What makes a good player?
#41
Posted 20 July 2020 - 05:41 PM
This left a good chunk of his own team facing the wrong direction when the opposing team mounted a counter attack.
#42
Posted 20 July 2020 - 06:43 PM
To try to get to the heart of the matter, I have developed the 'Great Player Diagnostic Test':
https://mfbc.us/m/cwqmgk
Use this tool and apply it to a player you know and love to determine if they are a truely great player.
#43
Posted 20 July 2020 - 10:34 PM
Kubernetes, on 20 July 2020 - 11:09 AM, said:
No, no you're not. The only things in which you are superior to him in this game are dying and losing.
Just to drive the point home: https://leaderboard....101%0D%0ABrauer
Sjorpha, on 20 July 2020 - 12:43 PM, said:
A bad player is a player who, on average, decreases his team's chances of winning.
And finally a scrub is someone who tries to argue against the above, who makes excuses for their own performance and who tries to bring their own subjective values into the argument (such as calling things cheese or raving about irrelevant moral standards like "honor" or "no-skill builds" and so on.)
Nesutizale, on 20 July 2020 - 10:35 AM, said:
As long as its easier to kill the enemy then takeing the points...whats the point?
I think the only way to solve this is when you can get to the 750 points faster by capping then it takes to destroy the enemy.
Basicly the only way to archive that is by haveing Dropdecks or respawns.
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While I liked the idea there where things that allways bothered me.
1) Let it be a mobile HQ with an escort of tanks and let the tanks add their firepower to the defance
2) If you can't program a good pathfinding system for the AI make a map that supports the mode and have predetermed pathes you make sure the AI will follow correctly.
3) An option to draw the escorting players away. Maybe in the way that the players know the convoys path beforehand. Then the enemy team can have false radar blips at their disposal they can drop to create false radar readings and lure out the escorting players. Maybe let every UAV appear as an enemy mech.
As I wrote a few times before, there are potentially two other modes that could be built on its' bones:
* A cap mode with a mobile capture target. That means both sides don't want to destroy it (or perhaps you could just have "destruction" halt the target, making it easier to capture for the attackers.
* A "convoy escort" mode where you have to get X periodically spawning convoys to their target locations. That would require some measure of strategy and map control to win, making it potentially more interesting.
#44
Posted 20 July 2020 - 11:49 PM
Nesutizale, on 20 July 2020 - 01:05 PM, said:
I think it would be helpfull to say what makes the good player win more. What is he doing to increase the winning chance of his team?
That depends.
For studying and learning the game it's definitely very helpful to analyze what makes a player good or bad.
But for matchmaking it's completely irrelevant, and you're reducing the predictive accuracy by mixing in secondary stats. So for matchmaking it's actually very unhelpful.
Some of the problems in these discussions arises because people tend to conflate those two topics.
Edited by Sjorpha, 21 July 2020 - 12:07 AM.
#45
Posted 21 July 2020 - 12:23 AM
Nightbird, on 20 July 2020 - 01:42 PM, said:
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Black Caiman, on 20 July 2020 - 05:07 PM, said:
#46
Posted 21 July 2020 - 05:09 AM
Heck, you can barely pull enough teeth to get players to admit that Kills is actually a team stat and if we wanted an individual stat we'd list KMDD or Solo Kills.
Not their fault though, a games directives and community are often subtly formed by the stats chooses to prioritize and display.
MWO chooses to display stats that are based on individual "performance" thus- modern MWO.
#47
Posted 21 July 2020 - 06:10 AM
Horseman, on 21 July 2020 - 12:23 AM, said:
Wins are rewarded in MS.
Kills and KMDDs are rewarded in MS. If you do both, you get the Solo Kill bonus.
Flanking and Hit and Run are rewarded in MS.
Protected and Lance In Formation bonuses are rewarded in MS. If you tanking helps your team, it will come out in your winrate (and wins are, again, rewarded in MS)
Being deliberately inefficient is bad, yes. Still, any damage on target is better than no damage on target and may allow a more efficient teammate to land the killshot.
Unless your mech is in position to cap and doing so advances your team more than it would if you went and got yourself killed. You forget that capping the base provides a distraction to the enemy team and forces them to move some of their mechs out of the fight.
Depends on the mech. Brawlers should preserve their mechs while advancing, because if they are getting destroyed from range they won't have a mech left to engage and do their job up close.
Amen. Ultimately the goal is to win, and you should do whatever it takes to get there from your current tactical position.
Win are rewarded in MS - Yes but specific beneficial actions are not, that's the whole point of MS right? Reward the action rather than the result?
Kills and KMDD you can get regardless, but if you shoot 5 components off and farm an extra 500 damage from one assault mech, you earn a ton more MS.
When you get 4 mechs chasing you, turning the match into 11vs8 at an opportune time, is that help to your team proportional to the measly hit and run MS you earn?
All the other examples are still valid.
Match score is terrible, it doesn't take into consideration when something should be done versus when it shouldn't, and in no way does it give a proportional reward for actions that help the team.
Edited by Nightbird, 21 July 2020 - 06:16 AM.
#48
Posted 21 July 2020 - 07:16 AM
OneTeamPlayer, on 21 July 2020 - 05:09 AM, said:
Heck, you can barely pull enough teeth to get players to admit that Kills is actually a team stat and if we wanted an individual stat we'd list KMDD or Solo Kills.
Not their fault though, a games directives and community are often subtly formed by the stats chooses to prioritize and display.
MWO chooses to display stats that are based on individual "performance" thus- modern MWO.
I do a pretty good job of farming match score AND I've been for a more WLR based system. But do go on.
Also, kills, KMDDs, and solo kills are all somewhat flawed stats. If a player is sandblasting the front armor of a mech to earn the KMDD, but I get the kill by snipping off a ST from behind, who actually did the most to get that kill? It's not uncommon to miss out on solo kills or KMDDs when you are efficiently taking out the opposition. Good players do tend to stack kills, KMDDs, and solo kills more than bad players, but prioritizing KMDDs and solos over kills isn't really going to be the best measure of skill or a of a player's contribution to a win.
#49
Posted 21 July 2020 - 07:24 AM
OneTeamPlayer, on 21 July 2020 - 05:09 AM, said:
But by and large, MS does revolve around actions that either deny the enemy their assets or preserve those controlled by your team. While it's not a 1:1 correlation with WLR, the two are strongly linked together - almost as if generating higher match score (without deliberately engaging in degenerate farming strategies) does, on average, help your team win.
Nightbird, on 21 July 2020 - 06:10 AM, said:
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Edited by Horseman, 21 July 2020 - 07:27 AM.
#50
Posted 21 July 2020 - 07:34 AM
#51
Posted 21 July 2020 - 08:18 AM
Kubernetes, on 21 July 2020 - 07:34 AM, said:
Those are the exact two Heavies I have exclusively run this season and your assessment is what I have been seeing as well (not that you need my agreement, your play is better than mine). My MS is definitely better in the IV, but the one thing the TD has is the ability to reliably finish enemy mechs...which prevents some enemy damage from getting pumped onto you or you teammates....this aids in terms of winning and lasting longer in matches (the less damage you take, the more damage you can inflicts....which helps MS). Overall, (imho) they are both strong for the current environment, just the IV will probably still score a bit better. I switched back to the TD primarily went the matchmaker got tightened and more tier 1 piloted lights appeared (I just like the TD better in those matchups). Personally, I am in the camp that thinks the MS calc should slightly nerf damage and buff kills, KMDD and in my view solo kills should get a bigger buff. The top dog could score better with those metrics changed. It’s a good mech that makes a positive difference in matches.
#52
Posted 21 July 2020 - 08:21 AM
All aspects of good performance either add up to winning, or are false.
#54
Posted 21 July 2020 - 08:25 AM
Marquis De Lafayette, on 21 July 2020 - 08:18 AM, said:
Thing is, KMDD and solo kills themselves are a problem here because they too rely on application of damage. You can hit CT every time with your Top Dog, but if I'm standing off to the side with an ATM Veagle you aren't getting either of those.
Edited by Kubernetes, 21 July 2020 - 08:26 AM.
#56
Posted 21 July 2020 - 09:30 AM
Horseman, on 21 July 2020 - 09:21 AM, said:
Putting a greater emphasis on rewarding kills isn't the answer. I've seen many a match lost by idiots tripping over each other to kill one mech out of position and completely forfeiting their own position in the process. Sometimes leaving a kill to your teammates is the correct answer, and there's no way the match score system could know that. The game obviously knows what components you've hit over the course of the match, however, and how much damage a target took before it died so those could be factored in. A kill that took less damage = more match score. CT hits = more match score. Those kinds of things.
#57
Posted 21 July 2020 - 09:31 AM
Kubernetes, on 21 July 2020 - 08:25 AM, said:
Thing is, KMDD and solo kills themselves are a problem here because they too rely on application of damage. You can hit CT every time with your Top Dog, but if I'm standing off to the side with an ATM Veagle you aren't getting either of those.
My thought here is really that the TD has more opportunity to solo kill with little damage....back CT a heavy, Killing a light/ medium (mean you don’t get much damage if you one shot a light, but it’s valuable to get a good light pilot dead early) . So, if solo kills in particular were buffed...a mech that kills often with lesser gross damage can score better.
Again...it doesn’t fix everything, but could be an improvement.
Edited by Marquis De Lafayette, 21 July 2020 - 09:33 AM.
#58
Posted 21 July 2020 - 01:34 PM
HolyGrail101, on 18 July 2020 - 05:34 PM, said:
I disagree, I think that only riding around in the an OP Mech with OP guns, fine tuning your graphics settings outside the UI and or using scripts in order to speed fire your weapons is pretty pathetic and most of the "Competition" level and Faction players I hear boasting tend to do at least 2 out of those 3 things. Being High on the kill zone only matters if you can do it without Macro's, scripts and technical non cheating. Most units only seem to be "Runner's up" to real Comp play until they have to play for real.
As for your high level Comp play BS excuse of coarse 1 Guy controlling an entire unit will be more effective than 1 guy herding 12 cats in PUG play. Duh. It doesn't make other PUG play tactics invalid, everyone can already shoot everyone all game 17000 times or more like I have. I play for fun, feel free to be the 190th best guy in a video game that at over 2500 hours into I admit is kinda niche. You might be a better shot than me but I'm still a better pilot. Piloting doesn't script well I assume.
Edit: I forgot about ping bouncing, some Faction players like that too it seems.
Laughable.....
#59
Posted 21 July 2020 - 01:59 PM
VonBruinwald, on 20 July 2020 - 02:50 PM, said:
Gagis, on 21 July 2020 - 08:21 AM, said:
All aspects of good performance either add up to winning, or are false.
The difference between a "good player" and someone who is "Good at the game",
Or alternatively, the difference between playing for fun and playing to win.
#60
Posted 21 July 2020 - 03:47 PM
OneTeamPlayer, on 21 July 2020 - 05:09 AM, said:
What metric would you prefer? How long people can sit on a cap? Missiles shot down? How high they can pee?
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