"I think it's totally better to use the team outcome instead of the individual outcome."
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Why do you think that? Because its easier? Thats the opposite of progress. I say its simple because it is in fact VERY simple. I'm not sure if you read the post correctly. I deal with millions of records across thousands of variables using models 100 times more complicated than a simple linear regression. A server could knock out thousands of individual records with 15-20 vars in seconds. The depate should be how much more is a kill worth than an assist , or should you get more points for a long killing spree (spotting a sniper is obviously impossible to tabulate, just like a block downfield by a wide receiver. It doesn't go on the stat sheet).
They can do all of this and STILL make match making and the ranking system fast. Its called innovation and progress. Its logical to think an indivual rank should have something to do with an individuals performance, so why not create it.
We are talking about servers here, not your dual core pentium machine that would break in half with these calculations.
"Also, the main reason for having a skill cap is keeping searches quicker. Having no top limit on skill wouldn't make it better, only slower."
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Don't get me started on the useless matchmaking search. The problem is much more complicated than finding someone with a close rank.
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