30 September 2020 - 12:43 AM, said:
Its notionally the upper 20%. Given it still has an upwards bias as there is a 3 tier spread for MM, there is no barrier for anyone above average to just grinding out tier 1. Source- this guy. I am a solid 75th percentile, yet I'm about 3 good games away from maxing tier bar. With almost no AMS or LRM boating.
As long as you realise there is a big difference between "tier 1" and "actually really good"- which you do- then who cares? Certainly not PGI. Just enjoy the 3 minute wait to end up in tier 3 matches with cadets anyhow that tier 1 brings.
Edited by crazytimes, 01 October 2020 - 01:31 AM.
#335
Posted 01 October 2020 - 04:33 AM
evlkenevl, on 30 September 2020 - 12:43 AM, said:
The tier system is not very granular. I checked your stats on Jarl's list and it says you perform somewhere at better than 80% of all players which should legitimately put you in tier 1. There still a VERY wide gap between 80% and someone with 95% but we have just 5 tiers and both happen to fall into the box labeled #1.
The average player in MWO is consistently making glaringly obvious mistakes, so you feeling like you have a lot of room for improvement and still performing better than most players makes sense.
Edited by Gagis, 01 October 2020 - 04:34 AM.
#336
Posted 04 October 2020 - 06:13 PM
Gagis, on 01 October 2020 - 04:33 AM, said:
The average player in MWO is consistently making glaringly obvious mistakes, so you feeling like you have a lot of room for improvement and still performing better than most players makes sense.
Yeah I'm a solid T2 player but have dipped between T1 and T2 for the past few weeks. I have been playing since about May and generally I slip when I buy a new mech and experiment with builds etc. Have been playing since about May this year so it is pretty intimidating playing with the long time T1 players. I have noticed that some times/days there are a lot of lower tier players (and Cadets) mixed in with T1 well known players.. How does this work? Is there simply not enough people playing to spread the Tiers out?
Overall I would say I have enjoyed the games with higher tier players more than the mixed ones. Generally people play more predictably in the higher tiers and are more vocal, which allows me to not stand out like a sore thumb when I'm not sure what to do.. Instead I can get to where I need to be and do my part for the team.
Edited by Kano111, 04 October 2020 - 06:14 PM.
#337
Posted 04 October 2020 - 09:41 PM
Kano111, on 04 October 2020 - 06:13 PM, said:
Note: This is from what PGI has mentioned previously and was prior to the changes to the tier calculation in recent months.
Originally tier separation was supposed to be no more than 2 levels apart i.e. tier 4 can't play against tier 1. However in practice the matchmaker is more granular and uses our elo scores to match two teams together. Groups waiting in queue have extra conditions. They are supposed to be matched against other comparable groups of similar averaged elos. However if the group is difficult to match, after a period of time the release valves open and they will be matched against what is best available at that time, in order to produce a match.
Under the recent change to tier calculation all cadets start at tier 3 now apparently. A certain amount of intial matches played accelerate the change in tier depending on how well the player performs to try and move them to their appropiate tier faster. I am not sure if this is still true though.
I am sure somebody else can probably add more regarding this.
#338
Posted 06 October 2020 - 11:50 PM
Quote
Quote
Quote
#339
Posted 07 October 2020 - 01:06 AM
crazytimes, on 06 October 2020 - 11:50 PM, said:
And they got EXACTLY what they wished for.
Before that, when it was limited to max 2 tiers (1-2, 2-3, 3-4, 4-5) the matchmaking was slower but match quality was VASTLY superior.
#340
Posted 07 October 2020 - 01:17 AM
Horseman, on 07 October 2020 - 01:06 AM, said:
Totaly agree, except that IIRC T1 (and at that moment they were not as many as today) complained the most... (and T5 in a lesser proportion)
So maybe change to "people whined they don't care if they sealclub T3 Cadets"...
or just maybe "people whined"
Edited by RRAMIREZ, 07 October 2020 - 01:18 AM.
4 user(s) are reading this topic
0 members, 4 guests, 0 anonymous users