Problems With The Future Elo
#1
Posted 31 January 2013 - 02:14 PM
Now to the main problem with this system. 25 points for each match means that 10 more losses then wins gets you -250 points and that is a massive change in ELO. Only around 52 losses more then wins are needed to go from noob rating (1300) to a zero one. Now if this had been a 1 vs 1 one game, like Chess, where ELO originates from, so would this be no problem. But MWO is a team game so getting 10 bad matches where you lost due to a crappy team is something that happens every day. The thing is that a MWO player doesn't have 100% control over if his team will win or lose, unlike in a 1 vs 1 game.
Now, luck will eventually average out so your bad teams will even out with your good teams and thus your own contribution will tell on your winning record. But it takes lots of games to average it out and that is what should be reflected in an ELO system for MWO. The gain/loss amount for ELO should be divided by at least a factore of 8 to compensate for each Mechwarrior only being 1/8th of his team.
Now that means it will take hundreds of games to reach the top of the ranking, but on the other hand so would I find it hard to see how someone aiming at the top of the ranking not having played more then that already.
A totally different problem is that ELO is ment to keep track of good players, not bad ones. 1300 is a noob, but what is a 500 player? It would obviously take a lot of games to get that low (asuming my post is listened to by the devs), so any player that low would by deffinition not be a noob. This is solved in Chess by players getting below 1300 getting reset to 1300 again and thus keeping the noob level to be around 1300. This should preferably be done here as well as it will take care of one form of griefing: Intentionally getting a really low ELO and then start winning again to screw up others rating.
#2
Posted 31 January 2013 - 02:18 PM
#3
Posted 31 January 2013 - 02:21 PM
1. If you are making 1300 the baseline then what functional difference does it have to making 0 the baseline. Either way it is the number you can't go below.
2. If you are continuing to lose against opponents in the 700s and 600s. Why are you even wanting to be matches against players in the 1300s?
#4
Posted 31 January 2013 - 02:24 PM
Joseph Mallan, on 31 January 2013 - 02:18 PM, said:
From here:
http://mwomercs.com/...79-matchmaking/
The math of the post is a bit complicated for most though, so I can sum it up with that a new player start with 1300 in ELO and then you gain/lose 0-50 points for a win/loss. It's based on the difference between the players (or teams here in MWO), but as the match maker will try and match even teams against eachother so will it most likely end up being around +25 for a win.
#5
Posted 31 January 2013 - 02:27 PM
ThomasMarik, on 31 January 2013 - 02:21 PM, said:
1. If you are making 1300 the baseline then what functional difference does it have to making 0 the baseline. Either way it is the number you can't go below.
2. If you are continuing to lose against opponents in the 700s and 600s. Why are you even wanting to be matches against players in the 1300s?
It's something lots of people complain about in LoL, they claim that their ELO is misrepresented and that due to a bad luck streak they got stuck with incompetent players and that they can't solo carry against even a bad team all by themselves because of all the tools they get grouped with.
Now the argument falls apart because anyone who really doesn't deserve to be in an ELO will be able to climb out of it, the crux of the matter there is that the sampleset needed to shirk your "undeserved" ELO can get to be staggering (like 100s of games).
*Edit* removed double quote
Edited by FrDrake, 31 January 2013 - 02:28 PM.
#6
Posted 31 January 2013 - 02:29 PM
Znail, on 31 January 2013 - 02:24 PM, said:
http://mwomercs.com/...79-matchmaking/
The math of the post is a bit complicated for most though, so I can sum it up with that a new player start with 1300 in ELO and then you gain/lose 0-50 points for a win/loss. It's based on the difference between the players (or teams here in MWO), but as the match maker will try and match even teams against eachother so will it most likely end up being around +25 for a win.
Thanks.
#7
Posted 31 January 2013 - 02:32 PM
Edited by Smegmw, 31 January 2013 - 02:38 PM.
#8
Posted 31 January 2013 - 02:33 PM
ThomasMarik, on 31 January 2013 - 02:21 PM, said:
1. If you are making 1300 the baseline then what functional difference does it have to making 0 the baseline. Either way it is the number you can't go below.
2. If you are continuing to lose against opponents in the 700s and 600s. Why are you even wanting to be matches against players in the 1300s?
1. Personally I think 0 would be a fine. It's not my idea after all. It's 1300 in Chess just because none wants to bother rworking a working system.
2. Assuming you aren't actually handicapped, playing with 3 FPS or something like that so should you eventually learn to be as good as a player who never played before.
But my point is that the ELO system isn't really ment for juding how bad a player is. It's ment to measure how good one is and thus it works fine in the upwards scale, but not downwards.
#9
Posted 31 January 2013 - 02:39 PM
They will be releasing a new combat score system before Elo. Which i assume will play a role in affecting you're Elo ranking.
So even if you lose, your elo may still go up, if you performed well in battle. Or at the very least, you wont lose as much of an Elo rating.
We wont know for sure until they release it. Until then. It's all speculation.
#10
Posted 31 January 2013 - 02:41 PM
Smegmw, on 31 January 2013 - 02:32 PM, said:
Now for the record so would I personally prefeer not to have an ELO at all in MWO, but if we get it so would I at least want the changes I suggested to mitigate some of the problems with the system.
Now, this is a problem in other games, but it wont be much of one if players can't go below 1300. That both limits how much impact the Troll acounts can have and also prevents new players from going under 1300 in the first place.
#11
Posted 31 January 2013 - 02:42 PM
Znail, on 31 January 2013 - 02:24 PM, said:
http://mwomercs.com/...79-matchmaking/
The math of the post is a bit complicated for most though, so I can sum it up with that a new player start with 1300 in ELO and then you gain/lose 0-50 points for a win/loss. It's based on the difference between the players (or teams here in MWO), but as the match maker will try and match even teams against eachother so will it most likely end up being around +25 for a win.
While I am not agreeing or disagreeing with your thought process, I think that the ELO, when put in place, will not only award +/- for team win or loss, but I think there will be some individual performance accounted for as well.
It is very easy for a solo player to be on a 'bad' team, or lets say a team that gets beaten 7 to 10 times straight, however, the solo player himself might get several kills, assists, lots of damage and so on in each losing effort. I just gotta think there will be ELO rewards accordingly.
#12
Posted 31 January 2013 - 02:51 PM
ParasiteX, on 31 January 2013 - 02:39 PM, said:
They will be releasing a new combat score system before Elo. Which i assume will play a role in affecting you're Elo ranking.
So even if you lose, your elo may still go up, if you performed well in battle. Or at the very least, you wont lose as much of an Elo rating.
We wont know for sure until they release it. Until then. It's all speculation.
Now, I realise that I should most likely have included the link in my OP, but this isn't pure speculation, it's based on a dev post about how they plan for the future system to work. Now that doesn't mean it will be exactly like that. For all I know so may the devs already have noticed these problems themelves. But I can only speculate on what info they have given us, so that is what I am giving feedback on.
Now, does anyone actually disagree with my first main point? That ELO gain and loss rate should be less then in a 1 vs 1 game to take into account that that a Mechwarrior is only 1/8th of a team?
#13
Posted 31 January 2013 - 02:52 PM
Starting at 0 would require a serious modification of the ELO system.
http://en.wikipedia....o_rating_system
#14
Posted 31 January 2013 - 02:56 PM
Edited by SinnerX, 31 January 2013 - 02:57 PM.
#15
Posted 31 January 2013 - 03:00 PM
ELO should factor in a number of things: relative strength of chassis, relative strength of weaponry, damage inflicted, damage sustained, wins, losses. And that's probably not all-inclusive.
#16
Posted 31 January 2013 - 03:01 PM
When ELO is introduced, you will eventually level out to your skill level and stay there unless you feel like opening your mind to getting better. It happened in LoL and HoN and it will happen with this game.
#19
Posted 31 January 2013 - 03:15 PM
Znail, on 31 January 2013 - 02:14 PM, said:
If you are losing repeatedly you will be matched with ever lower rated players, i.e. it should be easier to win with every loss. If your true elo is actually higher i doubt you will manage a 52 loss streak.
Anyway they will monitor the convergence and its speed and tune their elo model accordingly.
Znail, on 31 January 2013 - 02:14 PM, said:
A new player gets assigned a starting elo value of 1300. Doesn't mean he's a noob. New and inexperienced players will fall below 1300 while the true 1300-elo-players will stay there (or reach 1300 eventually).
#20
Posted 31 January 2013 - 03:18 PM
Edited by Yoseful Mallad, 31 January 2013 - 03:20 PM.
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