PiVoR, on December 25 2012 - 05:29 PM, said:
*Takes a deep breath*
I'm going to break this down point-by-point now, since you seem to somehow still think I am saying things I am not actually saying.
PiVoR, on December 25 2012 - 05:29 PM, said:
So good players dont exist on low mastery_
- Do good players exist on low mastery: Yes. After all, high mastery players were low mastery players at one point. It's fully possible to be good at the game but have low mastery, just like it's possible to have high mastery but only be average (or even mediocre) at the game since all that's basically needed to get high mastery is time and investment of HC or MC, not skill.
- Do they generally end up playing other good players: NO, because the other players will be generally getting more mechs, and eventually they will be put into servers that will exclude low-mastery players from joining them. There will always be the occasional good player, but as a general assumption, good players will not stick to only a few mechs, so eventually they will be put into servers where a lower-mastery player will be excluded.
This is why that system needs to change to also reflect skill and scores in some way. Right now, you can basically just not get anything else and be guaranteed mostly slightly-experienced pilots as opposed to well-versed pilots. This allows you to keep a very high ratio and score, since you vastly out-experience them and out-skill them by far, and an occasional match against a similarly-skilled opponent will not put real dents into them unless you soundly get your butt kicked.
PiVoR, on December 25 2012 - 05:29 PM, said:
Now you said that even crappy players reach high mastery, so whats the point of rising it_
Right now, there isn't one because it's solely dictated by mechs you own, and items/internals equipped. Therefore, you can game the system in a way by keeping your mastery low since then the game will never throw you into a match full of higher-mastery players, which would be (in general) people who have at least spent more time playing the game. They may not be better players,
per se, but they at least would have some better knowledge of the game as opposed to people in the low 2000s level.
PiVoR, on December 25 2012 - 04:38 AM, said:
Why do you think that only better players got more mastery_
For about the eightieth time, I don't. What I'm saying is the average player progression is assumed by the devs to be something like this:
- Player starts with a CR-T (and if they got Vanguard, a Cupcake). They begin levelling those, getting them items/internals, etc.
- Eventually, the player has another mech they want. They buy this mech.
- This repeats until the player is basically out of mechs to level and items/internals to buy.
Thus, the devs are assuming Mech Mastery will essentially be continually creeping upward. After all, as far as matchmaking is concerned, a higher mastery player has more experience, so it will throw him in with people who have similar or lower levels of experience.
What having a low mastery does is make the game think you're not as experienced, even if you are. Since right now it is solely based on mechs, items, and internals bought, you can literally game the system by simply not buying anything more, ensuring you're put up against rising players and not experienced ones. The game will not throw you into a server where the average mech mastery level is higher than your own, as it's going to assume you're not experienced enough to handle the play of those people. It will therefore put you into the first server it finds where the average player mech mastery level is equal to or lower than your own.
This is why I said players who up their mech mastery level technically face tougher competition: They're more likely to run into each other as opposed to someone who keeps their mech mastery low.
To make my point completely clear, I am going to provide you with an example.
- Let's say a server has six players, with 7000, 6000, 5000, 4000, 3000, and 2000 Mech Mastery. The lower-leveled players were the first ones to join, and the higher level players joined later (because otherwise, the game would have excluded those players, for reasons I'll get into very shortly). If we add the mastery levels (27,000), then divide them by the number of players in the match (6), we get an average mech mastery of 4500. The server recalculates this value anytime someone joins or leaves a game, so if the 2000 player left, it'd become 25,000 / 5 = 5000, and if the 7000 player left it'd become 20,000 / 5 = 4000.
- If a seventh player wants to join, the game, knowing the average mech mastery in the server, will check that value against the attempting-to-join-player's Mech Mastery. Let's assume that all six are still in, and so the average mastery is still 4500.
- If he's under 4500, the game will automatically skip that server and move to the next one, as it assumes the players inside are more experienced than he is.
- If he's over or equal to 4500, it sees it as a "fair" game for him, and will let him join.
- Thus, the only way a lower-mastery player will end up going against a series of high-mastery players will be basically luck - he has to join the server before they do, as otherwise the high-level players will make the average mastery too high for the lower-mastery player to join.
Furthermore, this assumes that the game also doesn't set some kind of "maximum mech mastery" metric as well; if it does, the high-levels will never join the server because it will see the players in that server as too weak, but considering the issues Matchmaker has right now, I don't think something like this is implemented at the current time.