Broceratops, on 17 February 2013 - 06:46 AM, said:
Elo Hell is a myth. The concept that there is a level of low elo where results are so random that you cannot have any effect on them just means you are at your elo level. The term exists only because players at this level don't have the deductive reasoning to understand they're bad and they're being protected from higher ranks.
False, Elo hell or the point where elo scores stagnate or the effort to raise your elo take tremendous effort and very long consecutive win streaks do exist as a function of the mathematical formulas used to create elo scores. The primary culprits are K factors and systems that clip point gains when a more skilled opponent beats a less skilled one. As is the case in our Elo formula.
It got so bad in LOL that they changed the function of their leader boards. Previously your rank on the leader board was solely based on your Elo score. They have radically changed this recently allowing players to advance up the leader boards via tournament style play.
http://na.leagueofle...d.php?t=3004520
Broceratops, on 18 February 2013 - 06:44 AM, said:
I agree with Wispsy. I don't need a number going up necessarily but I need something. You cannot call a game competitive unless there is a ranking of some kind. I don't care if its leagues like in SC2, or a number like in LoL, or just random **** I can put in my cockpit win from tournies if they ever add those.
Leader boards are different from matchmaking. They do need to develop a leader board system at some point, but it should be taking in more factors than win lose to paint a more complete picture of "skill".
I honestly don't think the MM system is going to be marginally impacting on anyone's play. First off, the laws of probability tells us average solo dropper should have about 48% +- 5 percent win rate. All things being equal, unless the average player, plays only in an advantage situation there is no way mathematically to raise the average win rate as a function of the laws of probability. As soon as he does this, either by increasing skill or mech's he plays, he is no longer by definition average.
Mathematically, the function of a good match maker is to take advantaged and disadvantage players, divide them from the other levels of play and have play only themselves. Which would normalize the win rates and advantaged and disadvantage play styles. That's what Elo does; it's a mathematical way to represent how advantage one's play is against another.
It won't work any better than random drops for a number of reasons. The most obvious being, that the pool of players to match from, will be so small, that widely varying Elo scores will have to be matched against each other in order to ensure prompt matchmaking. Thus defeating the entire purpose of Elo matched making.
The games total amount of players logged on, is not the number of players that games can be made from. Only a tiny percentage of the player base is available to match at any given moment. The percentage of player available to match from can be worked by comparing the amount of time you que for a match compared to the amount of time you spend in a match, in the lab or idle. In most cases que time is less than 1 percent. Therefore, at any given time 1-10% of the player population is available to match from. Therefore, you can't build tight Elo matches and insure reasonable que times. As there are never enough advantaged and disadvantaged players in a que at a respective time, to build a match, of exclusively those players.
Match parity and que time are divergent factors. The tighter the Elo match, the longer the que time has to be, which is a function of the total size available to que. If you really want consistent 50/50 matches you have to be willing to spend the same amount of time you spend in battle waiting for opponents. The majority of players won't wait that long, most won't wait over a minute.
All that's going to happen with MM 3.0 is que times will increase, the quality of the matches will stay the same or go down and the amount of complaints about matchmaking and que times will increase exponentially. Complaints will increase as function of human physiology and the reactions to waiting and fairness.
http://www.nytimes.c...?pagewanted=all
http://davidmaister....-waiting-lines/
IMHO all the time that goes into an ELO matchmaking system is a waste, because the laws of probability get us to about the same point and Elo can't get us to a better point but could make things worse. The risk to reward doesn't justify the expenditure of time given the population size. The time would have been better spent doing a Battle value system, to ensure better mech parity in matches, creating a dynamic leader board and tournament system.
Edited by Grits N Gravy, 18 February 2013 - 07:28 PM.