Concerning Pgis Elo Matchmaking Approach
#21
Posted 31 December 2012 - 10:17 AM
#22
Posted 31 December 2012 - 10:17 AM
JPsi, on 31 December 2012 - 08:48 AM, said:
It is absolutely necessary, as it's the only way to account for different loadouts. A player fielding a "fully pimped ride, complete with chrome spinners" should not be considered a match for a player that uses a stock version of the same mech (or some sort of "for the lulz" build for that mater) - the difference is large enough to completely mess up the balance.
#23
Posted 31 December 2012 - 10:19 AM
LarkinOmega, on 31 December 2012 - 09:38 AM, said:
Its an oft quoted analogy to demonstrate the occasional deceptiveness of averages. You must surely have come across it before?
#24
Posted 31 December 2012 - 11:00 AM
#25
Posted 31 December 2012 - 11:03 AM
Kousagi, on 31 December 2012 - 08:55 AM, said:
ROTFL
http://en.wikipedia.org/wiki/Midas
Edited by Red squirrel, 31 December 2012 - 11:05 AM.
#26
Posted 31 December 2012 - 11:50 AM
The SC2 model pits each player against all of the other players and their performance is based on total score. This pairs perfectly with MWO... in that you are already ranked at the end of the game.
So using the screenshot provided earlier:
1) The top of the list will have his personal ELO go up and all 15 other players go down.
2) 2nd Player: Goes down once (losing to the top rank) and goes up against the 14 other players.
3) The Highlighted Player: Goes down 4 times (to the people above him) and goes up 11 times.
So on and so forth...
This has serious advantages to the "average" method being employed by PGI:
1) It allows for 15 ELO changes per match, making it much more accurate much quicker.
2) Allows you to be pitted against your team mates
3) Allows your contribution to cause your ELO to go up even if your team gets crushed
Anyhow, their implementation is going to be very very very slow to work (if it even does)
Quote
When employed properly (where teams don't really change between matches, WoW arena matches for example) the Math for ELO in team games doesn't work using Medians.
Edited by Pugastrius, 31 December 2012 - 11:54 AM.
#27
Posted 31 December 2012 - 12:05 PM
Pugastrius, on 31 December 2012 - 11:50 AM, said:
The SC2 model pits each player against all of the other players and their performance is based on total score. This pairs perfectly with MWO... in that you are already ranked at the end of the game.
So using the screenshot provided earlier:
1) The top of the list will have his personal ELO go up and all 15 other players go down.
2) 2nd Player: Goes down once (losing to the top rank) and goes up against the 14 other players.
3) The Highlighted Player: Goes down 4 times (to the people above him) and goes up 11 times.
So on and so forth...
This has serious advantages to the "average" method being employed by PGI:
1) It allows for 15 ELO changes per match, making it much more accurate much quicker.
2) Allows you to be pitted against your team mates
3) Allows your contribution to cause your ELO to go up even if your team gets crushed
Anyhow, their implementation is going to be very very very slow to work (if it even does)
When employed properly (where teams don't really change between matches, WoW arena matches for example) the Math for ELO in team games doesn't work using Medians.
First they need to fix the XP system since some roles greatly benefit from the current system.
Also getting the killshot does not make you the better player. On the other hand dealing 10dmg to each mech (8assists) does not make you very useful either
#28
Posted 31 December 2012 - 12:18 PM
Red squirrel, on 31 December 2012 - 12:05 PM, said:
First they need to fix the XP system since some roles greatly benefit from the current system.
Also getting the killshot does not make you the better player. On the other hand dealing 10dmg to each mech (8assists) does not make you very useful either
8 assists alone will not get you on top. The more information you incorporate, the less effect from the possibility to abuse (or actual abuse of) single variables.
The thing is: the better the end of game calculation and reward system is working, the better / easier it is to simply add it into ELO calculation. On the other hand it's quite hard to find the "right values" to take into account, without ending up getting into freaking large calculations.
The more your personal performance influences ELO instead of the team performance, the more accurate your ELO gets and this improves the game experience for everyone.
Edited by Lyteros, 31 December 2012 - 12:22 PM.
#29
Posted 31 December 2012 - 01:03 PM
#30
Posted 31 December 2012 - 01:27 PM
What we have been asking for is a lobby and the ability to "set up matches" with some variant of tonnage or battle value system in order to have a level playing field in 8 mans for those of us who want organized competitive play.
PGI has about six months to figure our CW and whatever matchmaking system they settle on while fixing by rebuilding the net code from the ground up and dealing with economy and mek frame and weapon balancing.
No short order for 9 out of 10 development houses.
Good luck PGI, I personally would like to see you succed and give us a Galaxie to rule.
#31
Posted 31 December 2012 - 03:11 PM
Lyteros, on 31 December 2012 - 12:18 PM, said:
8 assists alone will not get you on top. The more information you incorporate, the less effect from the possibility to abuse (or actual abuse of) single variables.
The thing is: the better the end of game calculation and reward system is working, the better / easier it is to simply add it into ELO calculation. On the other hand it's quite hard to find the "right values" to take into account, without ending up getting into freaking large calculations.
The more your personal performance influences ELO instead of the team performance, the more accurate your ELO gets and this improves the game experience for everyone.
Generally I like your idea. But I see one flaw:
People are damn good at finding the loophole in how to get better stats. We already see all those people in PUG games that go for the killshot whatever or Alt-F4 before dying. Or remember all those suiciders?
In the end the XP mechanism needs to encourage teamplay but prevent exploition.
I am just not sure if this is possible since in many cases it is difficult to tell whether someone died for his teammates or because he did something stupid.
#32
Posted 14 January 2013 - 10:07 PM
Lyteros, on 31 December 2012 - 07:24 AM, said:
http://mwomercs.com/...ost__p__1626065
The Problem I see:
From what I read here, the new matchmaking will entirely be based on win / loss statistics.
And those statistics will be created by the WHOLE team, not taking personal achivements of each pilot into account. So your personal influence on what happens with your ELO is 1/16 (since you're one single pilot of the team and the whole other team wants your head)
Since your teams (when PUG) are randomly drawn, the team based ELO rating is just as much as a gamble as the current system.
I think the system will not solve the mess we have with the matchmaking. The proposed ELO misses a lot of available and easy to use information, which can vastly increase the effectivity of the ELO calculation and the match making.
Some simple examples:
Proposed Changes / additions:
Please keep in mind: This is about improvement and better game experience for everyone, not whining / rabble or personal advantages. Discuss.
What about having a separate ELO rating for each of your Mechs, or at least per chassis? At the very least, one per weight class.
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