ForumSavant wrote: »ForumSavant wrote: »Should've known when there was a comment on my post with no update.
I'd say a conversative estimate of 95% of the people who want to play 4v4s would prefer leaderboard based on MMR, nothing else makes any sense, and introducing a que for the express intent of competitiveness, only to make it based off medal score is the biggest let down.
Rating systems vary between games and not all PvP games make the MMR visible. A great example is PUGB uses MMR for regular matches but ditched MMR for a Rank Point system in their competitive PvP. It measures what the player actually contributed in the match than MMR.
I personally would prefer a system that weighted what people did so someone that contributed heavily gets more points in a win than someone who barely did anything. I also think that someone who contributed much in a teams loss should still get points while those who contributed less lose points.
It makes more sense and prevents someone from being carried by their friends to get a good ranking.
There is zero reality where ZOS makes any in depth MMR system. A system with MMR based on medal score is useless and can't even translate properly, a system based on win/loss, while not 100% accurate, is infinitely more accurate than that based on medal score. I would prefer one based on a multitude of factors but there's no realistic scenario in which that happens and asking for something complicated when we aren't even getting the bare minimum at this stage doesn't make sense.
If your MMR is inflated because of your friends, you will either lose MMR when not playing with them, or continue with your group and stay in the MMR that your group belongs in.
Win/Loss is just as simplistic as a medal system and not nearly 100% accurate. It assumes everyone contributed equally. And that is never the case. I have seen in ESO and other games where one player did the lion's share of the work on their team and put to shame most of the players on the other team yet got dinged because they were on the losing team.
It would be even worse in ESO since, with the current BG player population, an extensive spread of player skill level is required to make matches so that the queue pops within a somewhat reasonable time.
I am for a better system, but a win/loss design is far too simplistic, making it a poor design. If we are going to ask for a better system, let us ask for a good one.
ForumSavant wrote: »ForumSavant wrote: »Should've known when there was a comment on my post with no update.
I'd say a conversative estimate of 95% of the people who want to play 4v4s would prefer leaderboard based on MMR, nothing else makes any sense, and introducing a que for the express intent of competitiveness, only to make it based off medal score is the biggest let down.
Rating systems vary between games and not all PvP games make the MMR visible. A great example is PUGB uses MMR for regular matches but ditched MMR for a Rank Point system in their competitive PvP. It measures what the player actually contributed in the match than MMR.
I personally would prefer a system that weighted what people did so someone that contributed heavily gets more points in a win than someone who barely did anything. I also think that someone who contributed much in a teams loss should still get points while those who contributed less lose points.
It makes more sense and prevents someone from being carried by their friends to get a good ranking.
There is zero reality where ZOS makes any in depth MMR system. A system with MMR based on medal score is useless and can't even translate properly, a system based on win/loss, while not 100% accurate, is infinitely more accurate than that based on medal score. I would prefer one based on a multitude of factors but there's no realistic scenario in which that happens and asking for something complicated when we aren't even getting the bare minimum at this stage doesn't make sense.
If your MMR is inflated because of your friends, you will either lose MMR when not playing with them, or continue with your group and stay in the MMR that your group belongs in.
Win/Loss is just as simplistic as a medal system and not nearly 100% accurate. It assumes everyone contributed equally. And that is never the case. I have seen in ESO and other games where one player did the lion's share of the work on their team and put to shame most of the players on the other team yet got dinged because they were on the losing team.
It would be even worse in ESO since, with the current BG player population, an extensive spread of player skill level is required to make matches so that the queue pops within a somewhat reasonable time.
I am for a better system, but a win/loss design is far too simplistic, making it a poor design. If we are going to ask for a better system, let us ask for a good one.
CameraBeardThePirate wrote: »ForumSavant wrote: »ForumSavant wrote: »Should've known when there was a comment on my post with no update.
I'd say a conversative estimate of 95% of the people who want to play 4v4s would prefer leaderboard based on MMR, nothing else makes any sense, and introducing a que for the express intent of competitiveness, only to make it based off medal score is the biggest let down.
Rating systems vary between games and not all PvP games make the MMR visible. A great example is PUGB uses MMR for regular matches but ditched MMR for a Rank Point system in their competitive PvP. It measures what the player actually contributed in the match than MMR.
I personally would prefer a system that weighted what people did so someone that contributed heavily gets more points in a win than someone who barely did anything. I also think that someone who contributed much in a teams loss should still get points while those who contributed less lose points.
It makes more sense and prevents someone from being carried by their friends to get a good ranking.
There is zero reality where ZOS makes any in depth MMR system. A system with MMR based on medal score is useless and can't even translate properly, a system based on win/loss, while not 100% accurate, is infinitely more accurate than that based on medal score. I would prefer one based on a multitude of factors but there's no realistic scenario in which that happens and asking for something complicated when we aren't even getting the bare minimum at this stage doesn't make sense.
If your MMR is inflated because of your friends, you will either lose MMR when not playing with them, or continue with your group and stay in the MMR that your group belongs in.
Win/Loss is just as simplistic as a medal system and not nearly 100% accurate. It assumes everyone contributed equally. And that is never the case. I have seen in ESO and other games where one player did the lion's share of the work on their team and put to shame most of the players on the other team yet got dinged because they were on the losing team.
It would be even worse in ESO since, with the current BG player population, an extensive spread of player skill level is required to make matches so that the queue pops within a somewhat reasonable time.
I am for a better system, but a win/loss design is far too simplistic, making it a poor design. If we are going to ask for a better system, let us ask for a good one.
Win/Loss is better than having a leaderboard based on Medal Score though. It's not perfect, but a leaderboard based on a cumulative score that doesn't go down and only goes up is ludicrous - not to even mention the fact that a Medal Score leaderboard leaves Necros and Shielders in the dust.
I also think you're overestimating the amount of dead weight that can be carried to victory in a 4v4.
ForumSavant wrote: »ForumSavant wrote: »ForumSavant wrote: »Should've known when there was a comment on my post with no update.
I'd say a conversative estimate of 95% of the people who want to play 4v4s would prefer leaderboard based on MMR, nothing else makes any sense, and introducing a que for the express intent of competitiveness, only to make it based off medal score is the biggest let down.
Rating systems vary between games and not all PvP games make the MMR visible. A great example is PUGB uses MMR for regular matches but ditched MMR for a Rank Point system in their competitive PvP. It measures what the player actually contributed in the match than MMR.
I personally would prefer a system that weighted what people did so someone that contributed heavily gets more points in a win than someone who barely did anything. I also think that someone who contributed much in a teams loss should still get points while those who contributed less lose points.
It makes more sense and prevents someone from being carried by their friends to get a good ranking.
There is zero reality where ZOS makes any in depth MMR system. A system with MMR based on medal score is useless and can't even translate properly, a system based on win/loss, while not 100% accurate, is infinitely more accurate than that based on medal score. I would prefer one based on a multitude of factors but there's no realistic scenario in which that happens and asking for something complicated when we aren't even getting the bare minimum at this stage doesn't make sense.
If your MMR is inflated because of your friends, you will either lose MMR when not playing with them, or continue with your group and stay in the MMR that your group belongs in.
Win/Loss is just as simplistic as a medal system and not nearly 100% accurate. It assumes everyone contributed equally. And that is never the case. I have seen in ESO and other games where one player did the lion's share of the work on their team and put to shame most of the players on the other team yet got dinged because they were on the losing team.
It would be even worse in ESO since, with the current BG player population, an extensive spread of player skill level is required to make matches so that the queue pops within a somewhat reasonable time.
I am for a better system, but a win/loss design is far too simplistic, making it a poor design. If we are going to ask for a better system, let us ask for a good one.
I don't get why people don't even bother to read what they are responding to. Your first sentence is exactly what I said, so why it's even written in the context you wrote it is beyond me. Read the comment, then respond, That is the proper order of things. Win/Loss is better than medal score, as pointed out by the above comment, and for the multiple reasons listed in this thread. Your score CANNOT go down with medal score, and even if you were to base it off average medal score (which they aren't) there are still many more issues with this than win/loss.
If you think you are going to get an in depth system when it's taken over 5 years of effort to not even still have a leaderboard based off MMR, then your head is just in the clouds. As I said before, it makes no sense to ask for some extremely in depth MMR system when we haven't even moved past the bare minimum. They are not going to put resources into that. MMR based off win/loss is much better than medal score and as I've said which you didn't read, while simplistic, is still better.
ForumSavant wrote: »ForumSavant wrote: »ForumSavant wrote: »Should've known when there was a comment on my post with no update.
I'd say a conversative estimate of 95% of the people who want to play 4v4s would prefer leaderboard based on MMR, nothing else makes any sense, and introducing a que for the express intent of competitiveness, only to make it based off medal score is the biggest let down.
Rating systems vary between games and not all PvP games make the MMR visible. A great example is PUGB uses MMR for regular matches but ditched MMR for a Rank Point system in their competitive PvP. It measures what the player actually contributed in the match than MMR.
I personally would prefer a system that weighted what people did so someone that contributed heavily gets more points in a win than someone who barely did anything. I also think that someone who contributed much in a teams loss should still get points while those who contributed less lose points.
It makes more sense and prevents someone from being carried by their friends to get a good ranking.
There is zero reality where ZOS makes any in depth MMR system. A system with MMR based on medal score is useless and can't even translate properly, a system based on win/loss, while not 100% accurate, is infinitely more accurate than that based on medal score. I would prefer one based on a multitude of factors but there's no realistic scenario in which that happens and asking for something complicated when we aren't even getting the bare minimum at this stage doesn't make sense.
If your MMR is inflated because of your friends, you will either lose MMR when not playing with them, or continue with your group and stay in the MMR that your group belongs in.
Win/Loss is just as simplistic as a medal system and not nearly 100% accurate. It assumes everyone contributed equally. And that is never the case. I have seen in ESO and other games where one player did the lion's share of the work on their team and put to shame most of the players on the other team yet got dinged because they were on the losing team.
It would be even worse in ESO since, with the current BG player population, an extensive spread of player skill level is required to make matches so that the queue pops within a somewhat reasonable time.
I am for a better system, but a win/loss design is far too simplistic, making it a poor design. If we are going to ask for a better system, let us ask for a good one.
I don't get why people don't even bother to read what they are responding to. Your first sentence is exactly what I said, so why it's even written in the context you wrote it is beyond me. Read the comment, then respond, That is the proper order of things. Win/Loss is better than medal score, as pointed out by the above comment, and for the multiple reasons listed in this thread. Your score CANNOT go down with medal score, and even if you were to base it off average medal score (which they aren't) there are still many more issues with this than win/loss.
If you think you are going to get an in depth system when it's taken over 5 years of effort to not even still have a leaderboard based off MMR, then your head is just in the clouds. As I said before, it makes no sense to ask for some extremely in depth MMR system when we haven't even moved past the bare minimum. They are not going to put resources into that. MMR based off win/loss is much better than medal score and as I've said which you didn't read, while simplistic, is still better.
I am glad to see people notice when there is some agreement.
Also, I have not asked for something extremely complex. There is already a system to gauge contributions to the match. That needs to be tweaked to a degree, and scoring should be weighted accordingly.
Also, as I noted just now, I prefer to ask for gold instead of bronze. Granted, we may not get gold, but maybe silver. I'm not sure why anyone wants to settle for less.
ForumSavant wrote: »ForumSavant wrote: »ForumSavant wrote: »ForumSavant wrote: »Should've known when there was a comment on my post with no update.
I'd say a conversative estimate of 95% of the people who want to play 4v4s would prefer leaderboard based on MMR, nothing else makes any sense, and introducing a que for the express intent of competitiveness, only to make it based off medal score is the biggest let down.
Rating systems vary between games and not all PvP games make the MMR visible. A great example is PUGB uses MMR for regular matches but ditched MMR for a Rank Point system in their competitive PvP. It measures what the player actually contributed in the match than MMR.
I personally would prefer a system that weighted what people did so someone that contributed heavily gets more points in a win than someone who barely did anything. I also think that someone who contributed much in a teams loss should still get points while those who contributed less lose points.
It makes more sense and prevents someone from being carried by their friends to get a good ranking.
There is zero reality where ZOS makes any in depth MMR system. A system with MMR based on medal score is useless and can't even translate properly, a system based on win/loss, while not 100% accurate, is infinitely more accurate than that based on medal score. I would prefer one based on a multitude of factors but there's no realistic scenario in which that happens and asking for something complicated when we aren't even getting the bare minimum at this stage doesn't make sense.
If your MMR is inflated because of your friends, you will either lose MMR when not playing with them, or continue with your group and stay in the MMR that your group belongs in.
Win/Loss is just as simplistic as a medal system and not nearly 100% accurate. It assumes everyone contributed equally. And that is never the case. I have seen in ESO and other games where one player did the lion's share of the work on their team and put to shame most of the players on the other team yet got dinged because they were on the losing team.
It would be even worse in ESO since, with the current BG player population, an extensive spread of player skill level is required to make matches so that the queue pops within a somewhat reasonable time.
I am for a better system, but a win/loss design is far too simplistic, making it a poor design. If we are going to ask for a better system, let us ask for a good one.
I don't get why people don't even bother to read what they are responding to. Your first sentence is exactly what I said, so why it's even written in the context you wrote it is beyond me. Read the comment, then respond, That is the proper order of things. Win/Loss is better than medal score, as pointed out by the above comment, and for the multiple reasons listed in this thread. Your score CANNOT go down with medal score, and even if you were to base it off average medal score (which they aren't) there are still many more issues with this than win/loss.
If you think you are going to get an in depth system when it's taken over 5 years of effort to not even still have a leaderboard based off MMR, then your head is just in the clouds. As I said before, it makes no sense to ask for some extremely in depth MMR system when we haven't even moved past the bare minimum. They are not going to put resources into that. MMR based off win/loss is much better than medal score and as I've said which you didn't read, while simplistic, is still better.
I am glad to see people notice when there is some agreement.
Also, I have not asked for something extremely complex. There is already a system to gauge contributions to the match. That needs to be tweaked to a degree, and scoring should be weighted accordingly.
Also, as I noted just now, I prefer to ask for gold instead of bronze. Granted, we may not get gold, but maybe silver. I'm not sure why anyone wants to settle for less.
You are doing the equivalent of asking for a favor, being told no, and then asking for even more than you asked the first time. It's nonsensical. All BGs need is a win/loss leaderboard. Winning is what's important in a scenario based off "competitiveness." .
ForumSavant wrote: »ForumSavant wrote: »ForumSavant wrote: »ForumSavant wrote: »Should've known when there was a comment on my post with no update.
I'd say a conversative estimate of 95% of the people who want to play 4v4s would prefer leaderboard based on MMR, nothing else makes any sense, and introducing a que for the express intent of competitiveness, only to make it based off medal score is the biggest let down.
Rating systems vary between games and not all PvP games make the MMR visible. A great example is PUGB uses MMR for regular matches but ditched MMR for a Rank Point system in their competitive PvP. It measures what the player actually contributed in the match than MMR.
I personally would prefer a system that weighted what people did so someone that contributed heavily gets more points in a win than someone who barely did anything. I also think that someone who contributed much in a teams loss should still get points while those who contributed less lose points.
It makes more sense and prevents someone from being carried by their friends to get a good ranking.
There is zero reality where ZOS makes any in depth MMR system. A system with MMR based on medal score is useless and can't even translate properly, a system based on win/loss, while not 100% accurate, is infinitely more accurate than that based on medal score. I would prefer one based on a multitude of factors but there's no realistic scenario in which that happens and asking for something complicated when we aren't even getting the bare minimum at this stage doesn't make sense.
If your MMR is inflated because of your friends, you will either lose MMR when not playing with them, or continue with your group and stay in the MMR that your group belongs in.
Win/Loss is just as simplistic as a medal system and not nearly 100% accurate. It assumes everyone contributed equally. And that is never the case. I have seen in ESO and other games where one player did the lion's share of the work on their team and put to shame most of the players on the other team yet got dinged because they were on the losing team.
It would be even worse in ESO since, with the current BG player population, an extensive spread of player skill level is required to make matches so that the queue pops within a somewhat reasonable time.
I am for a better system, but a win/loss design is far too simplistic, making it a poor design. If we are going to ask for a better system, let us ask for a good one.
I don't get why people don't even bother to read what they are responding to. Your first sentence is exactly what I said, so why it's even written in the context you wrote it is beyond me. Read the comment, then respond, That is the proper order of things. Win/Loss is better than medal score, as pointed out by the above comment, and for the multiple reasons listed in this thread. Your score CANNOT go down with medal score, and even if you were to base it off average medal score (which they aren't) there are still many more issues with this than win/loss.
If you think you are going to get an in depth system when it's taken over 5 years of effort to not even still have a leaderboard based off MMR, then your head is just in the clouds. As I said before, it makes no sense to ask for some extremely in depth MMR system when we haven't even moved past the bare minimum. They are not going to put resources into that. MMR based off win/loss is much better than medal score and as I've said which you didn't read, while simplistic, is still better.
I am glad to see people notice when there is some agreement.
Also, I have not asked for something extremely complex. There is already a system to gauge contributions to the match. That needs to be tweaked to a degree, and scoring should be weighted accordingly.
Also, as I noted just now, I prefer to ask for gold instead of bronze. Granted, we may not get gold, but maybe silver. I'm not sure why anyone wants to settle for less.
You are doing the equivalent of asking for a favor, being told no, and then asking for even more than you asked the first time. It's nonsensical. All BGs need is a win/loss leaderboard. Winning is what's important in a scenario based off "competitiveness." .
ForumSavant wrote: »Cool lets get back on topic, both BG MMR and BG leaderboards should be based on win/loss. The community that plays 4v4s agrees on this by at vast majority.
ForumSavant wrote: »Cool lets get back on topic, both BG MMR and BG leaderboards should be based on win/loss. The community that plays 4v4s agrees on this by at vast majority.
Urzigurumash wrote: »I agree, Mean Medal Score (sum medals divided by matches played) per Leaderboard refresh would be great for now. At least it's not just effectively a log of total time played.
CameraBeardThePirate wrote: »Urzigurumash wrote: »I agree, Mean Medal Score (sum medals divided by matches played) per Leaderboard refresh would be great for now. At least it's not just effectively a log of total time played.
That's still ignoring a big issue though: even if you were to take average medal score, Necros and Shielders would still be at a severe disadvantage.
You can say "well just fix that then!" but this issue has been reported for years (basically since Necro was introduced) and ZOS has never even commented on it. Medal Score is a flawed system top to bottom.
Urzigurumash wrote: »CameraBeardThePirate wrote: »Urzigurumash wrote: »I agree, Mean Medal Score (sum medals divided by matches played) per Leaderboard refresh would be great for now. At least it's not just effectively a log of total time played.
That's still ignoring a big issue though: even if you were to take average medal score, Necros and Shielders would still be at a severe disadvantage.
You can say "well just fix that then!" but this issue has been reported for years (basically since Necro was introduced) and ZOS has never even commented on it. Medal Score is a flawed system top to bottom.
Well Shielding Scoring is a whole new idea, it would have to be only Shields on Allies that were deleted by Enemy Damage, but I agree these points of Shields should be scored like points of Healing. Necro scoring is a massive issue that should be top of the list for PvP - this combined with Necro being banned from dueling in towns only exacerbates the already severe issues with the class and both would continue to reduce its overall viability in PvP even if it were a mechanically sound class. Basically the class is doomed to fail in 2 out of 4 pvp modes.
Back to the more general ideas here, we could probably logically compare Medals vs Win Loss to Stroke vs Match play in Golf - which to me suggests the Medal system was chosen mostly to accommodate the 3 team format.
CameraBeardThePirate wrote: »Urzigurumash wrote: »CameraBeardThePirate wrote: »Urzigurumash wrote: »I agree, Mean Medal Score (sum medals divided by matches played) per Leaderboard refresh would be great for now. At least it's not just effectively a log of total time played.
That's still ignoring a big issue though: even if you were to take average medal score, Necros and Shielders would still be at a severe disadvantage.
You can say "well just fix that then!" but this issue has been reported for years (basically since Necro was introduced) and ZOS has never even commented on it. Medal Score is a flawed system top to bottom.
Well Shielding Scoring is a whole new idea, it would have to be only Shields on Allies that were deleted by Enemy Damage, but I agree these points of Shields should be scored like points of Healing. Necro scoring is a massive issue that should be top of the list for PvP - this combined with Necro being banned from dueling in towns only exacerbates the already severe issues with the class and both would continue to reduce its overall viability in PvP even if it were a mechanically sound class. Basically the class is doomed to fail in 2 out of 4 pvp modes.
Back to the more general ideas here, we could probably logically compare Medals vs Win Loss to Stroke vs Match play in Golf - which to me suggests the Medal system was chosen mostly to accommodate the 3 team format.
Shielding is already tracked by Damage Absorbed (as healing) in the in-game logging system. It's literally just a matter of tracking it on the scoreboard and medals.
Urzigurumash wrote: »ForumSavant wrote: »ForumSavant wrote: »ForumSavant wrote: »ForumSavant wrote: »Should've known when there was a comment on my post with no update.
I'd say a conversative estimate of 95% of the people who want to play 4v4s would prefer leaderboard based on MMR, nothing else makes any sense, and introducing a que for the express intent of competitiveness, only to make it based off medal score is the biggest let down.
Rating systems vary between games and not all PvP games make the MMR visible. A great example is PUGB uses MMR for regular matches but ditched MMR for a Rank Point system in their competitive PvP. It measures what the player actually contributed in the match than MMR.
I personally would prefer a system that weighted what people did so someone that contributed heavily gets more points in a win than someone who barely did anything. I also think that someone who contributed much in a teams loss should still get points while those who contributed less lose points.
It makes more sense and prevents someone from being carried by their friends to get a good ranking.
There is zero reality where ZOS makes any in depth MMR system. A system with MMR based on medal score is useless and can't even translate properly, a system based on win/loss, while not 100% accurate, is infinitely more accurate than that based on medal score. I would prefer one based on a multitude of factors but there's no realistic scenario in which that happens and asking for something complicated when we aren't even getting the bare minimum at this stage doesn't make sense.
If your MMR is inflated because of your friends, you will either lose MMR when not playing with them, or continue with your group and stay in the MMR that your group belongs in.
Win/Loss is just as simplistic as a medal system and not nearly 100% accurate. It assumes everyone contributed equally. And that is never the case. I have seen in ESO and other games where one player did the lion's share of the work on their team and put to shame most of the players on the other team yet got dinged because they were on the losing team.
It would be even worse in ESO since, with the current BG player population, an extensive spread of player skill level is required to make matches so that the queue pops within a somewhat reasonable time.
I am for a better system, but a win/loss design is far too simplistic, making it a poor design. If we are going to ask for a better system, let us ask for a good one.
I don't get why people don't even bother to read what they are responding to. Your first sentence is exactly what I said, so why it's even written in the context you wrote it is beyond me. Read the comment, then respond, That is the proper order of things. Win/Loss is better than medal score, as pointed out by the above comment, and for the multiple reasons listed in this thread. Your score CANNOT go down with medal score, and even if you were to base it off average medal score (which they aren't) there are still many more issues with this than win/loss.
If you think you are going to get an in depth system when it's taken over 5 years of effort to not even still have a leaderboard based off MMR, then your head is just in the clouds. As I said before, it makes no sense to ask for some extremely in depth MMR system when we haven't even moved past the bare minimum. They are not going to put resources into that. MMR based off win/loss is much better than medal score and as I've said which you didn't read, while simplistic, is still better.
I am glad to see people notice when there is some agreement.
Also, I have not asked for something extremely complex. There is already a system to gauge contributions to the match. That needs to be tweaked to a degree, and scoring should be weighted accordingly.
Also, as I noted just now, I prefer to ask for gold instead of bronze. Granted, we may not get gold, but maybe silver. I'm not sure why anyone wants to settle for less.
You are doing the equivalent of asking for a favor, being told no, and then asking for even more than you asked the first time. It's nonsensical. All BGs need is a win/loss leaderboard. Winning is what's important in a scenario based off "competitiveness." .
The huge issue is that most people don't play to win. You know that, we all know that. The new format is not DM Only, so why are you so sure that will change?
Urzigurumash wrote: »ForumSavant wrote: »ForumSavant wrote: »ForumSavant wrote: »ForumSavant wrote: »Should've known when there was a comment on my post with no update.
I'd say a conversative estimate of 95% of the people who want to play 4v4s would prefer leaderboard based on MMR, nothing else makes any sense, and introducing a que for the express intent of competitiveness, only to make it based off medal score is the biggest let down.
Rating systems vary between games and not all PvP games make the MMR visible. A great example is PUGB uses MMR for regular matches but ditched MMR for a Rank Point system in their competitive PvP. It measures what the player actually contributed in the match than MMR.
I personally would prefer a system that weighted what people did so someone that contributed heavily gets more points in a win than someone who barely did anything. I also think that someone who contributed much in a teams loss should still get points while those who contributed less lose points.
It makes more sense and prevents someone from being carried by their friends to get a good ranking.
There is zero reality where ZOS makes any in depth MMR system. A system with MMR based on medal score is useless and can't even translate properly, a system based on win/loss, while not 100% accurate, is infinitely more accurate than that based on medal score. I would prefer one based on a multitude of factors but there's no realistic scenario in which that happens and asking for something complicated when we aren't even getting the bare minimum at this stage doesn't make sense.
If your MMR is inflated because of your friends, you will either lose MMR when not playing with them, or continue with your group and stay in the MMR that your group belongs in.
Win/Loss is just as simplistic as a medal system and not nearly 100% accurate. It assumes everyone contributed equally. And that is never the case. I have seen in ESO and other games where one player did the lion's share of the work on their team and put to shame most of the players on the other team yet got dinged because they were on the losing team.
It would be even worse in ESO since, with the current BG player population, an extensive spread of player skill level is required to make matches so that the queue pops within a somewhat reasonable time.
I am for a better system, but a win/loss design is far too simplistic, making it a poor design. If we are going to ask for a better system, let us ask for a good one.
I don't get why people don't even bother to read what they are responding to. Your first sentence is exactly what I said, so why it's even written in the context you wrote it is beyond me. Read the comment, then respond, That is the proper order of things. Win/Loss is better than medal score, as pointed out by the above comment, and for the multiple reasons listed in this thread. Your score CANNOT go down with medal score, and even if you were to base it off average medal score (which they aren't) there are still many more issues with this than win/loss.
If you think you are going to get an in depth system when it's taken over 5 years of effort to not even still have a leaderboard based off MMR, then your head is just in the clouds. As I said before, it makes no sense to ask for some extremely in depth MMR system when we haven't even moved past the bare minimum. They are not going to put resources into that. MMR based off win/loss is much better than medal score and as I've said which you didn't read, while simplistic, is still better.
I am glad to see people notice when there is some agreement.
Also, I have not asked for something extremely complex. There is already a system to gauge contributions to the match. That needs to be tweaked to a degree, and scoring should be weighted accordingly.
Also, as I noted just now, I prefer to ask for gold instead of bronze. Granted, we may not get gold, but maybe silver. I'm not sure why anyone wants to settle for less.
You are doing the equivalent of asking for a favor, being told no, and then asking for even more than you asked the first time. It's nonsensical. All BGs need is a win/loss leaderboard. Winning is what's important in a scenario based off "competitiveness." .
The huge issue is that most people don't play to win. You know that, we all know that. The new format is not DM Only, so why are you so sure that will change?
Winning isn't important because the 3 team format made it not important. That, coupled with the removal to queue for the most popular game mode, created this behavior.
Relic isn't popular because of the 3 team format. Domination is a running mode because of the 3 team format. If you decide to battle at all in those modes, the 3rd team just runs around and gets to complete the objective.
I say this as a "DM only" player: I'm excited to play objectives now that there's no penalty for choosing to actually engage in combat. I don't think I'm alone.
Urzigurumash wrote: »CameraBeardThePirate wrote: »Urzigurumash wrote: »CameraBeardThePirate wrote: »Urzigurumash wrote: »I agree, Mean Medal Score (sum medals divided by matches played) per Leaderboard refresh would be great for now. At least it's not just effectively a log of total time played.
That's still ignoring a big issue though: even if you were to take average medal score, Necros and Shielders would still be at a severe disadvantage.
You can say "well just fix that then!" but this issue has been reported for years (basically since Necro was introduced) and ZOS has never even commented on it. Medal Score is a flawed system top to bottom.
Well Shielding Scoring is a whole new idea, it would have to be only Shields on Allies that were deleted by Enemy Damage, but I agree these points of Shields should be scored like points of Healing. Necro scoring is a massive issue that should be top of the list for PvP - this combined with Necro being banned from dueling in towns only exacerbates the already severe issues with the class and both would continue to reduce its overall viability in PvP even if it were a mechanically sound class. Basically the class is doomed to fail in 2 out of 4 pvp modes.
Back to the more general ideas here, we could probably logically compare Medals vs Win Loss to Stroke vs Match play in Golf - which to me suggests the Medal system was chosen mostly to accommodate the 3 team format.
Shielding is already tracked by Damage Absorbed (as healing) in the in-game logging system. It's literally just a matter of tracking it on the scoreboard and medals.
Right we see these values in our combat text, but maybe something new would need to be coded to differentiate "self-shielding" since this shouldn't be scored, right?
CameraBeardThePirate wrote: »Urzigurumash wrote: »CameraBeardThePirate wrote: »Urzigurumash wrote: »CameraBeardThePirate wrote: »Urzigurumash wrote: »I agree, Mean Medal Score (sum medals divided by matches played) per Leaderboard refresh would be great for now. At least it's not just effectively a log of total time played.
That's still ignoring a big issue though: even if you were to take average medal score, Necros and Shielders would still be at a severe disadvantage.
You can say "well just fix that then!" but this issue has been reported for years (basically since Necro was introduced) and ZOS has never even commented on it. Medal Score is a flawed system top to bottom.
Well Shielding Scoring is a whole new idea, it would have to be only Shields on Allies that were deleted by Enemy Damage, but I agree these points of Shields should be scored like points of Healing. Necro scoring is a massive issue that should be top of the list for PvP - this combined with Necro being banned from dueling in towns only exacerbates the already severe issues with the class and both would continue to reduce its overall viability in PvP even if it were a mechanically sound class. Basically the class is doomed to fail in 2 out of 4 pvp modes.
Back to the more general ideas here, we could probably logically compare Medals vs Win Loss to Stroke vs Match play in Golf - which to me suggests the Medal system was chosen mostly to accommodate the 3 team format.
Shielding is already tracked by Damage Absorbed (as healing) in the in-game logging system. It's literally just a matter of tracking it on the scoreboard and medals.
Right we see these values in our combat text, but maybe something new would need to be coded to differentiate "self-shielding" since this shouldn't be scored, right?
They're already tracked differently in Logs as well.
Urzigurumash wrote: »CameraBeardThePirate wrote: »Urzigurumash wrote: »CameraBeardThePirate wrote: »Urzigurumash wrote: »CameraBeardThePirate wrote: »Urzigurumash wrote: »I agree, Mean Medal Score (sum medals divided by matches played) per Leaderboard refresh would be great for now. At least it's not just effectively a log of total time played.
That's still ignoring a big issue though: even if you were to take average medal score, Necros and Shielders would still be at a severe disadvantage.
You can say "well just fix that then!" but this issue has been reported for years (basically since Necro was introduced) and ZOS has never even commented on it. Medal Score is a flawed system top to bottom.
Well Shielding Scoring is a whole new idea, it would have to be only Shields on Allies that were deleted by Enemy Damage, but I agree these points of Shields should be scored like points of Healing. Necro scoring is a massive issue that should be top of the list for PvP - this combined with Necro being banned from dueling in towns only exacerbates the already severe issues with the class and both would continue to reduce its overall viability in PvP even if it were a mechanically sound class. Basically the class is doomed to fail in 2 out of 4 pvp modes.
Back to the more general ideas here, we could probably logically compare Medals vs Win Loss to Stroke vs Match play in Golf - which to me suggests the Medal system was chosen mostly to accommodate the 3 team format.
Shielding is already tracked by Damage Absorbed (as healing) in the in-game logging system. It's literally just a matter of tracking it on the scoreboard and medals.
Right we see these values in our combat text, but maybe something new would need to be coded to differentiate "self-shielding" since this shouldn't be scored, right?
They're already tracked differently in Logs as well.
Oh interesting, yeah there's definitely no conceivable play reason why this shouldn't be scored exactly like healing. Generally speaking are shields and healing equivalent point per point (mag per hp)? Like could the medals just be copy and pasted with the same HP values for medals?
ForumSavant wrote: »Win/Loss, most accurate, while still being simplistic. For premade 4v4s nothing else would matter. You win or lose as a team. Solo ques could be different, but win/loss is still better than any alternatives I've read, even the convoluted complicated ones.
Urzigurumash wrote: »ForumSavant wrote: »Win/Loss, most accurate, while still being simplistic. For premade 4v4s nothing else would matter. You win or lose as a team. Solo ques could be different, but win/loss is still better than any alternatives I've read, even the convoluted complicated ones.
Totally, Win Loss for Group Queue, Medal Score for Solo Queue I think pretty much perfectly matches how pro golf AND trick-taking card games sort it out.
Winning is a team effort, individual performance is not.
Urzigurumash wrote: »ForumSavant wrote: »Win/Loss, most accurate, while still being simplistic. For premade 4v4s nothing else would matter. You win or lose as a team. Solo ques could be different, but win/loss is still better than any alternatives I've read, even the convoluted complicated ones.
Totally, Win Loss for Group Queue, Medal Score for Solo Queue I think pretty much perfectly matches how pro golf AND trick-taking card games sort it out.
Winning is a team effort, individual performance is not.
Yes, winning is a team effort. Well, to a degree it is. There are a lot of cases where the winning was due to only part of the team.
I have seen far too many matches in PvP games where there was dead weight and sickly level play from some of the team. This is why I suggest a slightly more robust system that weighs a player's contribution to the team and provides negative numbers for most of the losing team. My thought is that if we are going to keep asking for change, let us aim for gold instead of bronze with a simplistic win/loss system.