Gagis, on 07 July 2020 - 02:22 AM, said:
False. Even if the game was played by just 24 players total, an accurate rating of those players would help the matchmaker divide those 24 into approximately even teams of 12. Previously everyone who played a lot was in Tier 1 and the system could not distinquish between them, and could and often would put all the high performing players in one team and all the low-performing players in the other one, resulting in the kind of unsatisfying matches that made both strong and weak players give up on MWO. This was a disastrous flaw.
Its not too much of a problem if players of multiple skill levels are in the same match, as long as they can be evenly distributed between two teams.
Also false. Match Score has not changed between old and new system. Old system rewarded everything except nonparticipation. New system has a bit more emphasis on winning than the old one. I'd prefer much more emphasis on winning, but this makes people sad when they see their rating go down on a loss even when they tried really hard, and making people sad is probably big enough of a problem we need to relax the quality of matchmaking to make them less sad.
This too is false, since nothing mentioned here has changed. Playing the objective has never really been rewarded much, and probably should not either, since killing mechs has always been and still is the main contribution to winning. Trying to play the objective too early is likely to end up helping the enemy team more than it helps yours.
I don't mean to say that the Match Score formula is perfect though. It has always rewarded damage and component destructions disproportionately much compared to wins, kills and kmdd's, and AMS score is also probably overly large.
I'm going to point out that at no point during my rise to T1 Max bar did i ever worry about winning in this new system, and in fact i made it there ending up at an underwater W/L ratio.
In the old system i cared about objectives because winning ensured that we all rose together, for the most part. After a very short set of horrific drops in this queue i simply realized that there is no team, there are only 23 opponents 11 of which you can't shoot- and my speed of rank gain increased significantly because of it.
You saying "false" doesn't make what he said false, as most of what the other poster stated i agree with.
New PSR is training players out of team based decisions, and despite being sold as a W/L solution actually has more to do with individual performance thus is creating groups of 12 almost entirely individual players rather than teams attempting to work together so they all succeed.
Most people figure out the system after the first time they gain rank on a loss because of high damage then turn around and lose rank on a win where they pursued objectives at the cost of raw damage output yet lost rank.
I mean all the modes are essentially deathmatch, you're right, but on the one that isn't playing the objective is a likely way to personally fail.
Most of us have never seen a Domination game end on time capped, unless the other team is already completely demolished with one or two people running, we rarely see base caps in assault (and will see less as a base cap without a slugfest leads to everyone failing), and conquest is the only mode where we see objective play outmatch murderball on a reasonably regular basis (down on mechs, won on caps) but as of now lights aren't running off to cap because we have to be near constantly engaged the whole fight to gain matchscore in amounts that are easily put up by assaults.
Domination could have been fixed years ago by making the circle move from sector to sector at 1 minute intervals, Assault used to have higher rewards for base cap until players complained and removed the only reason to play that particular objective (because people were actually playing the objective instead of deathball), and thus conquest- the last standing non-skirmish mode was all that we had...and now that's dead too.