Or just reset MMR with every new update. 3-4 time a year.
Because your own and enemy players MMR is not visible, it's pretty pointless to even do anything with MMR at all.
We'd have to be able to see that and there be some kind of rewards per season otherwise there's no incentive to climb and the lowering MMR will just be used as a way to face up against weaker players and stomp them.
Well in bgs I get roflstomped. So I'd love a lower mmr.
Actual performance ranking metrics often pull data from many sources to get a more complete picture of a player's performance level. Not only would they pull from win/loss, but maybe also a score that indicates how much the player contributes to the match, on top of some general data such as damage done, received, healing done, received, etc.
There really isn't a reason why ESO couldn't do the same. Keep the current medal score tally to represent how much the player contributed to the match, but also add in win/loss, some general data about the player in the match, as well as maybe some data specific to each game mode, such as kills/deaths/assists for deathmatch, amount of time spent holding the ball or amount of healing done to allies holding the ball or amount of damage done to enemies holding the ball for chaosball, etc.
Weight each of these so they each contribute to the final MMR value a different amount, and maybe have the weights change depending on the game mode, if we want MMR to be per game mode (which it should be, IMO, since players typically perform very differently between game modes).
Roll out a preliminary version of this new MMR system that isn't actually hooked into the match maker, just to gather information about how the average player performs, and use that information to determine a baseline that players must meet to have a "neutral" MMR value for that match (ie if they're below the baseline, MMR value goes negative which means MMR drops; if they're within a few percent of the baseline, MMR value approaches zero which means MMR stays the same; if they're above the baseline, MMR value goes positive which means MMR rises).
Under a new MMR system like this, a player's MMR will start fairly low, and will gradually rise, causing the player to match against harder and harder opponents, until eventually their MMR starts to plateau and even drop, until they meet the baseline, at which point it can be assumed that the player is matching against other players with roughly equal performance levels to their own.
At the baseline, a player's MMR will be constantly fluctuating, but will always reach a balancing point, as it's constantly adjusting the matching preferences to match the player's performance level.
So long as all the weights are in decent ranges, this shouldn't cause any problems regarding queue times, as the match maker is still just pulling a single number that it can consider the player's performance rank. Just, the rank is being determined using a much more sophisticated function, that is overall more indicative of how a player actually performs.
Actual performance ranking metrics often pull data from many sources to get a more complete picture of a player's performance level. Not only would they pull from win/loss, but maybe also a score that indicates how much the player contributes to the match, on top of some general data such as damage done, received, healing done, received, etc.
There really isn't a reason why ESO couldn't do the same. Keep the current medal score tally to represent how much the player contributed to the match, but also add in win/loss, some general data about the player in the match, as well as maybe some data specific to each game mode, such as kills/deaths/assists for deathmatch, amount of time spent holding the ball or amount of healing done to allies holding the ball or amount of damage done to enemies holding the ball for chaosball, etc.
Weight each of these so they each contribute to the final MMR value a different amount, and maybe have the weights change depending on the game mode, if we want MMR to be per game mode (which it should be, IMO, since players typically perform very differently between game modes).
Roll out a preliminary version of this new MMR system that isn't actually hooked into the match maker, just to gather information about how the average player performs, and use that information to determine a baseline that players must meet to have a "neutral" MMR value for that match (ie if they're below the baseline, MMR value goes negative which means MMR drops; if they're within a few percent of the baseline, MMR value approaches zero which means MMR stays the same; if they're above the baseline, MMR value goes positive which means MMR rises).
Under a new MMR system like this, a player's MMR will start fairly low, and will gradually rise, causing the player to match against harder and harder opponents, until eventually their MMR starts to plateau and even drop, until they meet the baseline, at which point it can be assumed that the player is matching against other players with roughly equal performance levels to their own.
At the baseline, a player's MMR will be constantly fluctuating, but will always reach a balancing point, as it's constantly adjusting the matching preferences to match the player's performance level.
So long as all the weights are in decent ranges, this shouldn't cause any problems regarding queue times, as the match maker is still just pulling a single number that it can consider the player's performance rank. Just, the rank is being determined using a much more sophisticated function, that is overall more indicative of how a player actually performs.
Excellent post. I really hope that they do something like this when all is said and done.
The only thing I'd add is MMR decaying a little bit over time. Every week, regardless of how much the player participates or wins, a static, small percentage of MMR is taken right off the top so that only the most active and skilled players stay at the top, and queue times for more skilled players will be reduced. Other MMOs/games with good MMR systems or leaderboards do this to avoid stagnation, e.g., situations where players at the extreme ends of the MMR curve find no matches because there's no one else close to the same ranking they are.