

Elo Is Coming: What To Expect
#261
Posted 19 February 2013 - 09:43 AM
#262
Posted 19 February 2013 - 09:57 AM
Evex, on 19 February 2013 - 09:43 AM, said:
don't worry so much, its supposed to naturally evolve over time. If you are good, you will probably get some wins in for a while until it increases enough to match you against better pilots. Or the opposite if you were not as good.
#263
Posted 19 February 2013 - 10:01 AM
Evex, on 19 February 2013 - 09:43 AM, said:
I don't even understand what you're worried about. W/L in a game with a learning curve this high is extremely inaccurate as a way of measuring skill. By only measuring wins and losses from the most current patch, they insure that the W/L they'll be working with is the most recent, and most accurate, depiction of your performance in-game and your potential performance in future games.
#264
Posted 19 February 2013 - 10:26 AM
Would also be fun to be able to compare a bit with the rest of the community, If we'd start at 1500, and the top players are at 1800+, then knowing if I'm at 1300 or 1700 is quite interesting. Also, will make recruiting for making larger groups better (on large teamspeak servers for pickup groups for example). Just put up a channel with "4man 1500-1700" and a group of similarly skilled players can be up and running in a heartbeat.
#265
Posted 19 February 2013 - 11:39 AM
I also made a post on the MWO forums about this, and how I dont like that Elo wont be displayed:
http://mwomercs.com/...system-phase-3/
Edited by Redoxin, 19 February 2013 - 11:45 AM.
#266
Posted 19 February 2013 - 12:00 PM
But... wasn't ELO invented for static games like chess, whoose rules don't change over time (e.g. no new chess pieces)?
#267
Posted 19 February 2013 - 01:09 PM
What can I expect to happen now?
This is what my stats look like:
302 / 234Kills / Death
191 / 243Wins / Losses
1.29Kill / Death Ratio
Edited by Chromanin, 19 February 2013 - 02:48 PM.
#268
Posted 19 February 2013 - 01:11 PM
80Bit, on 19 February 2013 - 08:05 AM, said:
Correct me if I am wrong, but the last time population numbers were visible were at the end of the closed beta period, was it not? And I think you are overstating the population requirement to have Elo work. 90% of the players in an Elo system occupy a fairly narrow range of Elo ratings. 2000 being a minimum size for polling has nothing to do with Elo match making. For the majority of players the Elo system should have little problem finding fair matches. Outlying players do face a new problem, of either high queue times, or frequently being places in matches out of their range. You are correct that population size will affect the system, but mainly for the fringe, not the bulk of players.
I disagree that a BV system would work better than an ELO system. In a BV system, you are trying to make predictions based on the equipment's performance instead of the players performance. But it is clear that a K2 in the hands of an unskilled player is vastly different than one in the hands of a skilled player. It is folly to try and predict results by equipment when you have a much better indicator, past performance. Even better, they appear to be narrowing it down to past performance by mech or at least by class, which will match make based on your performance in a mech, rather than by the mech itself.
Population of the que has everything to do with how well an Elo matchmaking system will work. First off Elo systems are mathematically based around the idea that skill is distributed in a Gaussian manner across the population. Population size effects the variance and therefor the standard deviation of a distribution. Population size relates directly to mean and therefor margin of error. The smaller the population the greater the margin off error. Which results in not only less accurate rankings but forces you to allow for a greater spread in matchmaking, in order to take into account margin of error.
Couple margin of error with a distorted standard deviation of player skill and it's not 10% of the population that are outliers, It's the 1 % of the 1%. Meaning your matchmaker isn't doing enough segregation. For all intensive purposes, everyone is still piled together. So what's the point of the system? Even if you set the system up to only allow matches of 1 standard deviation of a players score, Elo would do a poor job of predicting outcomes, due to the inherent inaccuracy of player scores and standard deviation of the group. I'm not saying the system won't find you any matches, I'm saying you will be getting pretty much the same matches as before, minus 1% of the population. With a 40% win rate, that won't help you at all.
BV isn't a predictive system or ranking system, it's a handicapping system. Not all mech's are created equal, and therefore when two random mechs of the same class a paired, both do not have an equal chance at success. The chance for equal success is tantamount to the validity of Elo scores. Elo is based on the assumption that both players are starting with the same number of chess pieces.
What BV and handicapping system do is, adjust the game state to give players of different setups equivalent chances at victory. Give them same amount of chess pieces. We all ready have a handicapping system, and one that isn't very good either. It states all assaults are = to all other assaults, ect, ect. The choice isn't between Elo and BV. It's between Elo and BV or complete random matchmaking and BV, or Elo with current handicapping and random matches with current handicapping. If matchmaking largely turns out to be the same post patch, than the time would have been better spent developing a better handicapping system.
Edited by Grits N Gravy, 19 February 2013 - 01:30 PM.
#269
Posted 19 February 2013 - 02:00 PM
EDIT, just after a couple of games my stats raised enormously.
318 / 234Kills / Death
200 / 243Wins / Losses
1.36Kill / Death Ratio
Edited by Chromanin, 19 February 2013 - 02:47 PM.
#270
Posted 19 February 2013 - 03:13 PM

#271
Posted 19 February 2013 - 03:18 PM
I really hope they have something in mind to stop the smurfs. Once your win rate is fixed at 1:1 you get a lot of the "I'm uber l33t, I should win 90% of my games!" player wanting to pub stomp rather than playing people their own level.
#272
Posted 19 February 2013 - 03:31 PM
#273
Posted 19 February 2013 - 06:08 PM
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.
So that happened.
http://mwomercs.com/...41#entry1922841
Solo dropers sat in long ques, failed to find matches. Many of the higher end pug players were forced to fill out the other half of crappy 4 man teams fighting against 8 mans. Mid to low end solo droppers couldn't find matches. The quality and mech parity of the matches was overall reported to be lower.
All of these are symptoms of a blown standard deviation, small population pool and very narrow grouping protocols in an Elo matchmaker. PGI actually tuned the MM to the worst possible settings at release. Which was to look for very narrow matching criteria. Thus we had the dual fiasco of bad matches due to inaccurate Elo scores and long que times due to a small pool and a narrow match function.The solution to quicker matches will be to widen the range of Elo scores a solo dropper can face. Thus making the system function almost as identical to a random drop system. Now do you see why I said Elo could make things worse? If you had BV and random drops you'd arguably be in a much better place right now.
#275
Posted 19 February 2013 - 06:49 PM
Wheel and pedals is a perfectly matched control scheme for a mech. Maybe you just need to learn how to drive?!
Check out me and my A1 getting 8-0 on multiples on River City. You might learn a few things.
#276
Posted 02 April 2013 - 06:16 PM
lmao get punished for the mistakes of others, nice system pgi, your player ranking system doesn't even account for skill.
20 user(s) are reading this topic
0 members, 20 guests, 0 anonymous users