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Thread Statistics | Show CCP posts - 3 post(s) |
Nothing Certain
Bioshock Rejects
1569
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Posted - 2015.03.07 19:31:00 -
[1] - Quote
Terry Webber wrote:Why isn't the squad Mu the average Mu of the squad members?
It doesn't matter, Mu and multipliers don't really address the problem of squads. If you have a pool of 32 and a 6 man squad has the 6 top players, or even top 10, no switching around of the rest of the players can balance that.
Because, that's why.
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Nothing Certain
Bioshock Rejects
1569
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Posted - 2015.03.07 20:54:00 -
[2] - Quote
ReGnYuM wrote:CCP Rattati wrote:The-Errorist wrote:For better matchmaking, a personal skill level stat should be used to match player of similar skill levels. Win/Loss ratio shouldn't heavily impact that number and needs to incorporate more than just WP/s and KDR. Here's what came up with a long time ago and the spreadsheet. Here's a summery the formula: (Warpoints/Kills/30)^(3/4) + (Kills/Deaths)^(1/2) + (Warpoints/150)^(9/10) (1-(1.5*Deaths*Price/10)^(8/10) + 1.5*sqrt(Wins/Losses) = Personal Effectiveness Stat I have demonstrated before that Mu is a very good indicator of player skill, by comparing it to KDR, WP/D and a multitude of other more complex stats I experimented with. WP/D is my favorite simple method btw. Here's my problem, I usually solo ambush yet I consistently get but up against organized squads. I just don't understand how my solo MU is being matched up and put up against consistent Proto squads?
Because you are a good or reasonably good player. Team A gets the squad, which with the multiplier gives them the 6 highest Mu. Team A then gets populated by the lowest Mu players, you don't make the cut, you have to get worse.p
Because, that's why.
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Nothing Certain
Bioshock Rejects
1569
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Posted - 2015.03.07 21:25:00 -
[3] - Quote
But the utility of Mu Rating (and it's decedents, like Glicko and TrueSkill) in skill-based games is sorta a conversation that ended decades before Dust even entered development.[/quote]
Pretty much this, also, the teambuilder incorporates a squad multiplier.[/quote]
How does the squad multiplier work. Does a 6 man squad get the same muliplier as a 5 man squad? Jow about a 1 man squad?
Because, that's why.
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Nothing Certain
Bioshock Rejects
1569
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Posted - 2015.03.08 00:14:00 -
[4] - Quote
ReGnYuM wrote:Nothing Certain wrote:ReGnYuM wrote:CCP Rattati wrote:[quote=The-Errorist]For better matchmaking, a personal skill level stat should be used to match
I have demonstrated before that Mu is a very good indicator of player skill, by comparing it to KDR, WP/D and a multitude of other more complex stats I experimented with.
WP/D is my favorite simple method btw. Here's my problem, I usually solo ambush yet I consistently get but up against organized squads. I just don't understand how my solo MU is being matched up and put up against consistent Proto squads? Because you are a good or reasonably good player. Team A gets the squad, which with the multiplier gives them the 6 highest Mu. Team A then gets populated by the lowest Mu players, you don't make the cut, you have to get worse.p Here lies the problem, my experience is not that of a balanced system. There honestly needs to be stronger consideration for solo players paired up against squads. Furthermore for the record, I am not some random noob (sorry new bros) I am 70million + SP veteran , and I would like to believe I have a firm grasp of the role and gunplay of Dust 514.
Right, we can't have both balanced teams AND squads, you just can't make it happen. We can separate based on metalevels or Mu or some other similar factor and this can possibly fix the problem. There won't be the discrepancy in ability just the synergy of squadding to account for.
Hmmmmm, ReGnYum, seems familiar....nope never heard of you. You sure you play the game?
Because, that's why.
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