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Brush Master
HavoK Core RISE of LEGION
905
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Posted - 2013.10.10 16:15:00 -
[1] - Quote
This concept has been around a while and I'm just bringing it around again. Below I will outline the core reasons for it and some simple sets that could help improve gameplay match making.
The Problem Lower gear players or those that don't want to run Proto gear in public/FW get tired of fighting players, usually full squads, that do proto "stomping" where they wear mostly top tier gear to gain an advantage. Match Making can only go so far as some players, even though they have access to proto level gear, do not like or wish to run it.
The Simplest Approach Meta level for gear is already in place for everythin on the marketplace. What if we took this meta level and attributed this to 3 core gameplay levels in which a player/squad lead could pick for queueing up. You would have: Miltia / Standard - Only standard and militia meta gear can be used. Advanced - Advanced meta gear and below can be used. Proto meta level gear can not be used. Proto "Freeplay" - anything goes in this modes, no restrictions like is right now
How the Restrictions Could Work The squad leader / solo player can pick which level of gameplay they want to play in (Std, Adv, Freeplay) All players in the squad will need at least one suit that meets the requirements for the match. If a player does not, the squad will get an error preventing them from deployment In-game, only the suits that match the games requirement will be allowed to spawn in
How This Improves Gameplay It helps even the playing field with passive skills being the only character difference in matches. High tier players can join match with newer friends and not effect the balance of the game as much. Players get a sense of it being a "fair fight"
Like I said, not the first one to bring this idea up but I think with the new match making, it is time to allow the players a chance to restrict their matches more to improve gameplay. Feedback welcome.
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Takahiro Kashuken
Red Star. EoN.
1314
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Posted - 2013.10.10 16:23:00 -
[2] - Quote
Basic vs basic matches all we need atm since player count is too low
Nothing over meta level 3 |
Brush Master
HavoK Core RISE of LEGION
905
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Posted - 2013.10.10 16:30:00 -
[3] - Quote
That could certainly be phase 1, pick either Standard Restricted match or No restriction. Level of gear is certainly only part of the problem and it more than just restricting matches. I could see this feature being used in any future arena mode matches. Players just want more ways to build their matches and have more of these restrictions and choices. |
Meeko Fent
DUST University Ivy League
1108
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Posted - 2013.10.10 16:40:00 -
[4] - Quote
We've been asking for this for quite a while.
Its the only way to keep pubs balanced gear-wise. |
Caeli SineDeo
Imperfects Negative-Feedback
698
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Posted - 2013.10.10 18:30:00 -
[5] - Quote
Ya I have to say this is going to be better then the damn MM system they are trying to create.
People need to be able to choose where they want to go. If they choose freeplay then they take the risk of running into proto if they are having trouble running proto they can to go play modes with lower lvl meta gear. And are not forced into a high lvl meta game because they have high SP. |
1st Lieutenant Tiberius
0uter.Heaven
210
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Posted - 2013.10.10 18:44:00 -
[6] - Quote
Dont even bother with complicated Meta level calculations and what not
Restrict based on suits and suits alone, I've said this in other threads previous to this
If we restrict based solely on suits the CPU and PG output of those suits will balance out the playing field. Dust is not only about going PEW PEW but it also takes from EVE's complex system of pitting spreadsheets against spreadsheets, in other words FITTINGS are an important part of Dust
If you give me an ADV suit and ask me to fit it i'll fit it with a combination of basic, enhanced and complex modules and equipment. As a result a fitting i make will be different from a fitting that, say, you make. This is an important aspect that needs to stay in the game because it forces us to make sacrifices; Do I put on damage mods and sacrifice EHP or focus on survivability?
If we restrict based on suits alone we can still have this level of "spreadsheet modification" but still be able to level the playing ground by removing Prototype suits that, with the amount of modules and CPU/PG, can fit mostly top notch equipment.
A player should be allowed to have an advantage if said player is able to fit their suits well, if we put too much restriction on our fitting capabilities this game will be no different than standardized health shooters iike BF4 and COD
Hope that all made sense |
Luk Manag
of Terror TRE GAFFEL
110
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Posted - 2013.10.10 21:47:00 -
[7] - Quote
We would still have the same problems with the gear-tier solution. The best match-making systems in other games where all the gear is identical still results in many roll-tide fail-matches.
The real problem is the tendency of a fight to be won or lost in the first few minutes, when this roll-tide starts to rise.
One side notices that there are not a lot of risks in bringing out their expensive fits while the other side decides it's time to run basic fits to save isk, so that any semblance of balance gets thrown out of the window (the roll-tide becomes a tsunami).
There's nothing to counter this momentum, no come-back bonus, no incentive to try harder to win, and no chance to make it profitable. There are of course exceptions, I have seen organized squads commit to a fight, risk the isk, and pull out a come-back - it can be done, but they don't do it for profit, they do it for honor (while other's just quit out or hide).
Restricting gear will ruin the SP-grind + isk-financing gameplay elements that are essential to Dust - and will not ultimately solve unbalanced matches. |
Brush Master
HavoK Core RISE of LEGION
929
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Posted - 2013.10.25 19:13:00 -
[8] - Quote
Luk Manag wrote:We would still have the same problems with the gear-tier solution. The best match-making systems in other games where all the gear is identical still results in many roll-tide fail-matches.
The real problem is the tendency of a fight to be won or lost in the first few minutes, when this roll-tide starts to rise.
One side notices that there are not a lot of risks in bringing out their expensive fits while the other side decides it's time to run basic fits to save isk, so that any semblance of balance gets thrown out of the window (the roll-tide becomes a tsunami).
There's nothing to counter this momentum, no come-back bonus, no incentive to try harder to win, and no chance to make it profitable. There are of course exceptions, I have seen organized squads commit to a fight, risk the isk, and pull out a come-back - it can be done, but they don't do it for profit, they do it for honor (while others just quit out or hide).
Restricting gear will ruin the SP-grind + isk-financing gameplay elements that are essential to Dust - and will not ultimately solve unbalanced matches.
Rewards for come backs, I like it. |
Vesago Ghostcore
Rejected Clones
55
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Posted - 2013.10.25 19:27:00 -
[9] - Quote
I posted this earlier today in a different thread.
I had this idea of generating a formula for determining maybe 3 levels of matchmaking criteria. You cant just base it on SP.
Set 3 defined levels and use a formula to have scotty match up games accordingly. Scotty is already a pain so more than 3 would clog things up even more.
SP * KDR
First tier game would be anyone with a number under 4 million. Second tier would be 4-10 million Third is everyone else.
There would be matchmaking issues with squads of mixed levels so just have scotty bump them if they have an inappropriate squad composition.
You could really even drop the mid tier probably.
. . . . . I don't think gear should weigh into it because newer players might like to buy aurum items to enhance their toons while they are still skilling up. |
Talos Vagheitan
King Slayers
116
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Posted - 2013.10.25 20:16:00 -
[10] - Quote
Why do so few people seem to understand that the "gear" alone is not the issue that causes pubstomping.
If full squads of Nyain San or outer.haven or whoever enter public ambush, they are going to dominate the game regardless of what gear they're wearing
The problem is experienced players, forming full squads and using tactics, going up against hordes of new blueberries who are running solo. Their proto-gear is only the icing on the cake.
The best way to balance matchmaking is to sort players according to SP . Sorting players by SP will ensure similar experience levels of everyone, and put everyone on the same page in terms of what gear each team can field.
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