Duke Noobiam
S.e.V.e.N. General Tso's Alliance
142
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Posted - 2014.08.27 19:08:00 -
[1] - Quote
Thanks Rattati,
Here are my comments.
0. Great analysis, thanks for sharing, it's comforting to know that CCP has been doing some match making and that improvements are possible.
1. Assuming that MU is mostly based on wins and time in battle (as you specified), the corollary between wp/s and MU shows that CCP did a great job weighing and determining the value of WPs for actions in battle. + 1 for CCP.
2. Why not use WP/S instead of MU? As you mentioned, such a directly proportional relationship between MU and WP/S means you could simply use WP/S instead of MU. You mentioned that you could use KD/R or WP/D as well, but these don't align perfectly at the beginning of the curve (for the redline snipers) so WP/S is better. Your MU is obviously a very reliable value (and if nothing else it has shown that WP/S is the best replacement to MU) so keeping it has some merit. However, you might want to differ to WP/s in some cases (as in #3 below).
3. Remaining in the academy until a certain WP/S threshold is a good idea but it introduces a little quirk. Your MU is only valid within a specific community of players. A longer academy means that there would be 2 player bases so that MUs from the academy could not be compared to MUs from the non-academy. I'm sure you understand this as it is also true for Chess / Backgammon ELO ratings and it is due to the fact that the rating is determined on wins and losses within a set player base. This means that when players will leave the academy, their MU will be too high and they will get stomped.
I believe that the difference in player strength between the 2 player bases would equate much better if you used WP/s instead of MU. So I would propose leaving players in the academy until they reach a specific WP/s threshold. Once they reach this threshold and move to the regular player base, then their MU should be changed to a value that maps to the Wp/s of the non-academy players.
Example: Player A has a MU of 50 and has finally reached the WP/s threshold to leave the academy (let's assume that the threshold is 2 WP/s). When this player enters in the regular player base his MU is set to 15 which is the corresponding value for 2 WP/s in the regular community as is demonstrated in your graph.
4 One way to have MU converge more quickly to its true value is to take strength of opponent into account when modifying the rating after a match. You may already be doing this, if not it could be food for thought.
5. I agree that a multiplier for MU is required when players are in squads. A few good ideas have been suggested (Fibonacci sequence, Square root of number of players in squad). I also think that teams should have the same number of squads (or best that can be done) and that squad strength should be compared (you alluded to this in some of your posts) when assigning squads to teams.
How do you kill that which has no life?
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