GypsyKing22 wrote: »Dear ZoS, @ZOS_GinaBruno @ZOS_RichLambert
A proper ELO system would solve so many issues currently plaguing the small scale PvP community. The main reason a lot of people are vocal about not enjoying the deathmatch game mode is actually not because they don't like PvP or even the game mode itself. (as silly as that may sound)
It is very simple - people don't like constantly losing and being dunked on, and you can tell this is 100% the case by simply looking at the comments where people give a reason as to why they don't like deathmatches.
To be honest it feels to me like we do not have even the simplest matchmaking implemented at all. Each consecutive match feels like I'm thrown against different tier of players. First deathmatch yesterday - "wow, I'm a God" - something like 15/1/15 K/D/A. Second one, I felt like playing PvP for the very first time, can't even scratch the guys from other teams, ended like 2/15/2 K/D/A with some random kills scored on a guys with 5% HP left. Third one was a breeze and got me achievement for Quadruple kill. Fourth one, got beaten so hard that I didn't even score a kill and whole team ended up with something like 60 points.
A bad MMR System also reduced the players you can play against and needs enough players.@Ratharel I don't think they have enough players for proper matchmaking. And situation you described can happen even if it's the same 12 players, just splitted into different teams.
YoureWrongImRight wrote: »ELO is literally useless in every game because your true impact on a match is not measurable.
Just look at the desired output over several matches: winrate.
YoureWrongImRight wrote: »ELO is literally useless in every game because your true impact on a match is not measurable.
Your true impact over a specific match may not be measurable, but that's not a problem at all.
Just look at the desired output over several matches: winrate.
If you have a better winrate than others at your current ELO, it just means you are performing better at achieving the desired output, so the system just pushes you up until your winrate is normalized.
YoureWrongImRight wrote: »YoureWrongImRight wrote: »ELO is literally useless in every game because your true impact on a match is not measurable.
Your true impact over a specific match may not be measurable, but that's not a problem at all.
Just look at the desired output over several matches: winrate.
If you have a better winrate than others at your current ELO, it just means you are performing better at achieving the desired output, so the system just pushes you up until your winrate is normalized.
So if I am playing a healer, and healing my ass off, constantly highest healing output in the match, but my DPS all hit like wet noodles so I can never win, that means I am bad and I should de-rank? or is it that my impact is measurable beyond strictly win loss or k/d?
Cuddlypuff wrote: »How will MMR even work?
YoureWrongImRight wrote: »YoureWrongImRight wrote: »ELO is literally useless in every game because your true impact on a match is not measurable.
Your true impact over a specific match may not be measurable, but that's not a problem at all.
Just look at the desired output over several matches: winrate.
If you have a better winrate than others at your current ELO, it just means you are performing better at achieving the desired output, so the system just pushes you up until your winrate is normalized.
So if I am playing a healer, and healing my ass off, constantly highest healing output in the match, but my DPS all hit like wet noodles so I can never win, that means I am bad and I should de-rank? or is it that my impact is measurable beyond strictly win loss or k/d?
One specific match win/loss is irrelevant, individual k/d is also irrelevant (a good healer will get a far better winrate than a mediocre bruiser in the current meta)
You need to think in average winrate over many matches, and compare yours to other players' in your bracket, let's say John and Paul.
Over 9 BG (or more, it's an example) the "wet noodle DPS" will statistically end up 3 times in your team, 3 times in John's team, 3 times in Paul's team.
If you are better than John and Paul at managing underperforming teammates, you will eventually outrank them.
Or you could all 3 be helpless with the underperformer, but you seized the opportunity better than Paul and John during fair/tight matches, you will also eventually outrank them.
Also, if the "wet noodle dps" really does bring down the winrate of teams getting him, he will quickly be set to a lower "ELO/MMR" and John/Paul/Yourself will stop getting him as a teammate.
YoureWrongImRight wrote: »YoureWrongImRight wrote: »YoureWrongImRight wrote: »ELO is literally useless in every game because your true impact on a match is not measurable.
Your true impact over a specific match may not be measurable, but that's not a problem at all.
Just look at the desired output over several matches: winrate.
If you have a better winrate than others at your current ELO, it just means you are performing better at achieving the desired output, so the system just pushes you up until your winrate is normalized.
So if I am playing a healer, and healing my ass off, constantly highest healing output in the match, but my DPS all hit like wet noodles so I can never win, that means I am bad and I should de-rank? or is it that my impact is measurable beyond strictly win loss or k/d?
One specific match win/loss is irrelevant, individual k/d is also irrelevant (a good healer will get a far better winrate than a mediocre bruiser in the current meta)
You need to think in average winrate over many matches, and compare yours to other players' in your bracket, let's say John and Paul.
Over 9 BG (or more, it's an example) the "wet noodle DPS" will statistically end up 3 times in your team, 3 times in John's team, 3 times in Paul's team.
If you are better than John and Paul at managing underperforming teammates, you will eventually outrank them.
Or you could all 3 be helpless with the underperformer, but you seized the opportunity better than Paul and John during fair/tight matches, you will also eventually outrank them.
Also, if the "wet noodle dps" really does bring down the winrate of teams getting him, he will quickly be set to a lower "ELO/MMR" and John/Paul/Yourself will stop getting him as a teammate.
This all sounds very nice in a cute little scenario with only a few players to work with, not with a player pool of thousands where you can get paired with people for 3 matches and they drag you down, then they log off and you get the next 3 that drag you down. Now before you know it I am actually lower MMR than the guys who logged off after only 3 losses and I am dragged down for an additional 6 losses so you are actually lower rank than them, and we can go on and on.
And this still doesn't account for the fact that you can be the best player mechanically at doing your job and still lose, you can lose a lot, you can be the "best" individual player and lose 10 in a row against measurably worse players because there's a team dynamic at play. You can often have players that refuse to play with the team, they refuse to target assist, they won't go for the objectives, you basically never see them.
It also serves no purpose to rank anything in a game where the gear/stats are not normalized. Are you actually better or is your gear just better? 99% of the time it's probably the latter.
MentalxHammer wrote: »Cuddlypuff wrote: »How will MMR even work?
+ ELO for win, 0 ELO for second place, - ELO for last place.
MentalxHammer wrote: »Cuddlypuff wrote: »How will MMR even work?
+ ELO for win, 0 ELO for second place, - ELO for last place.
BGs have two main issues imo:
• Some Objective game modes on large maps incentive avoiding PvP to win. This is a big part of the reason you get Objective matches people say F it and turn it into a Deathmatch. I can’t even blame them.
• Not enough players PvPing in this game.... Cyro and IC have the same issue. It may change in the future but currently combined with MMR, this is why many times you get into matches with all the same people or no games at all.
If there were more people it would be awesome to have weekend-only game modes, or larger scale game modes too.
How does this factor in that some people just spend more time on the game so they have gold everything vs people that are just part time and have epic gear.