by Galaktik » Mon Jun 05, 2017 8:08 am
Had to come back to make a post about BMG shitting the bed with the elo changes. The reason why other games such as League and Overwatch use the elo system you are using now are because their playerbases are much, much larger, they have a competent matchmaking system, and you only play with people in your specific elo range. You don't have Challengers in League playing with bronzes or silvers. Secondly, these games are almost entirely skill based, and it's much easier to carry as the only high elo person on your team assuming your team doesn't throw hard. In ToS, it is significantly more luck based, and there is only so much you can do, I can carry a lot of games sure, but as medium in a town of 8-9 people, there is only so much I can do, and people aren't going to like losing -14, with the possibility to get a measly +1 for winning.
In ToS, it is impossible to get a high elo lobby without specifically planning it and queueing together (which rarely happens anymore, as most of the top players, myself included, have quit the game), so now this system hard punishes you for solo q'ing as the only way is DOWN, and fast. +1 / -12 for surv games, +1 / -7 for NE games, +1 / -14 for town games, +1 / -7 for mafia games. Now you are forced to ONLY queue with other high elo players or are you going to being bleeding elo at a rapid pace in the long run, drawing your teammates down with you, while giving freelo to all your opponents (who need only like a 10% winrate to gain from your game).
The proper way to fix elo is to go back to the old system, fix the elo floors for mafia, NE, and NK beyond +1 (+4 is fine), and then to add a simple individual multiplier for how far or close you are from a "mean elo" (like 1600 or 2k, where you want the average to be, doesn't necessarily have to be starting elo), that players gain a simple multiplier for gains/losses. For example, if the "mean elo" is to be 2k, the team earns the same payout (say in this case, a mean elo 2k player earns +5, -8), while someone 800 elo above the mean (2.8k elo player) would get a .75x multiplier (the loss would be -11, and this gain would be +4), alternatively a player at 800 below the mean (1200 elo) would get a 1.25x multiplier for +6, -6 for the same game. This is probably the best way to deal with the small community that has such drastic elo differences, as well as the more random nature of ToS (where a loss can not directly be attributed to skill like in something like chess).
Anyways the current system is shit, and it is actually truly mind-boggling how one company can be so absolutely clueless to how their game plays at a higher level (not really surprising considering not one mod or dev is above 1.3k elo). More high elo players are going to keep leaving and ranked is going to keep being more irrelevant, and players are still going to be upset that they lost -14 (with no chance to get a big gain) because they had the misfortune to be paired with a high elo player. At least in the past, they could either gain small/lose small, or gain big/lose big. The system wasn't perfect but worked a hell of a lot better than the current one. You can't just slap a traditional elo system on any game and expect it to work properly, you have to account for differences, in this case, a (significantly) small playerbase, a lack of a competent matchmaking system, asymmetrical play, and a large luck factor.
I go by
Deodat Lawson and
Samuel Parris in ranked. Say hey if you see me!