Sheeo wrote:This is a fundamental problem with treating TrueSkill as a ladder system. Tokyto is drafting a new ladder system which doesn't use TrueSkill directly for bracketing, which would solve this problem.
The proposed solution of just lowering the initial rating would just defer the systems ability to estimate the skill level of newer players until much later -- which doesn't really solve the problem of mid-range players being afraid of getting matched against smurfs.
I have never properly understood this line of thinking.
- Players start with a 1500 mean rating
- 1500 mean rating with 1000 games (So, an ACTUAL 1500 player)... These players are good. They are powerfully skilled.
- SupCom is one of the hardest RTS games out there
- 99/100 players (Yes, I'm guessing or whatever, but the point stands) are absolutely terrible when starting in FAF
- AI trained players think they may have an advantage, but really they don't have that much of a head-start on a brand new player
All this leads to the inevitable conclusion that yes, the system wants to adapt a player's numbers to fit their place, but that idea just... It doesn't WORK in the majority of cases. People start out shit! They should therefore be presumed to be shit.
This has been a complaint that pops up again and again, since the start of FAF, year after year. There HAS to be a reason for that!
Oh, and the proposed ladder won't fix the complaint here: New players quit before they really begin because they get utterly obliterated in games that are completely unfair. The new system can hide the numbers, but it won't change the outcome of the games.
EDIT: Going by the maths and the idea behind it, TrueSkill and ELO seem to have been designed for the CS:GOs and Overwatches of the world. Games with LARGE player bases, either established or anticipated. Games where the primary limiting factor is mechanical skill. Games where there are going to be players, and not in small numbers, coming from a decade or more of honing that skill. Games where a lack of knowledge is both relatively inconsequential and very quickly overcome. Games where skills other than mechanical (Think gamesense, tactics, objective-based gameplay, watching a minimap) can all be transferred in abundance.... The sensible thing here is for a new player to be slotted in in the middle, and find out where they sit. You can't just assume everyone, or most, fall into the "Potato" bracket.
This doesn't seem to fit us.