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Predict the Outcome


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Mfezi #1 Posted Jan 12 2018 - 23:57

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I'm finding XVM quite interesting and invite you all to predict the outcome from the attached graphic. The first correct answer can have my StuG IV.....

 

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Chameleon_1999 #2 Posted Jan 13 2018 - 00:02

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If 'I' had ESP, ..err.. XVM  (and I don't) I would...

 

1) Know when to just save credits, not really try to win, like many on the team seem to

 

2) Shoot their good players over their bad players, especially if I played arty

 

3) Be aggressive and round the corner vs a 'red' over a 'green'

 

 


Edited by Voltare_2014, Jan 13 2018 - 00:03.


BattleshipBob27 #3 Posted Jan 13 2018 - 00:05

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Wow OP has a super low WN8. At least he was on a team with players of the same skill level.
I’d say your team lost 3-15

Spartan_Striker #4 Posted Jan 13 2018 - 00:11

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My advice? Uninstall xvm. It makes the game depressing every time you hit battle.

You will play become overconfident and throw when you are the favored, and "lose courage" when you are predicted to lose.

 

I uninstalled xvm several months ago when I was getting frustrated with the game and found I really enjoy tanks a lot more now.


Edited by Spartan_Striker, Jan 13 2018 - 00:12.


Mfezi #5 Posted Jan 13 2018 - 00:14

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View PostBattleshipBob27, on Jan 13 2018 - 00:05, said:

Wow OP has a super low WN8. At least he was on a team with players of the same skill level.
I’d say your team lost 3-15

 

You validate my point admirably - thanks!. Oh, and you can have my StuG IV.... :)

 



_Tsavo_ #6 Posted Jan 13 2018 - 00:14

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You're using XVM incorrectly.  I'd turn that crap off.  Make your own luck, don't let some colored numbers encourage, discourage, or otherwise impact your play

Trauglodyte #7 Posted Jan 13 2018 - 00:15

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If I trusted the mod, I'd put it on for no reason than to see what wn8 I gain from my games.  I don't care about other players because most of us all suck.

MMI_SPI #8 Posted Jan 13 2018 - 00:16

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View PostVoltare_2014, on Jan 12 2018 - 18:02, said:

If 'I' had ESP, ..err.. XVM  (and I don't) I would...

 

1) Know when to just save credits, not really try to win, like many on the team seem to

 

2) Shoot their good players over their bad players, especially if I played arty

 

3) Be aggressive and round the corner vs a 'red' over a 'green'

 

 

 

^This

If your sure to loose, keep fighting to get that money and maybe a medal for courageous resistance, that way it doesnt feel as much as a lost. But I get it, when MM gives you a strike of bad teams its normally time to walk away.



R_Razor #9 Posted Jan 13 2018 - 00:19

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And if you get tight, well you should still keep fighting to get the money and a possible courageous resistance medal too. 

Mfezi #10 Posted Jan 13 2018 - 00:32

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View PostSpartan_Striker, on Jan 13 2018 - 00:11, said:

My advice? Uninstall xvm. It makes the game depressing every time you hit battle.

You will play become overconfident and throw when you are the favored, and "lose courage" when you are predicted to lose.

 

I uninstalled xvm several months ago when I was getting frustrated with the game and found I really enjoy tanks a lot more now.

 

I installed it just out of interest, but it has hilighted the fact that MM does a pretty good job in balancing the tanks, but could be improved by taking player skill into account. This has been an ongoing topic on this forum for quite a while and I think that this XVM data provides strong evidence in support of those who would like to see MM updated to include player skill.

Spartan_Striker #11 Posted Jan 13 2018 - 00:39

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View PostMfezi, on Jan 12 2018 - 17:32, said:

 

I installed it just out of interest, but it has hilighted the fact that MM does a pretty good job in balancing the tanks, but could be improved by taking player skill into account. This has been an ongoing topic on this forum for quite a while and I think that this XVM data provides strong evidence in support of those who would like to see MM updated to include player skill.

 

Skill-based mm is a terrible idea. If implemented, it would be the biggest blow to the game since the removal of old maps.



Trauglodyte #12 Posted Jan 13 2018 - 00:45

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View PostMfezi, on Jan 13 2018 - 00:32, said:

 

I installed it just out of interest, but it has hilighted the fact that MM does a pretty good job in balancing the tanks, but could be improved by taking player skill into account. This has been an ongoing topic on this forum for quite a while and I think that this XVM data provides strong evidence in support of those who would like to see MM updated to include player skill.

 

I don't know that games have ever been mismatched that much on skill.  The problem is the snowball effect.  If 1-2 people make a nasty mistake, your team has a hard time recovering.  Make those critical tanks and it is an avalanche loss.  The new MM seems to be based upon tiers fighting equal tiers and that isn't how things work.  Throw in the RNG effect and it is a [edited]soup of bleh!

Mfezi #13 Posted Jan 13 2018 - 00:46

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View PostSpartan_Striker, on Jan 13 2018 - 00:39, said:

 

Skill-based mm is a terrible idea. If implemented, it would be the biggest blow to the game since the removal of old maps.

 

OK, but please tell us why!....

Trauglodyte #14 Posted Jan 13 2018 - 00:54

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View PostMfezi, on Jan 13 2018 - 00:46, said:

 

OK, but please tell us why!....

 

Population isn't big enough.  To make it work, you'd have to set up games with expanded tiers and then add in tier buffing.  Or, in other words, tiers 1-2 play, tiers 3-6 play together, and tiers 7-10 play.  Then, there would be an in-game buff, only, that would raise the health and pen levels to make tanks competitive.  But, you'd have to talk WG into actually doing that.  Even then, would that make sense or be a good thing?  Games would be faster to get and it would be nice to see more types of tanks.  Even then, is that a good thing?

Spartan_Striker #15 Posted Jan 13 2018 - 01:12

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View PostMfezi, on Jan 12 2018 - 17:46, said:

 

OK, but please tell us why!....

 

You get better by playing alongside players better than you and seeing how they react, not playing agains those your skill over and over.

You will learn nothing.

 

There aren't enough players to fulfill a skill-based matchmaker.

Games would be stale.

Wargaming has already said numerous times in dev talks and posts that they will never even consider skill-based matchmaking.

 


Edited by Spartan_Striker, Jan 13 2018 - 01:13.


Mfezi #16 Posted Jan 13 2018 - 01:20

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View PostTrauglodyte, on Jan 13 2018 - 00:54, said:

 

Population isn't big enough.  To make it work, you'd have to set up games with expanded tiers and then add in tier buffing.  Or, in other words, tiers 1-2 play, tiers 3-6 play together, and tiers 7-10 play.  Then, there would be an in-game buff, only, that would raise the health and pen levels to make tanks competitive.  But, you'd have to talk WG into actually doing that.  Even then, would that make sense or be a good thing?  Games would be faster to get and it would be nice to see more types of tanks.  Even then, is that a good thing?

 

I think that you over-complicate things. Given a list of 20,000 records (i.e. the current USC queue) with Type, Tier and let's say Player Rating fields. it is meat and potatoes programming to extract two equally balanced teams. It's when you want to start 'manipulating' the data to suit some other need that you find the population may not be sufficient or the queue time become unacceptable.

Such a simple thing could improve everyone's playing experience!....

 



Mfezi #17 Posted Jan 13 2018 - 01:26

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View PostSpartan_Striker, on Jan 13 2018 - 01:12, said:

 

You get better by playing alongside players better than you and seeing how they react, not playing agains those your skill over and over.

You will learn nothing.

 

 

 

Exactly what I am advocating - so split up the good players evenly between each team!....

Nixeldon #18 Posted Jan 13 2018 - 01:37

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View PostMfezi, on Jan 12 2018 - 19:26, said:

 

Exactly what I am advocating - so split up the good players evenly between each team!....

 

What would it accomplish?

_Tsavo_ #19 Posted Jan 13 2018 - 01:38

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View PostMfezi, on Jan 12 2018 - 19:26, said:

 

Exactly what I am advocating - so split up the good players evenly between each team!....

 

So what happens when to the win rates of players if you give such balance?  

jdubthegreat #20 Posted Jan 13 2018 - 01:43

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Even though I may [edited]and moan in-game sometimes, I realize that every game, 90% of the reds and oranges on my team are trying their best and that's really all I can ask for.




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