dubstep albatross, on 31 March 2022 - 08:09 PM, said:
I am not sure I really follow you here. Would it be possible for you to rephrase this or maybe go into a bit more detail?
In short, tier 5 and tier 1 are capped, as such, this tier is primarily fed by 4 and 2 respectively (Not saying exclusively to be clear). So in terms of the potential skill level between 4-5 and 1-2 the skill-gap is narrower and there is a much less skill level fall off. Tier 3 is primarily fed by 4 and 2 thus the potential skill gap is substantially wider, ranging from low 4s to high 3s... The palpable result is the potential skill-gap is huge in contrast to 1s and 5s and manifests in the aforementioned wilds swings in quality of play in tier 3'ish matches.
dubstep albatross, on 31 March 2022 - 08:09 PM, said:
My intuition is that it happens enough to be a factor in feel of gameplay, especially during times of lower population. This is what drives my earlier comments about why tier 3 games feel as they do. I have a non-trivial amount of tier 3 gameplay data, but no reliable way to know what each player's tier was at the time of the match. I believe some have suggested using Jarl's and percentile ranking, but I am still not sure if the correlation is strong enough to place enough players in the appropriate tier to make any analysis credible.
In other threads I have mentioned that I feel that tier 3 fills tier 1 games much more often than tier 3 fills tier 5 games. Nightbird does have an interesting point about the distribution of players versus the distribution of players in the queue. I think tier 1 is the smallest tier, but I do wonder what portion of the queue, at any given time, is tier 1. Intuitively one might be tempted to think that more skilled players would have more active game time, but I am not sure.
I can't speak intelligently in regards to what you experience but I personally don't see it a great deal. To be fair, I usually play during Euro prime-time or North America prime-time so I rarely deal with shallow player pools. Conversely, I could just not be as sensitive to their presence.
dubstep albatross, on 31 March 2022 - 08:09 PM, said:
In your example, it makes sense that you can have an outsized effect as a tier 4 assigned player in a tier 4 game (if you truly are a tier 2 player). I think a case of a player reaching tier 2 and then ending up in tier 4 is unusual. The real question is: where does this player really belong? It can be easy to be mis-tiered, especially in the downward direction. Once the cause of that is sorted (back to a practiced build/playstyle, no longer playing drunk with friends in meme builds, etc.) then that player will rise quickly back to where they should be.
Unintentionally or otherwise, some players can rise into higher tiers through certain dynamics of the match score system. As I mentioned in another thread, I think 8v8 exposes these mis-tiered players and pushes them towards a more appropriate tier (at least for 8v8 games).
Again, agree to a point. MWOs tier mechanics to progress or regress are not symmetrical. It takes notable individual effort to progress forward and or be grouped with a upwardly mobile team to rise in tier rank. Conversely, a string of losses or piloting less-than-optimal mechs (which was my downfall from 2 to 4 btw) can have you backsliding in short order.
dubstep albatross, on 31 March 2022 - 08:09 PM, said:
So it seems to me that you may be suggesting that tier 3 players tend to be mis-tiered more than other players. There may be something to that. Stack a bunch of AMS and sandpaper damage weapons in tier 4, you will get to tier 3, but you will not likely get to tier 2. In tier 2 if you do not keep up with the meta and you do not execute well, you will end up in tier 3, but not likely let it get to tier 4.
In the scenario I just described, then, it is not really about being average. It is about being mis-tiered. The matchmaker cannot balance mis-tiered players.
To the contrary... I believe the vast majority of tier 3 players are where they belong. It's the "transitional players" i.e. players who's functional skill level is above or below the median tier 3 players that are "passing through" tier 3 either on their way to tier 2 or tier 4 respectively.
dubstep albatross, on 31 March 2022 - 08:09 PM, said:
Without stops, what do you do when a player is at 10000 PSR? At some point you will have to re-bucket (or transform) the PSR values in order to find matches or you will have players who can never find matches.
What you may really be suggesting is just having more gradients in the tier system. I would imagine we would need quite a few more active players to support this. If the valves are opening to +/- 1 and to +/- 2, we do not have enough players (with the distribution of players we have) to support even the tiers we have.
You are correct.. I was kind'a vague in my explanation. Yes, there should be a more tiers ( 11? maybe ) with the top 1/3rd and bottom 1/3rd gated. This would allow for a more granular transition in skill-gaps (Mitigating the injection of non-compatible skill levels at non-peak times) keeps fresh cadets and apex players from comingling.
Obvious downside to this is it would directly impact wait times and doesn't affect say a tier 1 player riding the coat tails of a tier 5 player in group.
This is why the only true solution is a huge increase in the potential player base which just isn't going to happen for a myriad of reasons.