So we sat down and analyzed the core proposals that were submitted, including those outside of the 4 cores presented. At the end of the day, we believe Core 2B + Modifications, known as Core 2C from the initial pitch from Jay Z, would get the community what it needs in terms of PSR distribution. With corrections and including average team based match score comparisons, it provides a more fair method of PSR movement.

That being said, here is some info and clarification of what's happening in "Core 2C".

As mentioned in Jay Z's original proposition, win/loss still has a factor in terms of overall movement but is mitigated by the way the amount of movement is calculated.

In short, here is the formula being used:

PSR Change =

**W(X) - Y + Y( C(P/A) + (1-C)(P/M) )**Where:

W - The win/loss variable used to determine direction of movement.

X - Win/Loss constant used in weighting average team PSR shift

Y - Matchscore constant used in weighting PSR shift compared to the value of X

P - Individual Pilot's Matchscore

A - Team's average Matchscore

C - Team's average Matchscore constant used in weighting calculated team effects

M - Average Matchscore across all 24 players in the match

*Example:*

This is the data from a game that happened recently. Using the above calculation, the following PSR changes will happen:

Running the top player on the winning team's numbers we will get:

PSR Change = +1(5) - 20 + 20(0.6 (537/300) + (1-0.6)(537/242)

= +24.3

Running the bottom player on the winning team's numbers we get:

PSR Change = +1(5) - 20 + 20(0.6 (77/300) + (1-0.6)(77/242)

= -9.4

Running the top player on the losing team's numbers we get:

PSR Change = -1(5) - 20 + 20(0.6(229/183) + (1-0.6)(229/242)

= -2.4

Running the bottom player on the losing team's numbers we get:

PSR Change = -1(5) - 20 + 20(0.6(84/183) + (1-0.6)(84/242)

= -16.7

While it may seem to not be equal since the change in opposite directions is not the same for the winning top player, and bottom losing player, there are more people with bigger negative values on the losing team to counter it.

Sounds confusing but it's actually pretty straight forward and maintains win/loss performance with zero sum movement amounts.

So here's what we're trying to fix. This image below is a data pull of active players in the last 3 months and the current Tier distribution (How many players are currently in each Tier):

As you can see, we have a large number of players in Tier 5 and a relatively flat line of players across Tier 4, 3, 2 and 1. While this 'looks' theoretically okay, the large spike in Tier 5 and even distribution across the other tiers is not ideal when trying to match make players against one another.

With this new system, we're hoping to see the following (orange version) distribution across the playerbase:

In an ideal world, this graph is a bell curve graph. With full zero sum implementation, we might get there.

**So here's the rundown of upcoming changes:**

PSR range is being increased from 0-3750, to 0-5000 to allow a little more room for distribution with the new system.

PSR WILL be reset to 2500 for all players.

There is no longer a PSR placement booster for new players/reset players that used to bump players in their first 10 matches.

The new formula for calculating PSR movement is as proposed by the community:

**W(X) - Y + Y( C(P/A) + (1-C)(P/M) )**The constants used for weighting will be set to X=5, Y=20 and C=0.6.

This change will require a full patch to the client and servers. I do not have a direct ETA but it will be in the VERY near future. I will update this post as soon as I get the estimate tomorrow (Jun 24). This new system is currently being tested by QA and is working as intended. It's not a big patch, just needs to be timed correctly.

**UPDATE: ETA is Tuesday June 30th.**

**Edited by Paul Inouye, 24 June 2020 - 12:21 PM.**

Added planned release date.