Mackman, on 18 February 2013 - 08:26 PM, said:
How the hell could it make things worse than a purely random distribution? How? Even if it literally just divides the player base in half, it would give us better matches than we have right now.
It has the possibility of making matchmaking worse than random, because of Elo score distortion as a result of the effect of grouping. Not only those who group but also those who do not. Your not going to be seeing matches of people with the same Elo scores. You're going to get matches within 2 standard deviations of your score. The effect of grouping destroys the validity of the standard deviation and hence destroys the accuracy of the predictive properties of Elo scores. When you rely on standard probability for matchmaking, over time the skill distribution of your and opponents team's will normalize. In an Elo system you can't make that prediction give population size and a distorted standard deviation.
JPsi, on 18 February 2013 - 08:23 PM, said:
Just going to respond to that part.
A) The Elo hell thing has been debated back and forth all over those forums, some believe it some don't. It still falls under the 'Myth" category.
B )Their reasons for moving from Elo as stated, was that the Elo score felt near meaningless to the individual player. Moving up a few ranks when you are ranked against 20000+ other players didn't feel meaningful.
You've asserted that they moved away from Elo due to the Elo Hell scenario. I've yet to see where thats been said by any Riot employee. Also just another little note, they currently still have Elo, even with the leagues, its still used for their matchmaking, just not directly for their rankings. It is now hidden.
It is also used indirectly for rankings, the reduced LP earnings at about the 90 point range are influenced in severity and duration by the players Elo Score. Can go find the relevant dev posts if you'd like, just too lazy to do so now.
And they've had to adjust the LP earnings, because people were in effect in Elo hell. Players not getting enough LP from a win and losses costing a disproportional amount of LP relative to a win.
http://na.leagueofle...31#post34184931
80Bit, on 18 February 2013 - 08:07 PM, said:
Since a lot of what you say is based off of our "low population", can you let us know what that low population number is, and where you are getting it?
It was around 5k before they took the info out of the game. You need at least 20,000k players to have a sample size of 2000 for a decent que. 2000 is considered the minimal pool size to have an acceptable margin of error in polling. I doubt it is at 20,000 now. In reality neither of has exact figures as to the population size. Though the fact of the matter is Elo systems have minimal population thresholds necessary for them to work. From anecdotal experience I don't think MWO has the population to support a Elo system that will work well.
80Bit, on 18 February 2013 - 08:07 PM, said:
-snip- for brevity
solo player has a 4 in 12 (33.3%) chance to be placed on the side with the pre-made group, and an 8 in 12 (66%) chance to be placed on the side opposing the pre-made group. Pre-made groups win the vast majority of matches they play, and thus, solo players of almost all skill levels are losing more than 50% of their matches. The current matchmaking fails to deliver fair matches to all players.
So to summarize the current state of MWO match making is not matching the laws of probability you are talking about. It is my belief that the Elo structure will indeed improve match quality by helping correct the pre-made placement problem in a round about way.
You over state the effect of grouping on win rate of a pure pug dropper. A pug player doesn't only play matches against and with premades. His chances of facing a premade are relative to the number of players in the que and what percentage of those players are in a 4 person premade. Which is probably at most 15 percent. If you noticed in my OP I stated that win rate for an average player should be 48 +-5%. 5% more than accounts for the effect of facing pugs have, as realistically 5% of a que at a given time is a 4 premade.
I pretty much only pug, or run with 1 other person. My win rate is 75% and I don't own an ECM mech, k2 or atlas. The only evidence to support your claim that the match making fails to deliver is as anecdotal as my win rate. Win rates won't always reflect potions of damage boards. As playing for wins is different than playing for damage and kills. A more accurate statement is that Matchmaking does not
always deliver fair matches to all players. Going to an Elo system won't make it any better because of population size, and a distorted standard deviation of Elo scores. It's a no win, Elo scores in > 6v6 games have proven a low predictive accuracy.
I argue the time would have been better spent doing a BV system to insure better mech parity, ie reducing play advantage based on mech type, and coming up with a dynamic leader board system where people could stat brag. Because this time would have more effect on player retention and draw than an Elo system which only accurately predicts wins 40% of the time.
http://research.micr...t.aspx?id=67956
Edited by Grits N Gravy, 18 February 2013 - 11:13 PM.