Psr Tier Metrics - Round 1
#41
Posted 15 July 2020 - 08:23 PM
Also in tier 3 still but the MM is super slow for us as well, it is not just a tier 1 thing. I expect as people move towards their true tiers matches will continue to improve, tho the current release at least on a weekday night was not ideal. The weekend will be a good test however.
#42
Posted 15 July 2020 - 08:43 PM
50% of matches were stomps, but better than the 75% before. If we can hold this, great, but I think if the pop didn't support it before the PSR patch, it won't support it now.
#43
Posted 15 July 2020 - 08:50 PM
#44
Posted 15 July 2020 - 08:53 PM
Edited by Tyler Valentine, 17 July 2020 - 07:39 PM.
#45
Posted 15 July 2020 - 09:16 PM
Nice.
What is the point of a game you cannot play?
#47
Posted 15 July 2020 - 09:56 PM
Let's give it a chance.
It's a nice surprise to suddenly be in matches where, as mentioned, everyone knows what they are doing. (Apart from me, it seems!) I lost more than I won but did enough relative to my team to keep the T1 bar about where it was.
The movement of the bar is quite fast but stable enough to survive a few bad results. Seems good.
If T1 gets big enough for exclusive matches, that will basically turn into "Quick Comp Play". I'll certainly drop out from that level, into T2...
...T2 is already bigger than T1. With enough T1 to play themselves, T2 will form a rather nice "Reheated Soup Queue". Free from new and returning players derping and also free from sweaty groups stomping them. That's probably where I should be. Really sounds like a fun middle ground.
T3 and below will resume the chaotic mosh pit that was Quick Play before sweaty group drops. "It is what it is." Hopefully I won't end up in those games again.
You probably have to send mixed groups upwards, on the highest player in the group, rather than downwards to the average. Averaged mixed groups will stomp casual and returning players. Moving them up to the 'mentor' in the group does mean newer players (or returning players) who join in will face tougher players, but they have the guidance of the mentor and support of their group. Ultimately, if those 'student' players are trying to move up, they need to see the games their 'mentor' plays in. That will prepare them best for playing at this level, if they succeed.
Edited by BenMillard, 15 July 2020 - 09:59 PM.
#48
Posted 15 July 2020 - 10:43 PM
I mean T5 was the biggest block before the merge and reset, and they lose pretty much all the time now so their PSR go down rate should be pretty high.
Guess they left before they found their equilibrium Tier level.
Sorry if this has been mentioned already.
Edit for grammar
Edited by OZHomerOZ, 15 July 2020 - 11:14 PM.
#49
Posted 15 July 2020 - 10:47 PM
Is it too many changes too fast to even get a sense of what would work with the current population? How long did the 8v8 group 'experiment' even last?
There's something ironic about group players not playing various group queues enough for it to be populated, edning up with groups in QP, resulting in a hot mess that really exposed the MM troubles, and now Tier 1 should have the relatively skilled, there's still not enough of them to form matches.
I hope Tier 4 is ok, I've played enough lights and mediums to see mostly down arrows to end up there for now. Been a fair few stomps going any whcih way, meaning very boring matches over in minutes.
I like the sound of the summer lootbag event, hope we can get matches to actually play in.
edit:spellunk
Edited by TheFourthAlly, 15 July 2020 - 10:49 PM.
#50
Posted 15 July 2020 - 10:47 PM
OneTeamPlayer, on 15 July 2020 - 07:53 PM, said:
They knew this, they made the change simply to triage the uber groups away from T3 players for a while.
So merging solo and group queue proved to be a sufficient enough problem for them to resort to this ? Who would have thought ... People just couldnt see this coming from a mile away . /s
Naaaaaaaaaaaaaah , its fine .
#51
Posted 15 July 2020 - 10:51 PM
Xaat Xuun, on 15 July 2020 - 07:45 PM, said:
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=--=-=-=-=-=-
is there a way to see your QP PSR numbers ?
maybe I'm blind and just can't find it, if there is
You know ... The domination regime often wins the vote. Please tell me where to retreat in this case? Out of the circle?
In general, LRM pilots are very courageous. When you have already sold all your armor on the normal mech and cannot stand on the front line, you try to step back a little. And when the LRM pilots see this, they run even further even faster.
Do these people deserve the award along with the rest of the players?
#52
Posted 15 July 2020 - 10:51 PM
OZHomerOZ, on 15 July 2020 - 10:43 PM, said:
I mean T5 was the biggest block before the merge and reset, and they lose pretty much all the time now so their PSR go down rate should be pretty high.
Guess they left before they found their equilibrium Tier level.
The saltiest people by far are those who were tier 1 before and have dropped into 4 or 5 post reset. I reckon a lot of them would be pulling the pin once they get to 4 and keep dropping. No reason for people going the other way to get salty.
Until the average wait time exceeds average match time anyhow. Then I'll get salty.
#54
Posted 15 July 2020 - 11:12 PM
Paul Inouye, on 15 July 2020 - 02:11 PM, said:
Um, ban groups from the general queue? As it has been done years before? For these very reasons?
OneTeamPlayer, on 15 July 2020 - 05:49 PM, said:
Repair costs are also lore.
Re-arming costs are also lore.
Permanent destruction of mechs is also lore
Pilot knockouts with long recovery times are also lore
If every bit of "lore" were present in MWO literally no one would play this game.
If we also had a big and rich space sandbox with character roleplay, dynamic space politics and logistics and generally a lot of things to do... And melee combat in mechs... And battle armor and spaceships... I would play the heck out of it! Needless to say this is not exactly what we have here or, you know, in the other game.
#55
Posted 15 July 2020 - 11:27 PM
Think of it as medicine for the game that tastes like sheets but may save us to play another day or the game goes under.
Besides if T1's have not got any peers to play against it lowers and moderates the stompage by them of the lower teirs to one game every 4 minutes.
Self regulating to some extent.
Its great idea! Can't believe it came from PGI!
Edit: 4 minutes till valves open is the price you pay for stomping the rest of the player base!
Entry fee to Sealandia!
Edited by OZHomerOZ, 15 July 2020 - 11:57 PM.
#56
Posted 15 July 2020 - 11:48 PM
#57
Posted 15 July 2020 - 11:51 PM
itll make things faster right since you only need 16 players not 24?
and maybe also give you the chance to put groups back in their own queue.
which fixes a huge piece of the current game state, imo.
Edited by morosis, 15 July 2020 - 11:59 PM.
#58
Posted 15 July 2020 - 11:57 PM
OZHomerOZ, on 15 July 2020 - 11:27 PM, said:
Stuff I wrote in my previous post
For example if their are 62 T3 players and 10 T1 players in the available player pool queue the 4 minute delay allows 2 all T3 player games to form before a big skill gap T1 v T3 game forms.
So that only one out of 3 games has a large skill gap in this particular case which may be an easier pill to swallow than if the valves were allowed to open earlier and all three games contain T1's instead.
The bigger the ratio of T1 to T3's in this case would mean the stompage pain from lower Tiers vs T1 skillgap would be shared over a larger number of player*
(*There is some randomness involved, you could get unlucky and meet T1 several games in a row is possible)
But to do that the price is wait times increased for higher Tiers, which imo is fair considering the stompage they get to enjoy.
Besides its mostly T4 and T5's leaving not T1's, mostly
Increase wait time for T4 and T5 too if less than 24 players available !
Edited by OZHomerOZ, 16 July 2020 - 01:55 AM.
#59
Posted 16 July 2020 - 12:00 AM
Clay Endfield, on 15 July 2020 - 06:13 PM, said:
Can you guys track LRM damage per player in a match, and award 1/2 the score for damage dealt for LRMs to the matchscore total? It might cut back on all the LURM farmers spoiling every event, if LRMs are worse at amassing matchscore than just your run of the mill brawler/laser vomit build.
That would not be fair on people that play LRM builds only occasionally, you would then be putting them into the same situation as yourself, feeling they are being unfairly treated as they didn't use a build you have deemed worthy of play.
Not everyone that plays LRM's does it to farm, leech locks etc etc. missiles are the only weapon in the game that have a counter in AMS that earns huge matchscores, probably more than from actually firing the missiles in my experience.
#60
Posted 16 July 2020 - 12:00 AM
Lets wait and see how things are when that time comes.
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