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Keri Starlight
0uter.Heaven Proficiency V.
1700
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Posted - 2013.12.04 13:50:00 -
[1] - Quote
It's not that complicated.
We don't need contracts divided by tiers, gear, lifetime SP or total WP, we don't need impossible algorithms, we don't need to split the player pool.
It's not about having only specific players fighting each other according to their fake ratios or anything.
It's about balancing the two teams.
This is all we need.
Equal distribution of newbies and vets. Equal distribution of squads and solo players.
1. Some criteria should be used to determinate the potential of every single player. I find that total WP or total SP are probably the best meter to measure the player's impact on the current game. A player with 20.000.000 SP is an experienced player, no matter the gear he's using. While not perfect, this would massively increase the chances for each side to have a balanced match and to keep the game out of the redline.
Example:
Player 1: 2M SP Player 2: 8M SP Player 3: 13M SP Player 4: 3M SP Player 5: 6M SP Player 6: 22M SP Player 7: 9M SP Player 8: 5M SP
Total: 68M SP. Matchmaking will try to make two teams of 34M SP each.
Caldari Steel: Total 34M SP
Player 3 Player 5 Player 7 Player 8
Guristas: Total 34M SP
Player 1 Player 2 Player 4 Player 6
Including things like KDR or highly variable and inaccurate stats might create unbalanced teams.
2. Squads should be equally distributed. A single Squad should never get split, but whenever there is more than one squad in the match, those two squads should join the opposite sides and fight each other.
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Factional Warfare is different, since we can choose the Faction we want to fight for. But the new FW is going to be a competitive game mode, where you want to be in an organized squad to win the match. It's going to be a bit closer to PC. I don't think such a matchmaking is needed in FW, since most likely we're going to see multiple squads for each faction.
An ideal matchmaking for FW would involve putting squads against other squads and leaving solo players against solo players. So, if a 6-man squad is searching for a FW contract, matchmaking will find a game with a large squad in the opposite faction, if possible.
This might prolong the battle finding times a little bit, but it would work just fine.
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Thank you for your attention.
"I load my gun with love instead of bullets"
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Talos Vagheitan
Ancient Exiles. Renegade Alliance
260
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Posted - 2013.12.04 17:53:00 -
[2] - Quote
I've been saying this all along.
Who cares what some sniper has to say
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Templar 514
Amarr Templars Amarr Empire
63
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Posted - 2013.12.04 17:54:00 -
[3] - Quote
I think that you make good points, but I also disagree with what should be done to 'fix' matchmaking at present. It's a semi-known fact that part of the reason the MM is broken right now is due to a lack of players; we pretty much don't have enough Dusties to make it work properly.
My personal opinion, however, is that the fix should actually be that pub matches default to a no-squads mode. Squads can be optionally (or automatically) formed upon joining a match, but squads may not join new/in progress matches from the battle finder.
We also need to fix Q-syncing and make it impossible; supposedly we will eventually get team deploy for FW (which is 50/50 for me, because I run solo 99-100% of the time), but I think that team deploy for pubs would end up being incredibly unbalanced and lead to more roflstomping than we thought was even possible.
This said, I definitely agree we need to do something about this. It's to the point where I advised a friend of mine who's recently started playing DUST to check the scoreboard of every match he joins, and if he sees 3+ players from the same corp, then to leave that match. I personally do something similar as well. |
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