Edited by RRAMIREZ, 08 July 2020 - 09:41 AM.
Psr Community Formula V1.0
#61
Posted 08 July 2020 - 09:40 AM
#62
Posted 08 July 2020 - 12:24 PM
Gagis, on 08 July 2020 - 05:24 AM, said:
The reason most people who play MWO don't come to the forums is the same as the reason most people who play any game don't come to their related discussion areas, people generally only invest such effort in cases of dedication or frustration.
It's the problem with online polling as well, the only people who show up are the people who are fanatical or deeply invested, or those who are absolutely fed up with the product.
90% of people who use any product/game will almost never take the time out of their day to discuss it online.
#65
Posted 09 July 2020 - 12:12 AM
#66
Posted 09 July 2020 - 02:43 AM
latinisator, on 09 July 2020 - 12:12 AM, said:
This is not a usual **** up, this is the new MWO standard. It is PGI's deliberate decision.
latinisator, on 09 July 2020 - 12:12 AM, said:
PGI is okay with it. Get accustomed to it. Sorry.
#67
Posted 09 July 2020 - 04:40 AM
I will say, I've been team killed more.in the last hundred games than in the preceding thousand or so, and only one was deliberate that I am aware of. Lots of misplaced arty strikes that aren't called in chat. The downside of playing SPL builds, in conjunction with future tier 5s throwing out strikes without looking. Winning.
#68
Posted 09 July 2020 - 05:07 AM
latinisator, on 09 July 2020 - 12:12 AM, said:
PGI merged the Solo into Group Queue and using the Group Queue MM. And the current tonnage limits allows each group size the ability to bring 2*100 ton assaults.
2-player groups: Min Tonnage 40, Max Tonnage 200
3-player groups: Min Tonnage 80, Max Tonnage 255
4-player groups: Min Tonnage 120, Max Tonnage 280
#70
Posted 09 July 2020 - 06:00 AM
selfish shellfish, on 06 July 2020 - 03:50 AM, said:
Cluster Fox, on 07 July 2020 - 03:18 PM, said:
I can only speak for my own experience of the system.
I am currently stabilized at the middle of Tier3 with a W/L ratio of 0.9. When the better players rise to Tiers 1 and 2 presumably the match maker will have enough players to create better games for them. However at the same time I might start to rise towards tier 2 possibly ending up juggling between Tiers 2 and 3.
#71
Posted 09 July 2020 - 06:38 AM
Gagis, on 08 July 2020 - 05:24 AM, said:
I actually have an important update on it. I removed the assumption that WLR and AvgMS are equally representing the player base and used the natural trend line. And I transformed WLR into additive WL aka: (Wins - Losses) / matches. This is how it's calculated at the end and some might not like the X,Y,C numbers...
Now. There is a much more pressing issue :
Quality of matches, slow PSR movement and player retention !!
Note: The stability formula is still 100% valid. Parameter A that would need slight tuning but that's it.
With players getting poor matches right now, Stomps being reported at a much higher frequency. If PGI wants to retain players we need two immediate improvements:
- Make the PSR stable. Using the stability formula I provided. It only uses PSR as an extra variable, the same one the MM used to make the match !
- Seed the first few matches. With my Formula, You just need a larger P-factor constant for the first few matches. Aka 0.1 or 0.05. This will put players very very quickly in the ballpark.
Edited by Cluster Fox, 09 July 2020 - 08:23 AM.
#72
Posted 09 July 2020 - 10:57 AM
latinisator, on 09 July 2020 - 12:12 AM, said:
The issue here is the matchmaker has to balance multiple variables with a low population of players available to matchmake most of the time.
1. Group vs non Group
2. PSR
3. Tonnage
4. Acceptable wait time
PGI can assign different values to those different issues and 'how quickly the gates' open when a perfectly balanced match isn't found.
In a low population you can't perfectly match make on the first three and keep Wait Time low. Prior to the merge of group Que it was just balancing PSR and tonnage vs wait times. Adding group que added a variable.
So should group vs non group be more important by tonnage? I think there are plenty of people who say yes on this forum.
Should PSR be more important then tonnage? I think there is good reason to think it should be as Horseman points out.
Would waiting 5 minutes for perfect tonnage matchup be acceptable to most players? (I don't think so)
But it's not all or nothing it's how much you weight each factor and how long you are willing to allow the matchmaker to spin before you just 'open the gates' and put teams together.
Group's aren't actually messing up the tonnage intrinsically - if someone drops with 4 assaults in a group you could still just tonnage balance the other side with 4 assaults. The issue is group vs non group is apparently prioritized higher then tonnage balancing and possibly PSR balancing is higher then tonnage.
Edited by GARION26, 09 July 2020 - 10:59 AM.
#73
Posted 09 July 2020 - 11:28 AM
It doesn't matter how much WLR and avgMS is weighted for this, it'll be stable no matter what.
This uses PSR itself to make PSR stable, a bit incestuous but efficient and well within scope.
Google Docs (better than a post) explains the formula.
https://docs.google....dit?usp=sharing
Slow PSR movement and PSR that doesn't represent player skill is a huge problem right now for player retention. The PSR reset did this. It's delusional to think people losing 20 games in a row want to continue playing.
If PSR is made stable, it doesn't matter what the starting PSR is.
This formula is for stability only and works regardless of how PSR is calculated at the end of a match.
Edited by Cluster Fox, 09 July 2020 - 03:12 PM.
#74
Posted 09 July 2020 - 04:51 PM
Cluster Fox, on 09 July 2020 - 11:28 AM, said:
This formula is for stability only and works regardless of how PSR is calculated at the end of a match.
Hold up... you mean to tell me the 5th option PGI created and implemented is not working all that well at the moment
I'm shocked, SHOCKED, ok, not that shocked.
#75
Posted 09 July 2020 - 05:15 PM
#76
Posted 09 July 2020 - 07:44 PM
technopredator, on 09 July 2020 - 05:27 PM, said:
How do we know is not cheating? some players killing way too fast, always hitting the CT no matter how U move, that's pretty much BS
Aiming for CT does not mean simply aiming for the middle of a mechs torso. Aim for the head, for most humaniod mechs it is almost all CT but a sliver for the Cockpit And fo non-humanoid mechs, that is lots of CT going over the top.
https://mwomercs.com...localization-2/
#77
Posted 09 July 2020 - 10:52 PM
technopredator, on 09 July 2020 - 05:27 PM, said:
How do we know is not cheating? some players killing way too fast, always hitting the CT no matter how U move, that's pretty much BS
Compared to most FPS games, MWO has huge hitboxes and very slow player movement, 20 tonners aside. I can't even watch fortnite streams they are that fast paced and they get regular headshots, shooting CT in this game is absolutely glacial by comparison.
You should eventually end up matched against people in the same skill bracket as you, just Keep grinding.
Edited by crazytimes, 09 July 2020 - 10:54 PM.
#78
Posted 10 July 2020 - 01:15 AM
crazytimes, on 09 July 2020 - 10:52 PM, said:
That is pretty much why I am still playing MWO. Tried Warframe with a friend and while the game is interesting its way to fast for me. Most of the time the other players where through the level while I was still in the middle looking at stuff....like tourist in a warzone
Also got the "You are no longer it a mech! Use sprinting and bullet jumps good damn it!" from my friend.
----
Anyway back to topic. While I am bad at aiming I still get good hits on a single location but some players here are realy good at aiming and keeping hitting the one allready damaged zone over and over. Watch some of their streams. They don't cheat, they are just that good.
Also teamwork. Lock your target with R before firing will tell you where to hurt him most effectively. When you have players who understand that you will find out that they fire together at that single spot...or at least try to.
That way even a group of PUGS can drop a target realy fast. Just with an extra bit of information, going with your lance or at least 2-3 other people of the same speed and just looking who the first guy is firing upon and just adding your firepower to his.
While MWO is in general slower paced dosn't mean that you can be taken down in a second. Go around a corner that you haven't scouted with UAV or by another team member and you can run into a few mechs or the entire other team and you will be dead in a blink of an eye.
Go with your team, be happy about every well placed UAV, cause information is survival and peak around corners very carefully. MWO is unforgiveing. No respawns, no healthpacks or health regeneration. You get one chance and thats it.
#80
Posted 10 July 2020 - 06:09 AM
MS Kickers need to be adjusted. As an assault, dealing out massive damage, I go up. If I have to ton down for my group and play a support mech, I don't dish out as much damage and I go down. I am keeping my assaults alive, but my score suffers. Even if I feel that I did a good job, I get the dreaded red down arrow, or at best the equal sign.
Tonnage balancing. Wednesday, I was one of two assaults on my team. The other team had 10. We were quickly rolled and it was brutal. We did not have enough armor to compete.
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