Sheriff Metz wrote:QUOTE (Sheriff Metz @ Mar 20 2018, 02:28 PM) Utility isn't a real skill or anything deserving of its own rank, it just means you suck at/refuse to be effective in a combat role. Any self identifying whore in this game is a better at both whoring and utility tasks than any self identifying "utility" player. I've been listening to this utility rah rah rah bull @#(! for years. Learn to kill things.
It's not often I agree with Metz, but yeah. There are too many players in this game that fancy themselves a "utility" player when they do nothing but wander the map aimlessly in a scout all game until they get podded, then lather rinse and repeat. And the whole time think they're doing their team a service.
You can't call yourself a utility player unless you're also able to jump in an int and go help kill a miner when the situation demands it.
If there's anything I've learned in flying in "utility player" squads for ten years is that situational awareness is not the be-all-and-end-all. Yes, it's important, but if that's all you have, and there's no muscle on your team, then enjoy the situational awareness of being slaughtered again and again and again.
Wasp wrote:QUOTE (Wasp @ Mar 20 2018, 02:38 PM) Horse@#(!. It is the underlying principle of Trueskill
Again, you're going to need a citation.
QUOTE and you're pretending that the commander is a variable like random chance that can be weened out along with the other variables and[/quote]
And you're pretending that it's all up to "the god like hand of the commander" which "completely disassociates almost every player of each game from outcome".
I agree the commander has more influence in the outcome of the game than the rest of his team, but you're going to have to do better than that to demonstrate TrueSkill is fatal flawed. After, TrueSkill also makes the assumption that skills add linearly, which doesn't really have a good theoretical basis either, but ignoring second-order effects works well enough that they can be ignored.
QUOTE somehow you're going to get enough interesting samples to derive rank.[/quote]
TrueSkill converges a lot faster than you think, if you go look at the paper.
Again, why are we arguing about theory here? Let's just go measure it.
QUOTE Hour long games means that there likely wasn't a huge early game upset, that there was somewhat equal teams (by avoiding early resign), that there was somewhat decent rock placement where the factions somewhat matched and that neither team was overwhelmed early allowing the "skills" to determine outcome.[/quote]
I agree that unbalanced games are often quicker games, but the converse is not necessarily true: a quick game is not necessarily an unbalanced game. Just because one team won happened to win the opening furball in a same-sector planting scenario, or one team had more success in early miner O than the other, is no proof that the shoe couldn't have easily been on the other foot in the next game. Even chess has some stunningly short games between grandmasters. Ultimately, it's winning odds that matter.