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The-Errorist
Closed For Business For All Mankind
363
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Posted - 2013.12.05 22:38:00 -
[1] - Quote
I propose for better matchmaking, a skill level stat should be used to match player of similar skill levels. A few reasons why Dust needs this is that it would make battles more fair, competitive, and fun.
Here's the formula: [(WP/2/Deaths)/15 + 1.5*sqrt(Montly KDR)]*2 + WP/150 = Personal Effectiveness
You can check out the spreadsheet I made it in, examples, the stats I played with, and more here.
What do you guys think? |
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
7312
|
Posted - 2013.12.05 22:50:00 -
[2] - Quote
So like BF skill levels?
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of the threads // Forum alt Gû¦Gû+
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The-Errorist
Closed For Business For All Mankind
364
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Posted - 2013.12.05 22:50:00 -
[3] - Quote
KAGEHOSHI Horned Wolf wrote:So like BF skill levels? yes |
The-Errorist
Closed For Business For All Mankind
366
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Posted - 2013.12.06 16:46:00 -
[4] - Quote
What do you guys think about this? |
Draco Cerberus
Brutor Vanguard Minmatar Republic
569
|
Posted - 2013.12.06 17:04:00 -
[5] - Quote
I learn to be a better player by playing against the same level or better players, I am sure that the players below my level do the same. How would this help noobs or vets learn and teach?
LogiGod earns his pips
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The-Errorist
Closed For Business For All Mankind
367
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Posted - 2013.12.07 22:57:00 -
[6] - Quote
Draco Cerberus wrote:I learn to be a better player by playing against the same level or better players, I am sure that the players below my level do the same. How would this help noobs or vets learn and teach?
I would make them "learn to be a better player by playing against the same level or better players". Playing against a team of highly skilled organized proto-stompers when you and your team are the opposite, gives no room for trying out new tactics as those vets your playing against would quickly stop that and push you back even more. |
The dark cloud
The Rainbow Effect
1926
|
Posted - 2013.12.07 23:03:00 -
[7] - Quote
No the Dust ecconomy is based on pub stomping. Vets who run 100% ISk suits stomp n00bs who then buy in frustration AUR gear to have a somewhat better chance. Which means CCP is making money. i highly doubt that CCP will cripple their income source. Wanna know why? Cause its a "sandbox" game where the strong prey on the weak. This is how eve works and it has beeing implemented on dust at the beginning.
I shall show you a world, a world which you cant imagine, a world full off butthurt n00bs at the other end of my gun
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The-Errorist
Closed For Business For All Mankind
367
|
Posted - 2013.12.07 23:17:00 -
[8] - Quote
The dark cloud wrote:No the Dust ecconomy is based on pub stomping. Vets who run 100% ISk suits stomp n00bs who then buy in frustration AUR gear to have a somewhat better chance. Which means CCP is making money. i highly doubt that CCP will cripple their income source. Wanna know why? Cause its a "sandbox" game where the strong prey on the weak. This is how eve works and it has beeing implemented on dust at the beginning. This should only be done in public battles. You know whats bad for Dust economy? Player not playing dust as much or quitting because of entirely one-sided matches that results in not having fun and lack of interest in continuing playing dust; those who like dust pay more for dust in the long-term. |
deepfried salad gilliam
Sanguine Knights
240
|
Posted - 2013.12.08 00:06:00 -
[9] - Quote
I do believe a player effectiveness formula is the only way to get a good matchmaking
It should also have different tiers that separate the player base just 2 at first then if games are filled quick a 3rd or 4th The tiers should split the player base evenly
The tiers should effect isk gain Pay x .9 + x where x is you're tier
Only applied to pubs
Maybe register certain people as vehicle users, and put them in their own tier system(still evenly split and and then matched into appropriate infantry tiers) It could simply check if someone has spent 60% of time in a vehicle for that weak
Ithat way no one gets screwed (too hard )
Christ is lord
Sanguine knights , open recruitment, join now.
Fear is a choice, I choose not to let it control me.
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Draco Cerberus
Brutor Vanguard Minmatar Republic
584
|
Posted - 2013.12.08 00:26:00 -
[10] - Quote
The-Errorist wrote:Draco Cerberus wrote:I learn to be a better player by playing against the same level or better players, I am sure that the players below my level do the same. How would this help noobs or vets learn and teach? I would make them "learn to be a better player by playing against the same level or better players". Playing against a team of highly skilled organized proto-stompers when you and your team are the opposite, gives no room for trying out new tactics as those vets your playing against would quickly stop that and push you back even more. What do you mean? In one sentence you are agreeing with me and in the next you are saying that there is an issue...could you explain a bit?
LogiGod earns his pips
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The-Errorist
Closed For Business For All Mankind
368
|
Posted - 2013.12.08 00:26:00 -
[11] - Quote
deepfried salad gilliam wrote:I do believe a player effectiveness formula is the only way to get a good matchmaking
It should also have different tiers that separate the player base just 2 at first then if games are filled quick a 3rd or 4th The tiers should split the player base evenly
The tiers should effect isk gain Pay x .9 + x where x is you're tier
Only applied to pubs
Maybe register certain people as vehicle users, and put them in their own tier system(still evenly split and and then matched into appropriate infantry tiers) It could simply check if someone has spent 60% of time in a vehicle for that weak
Ithat way no one gets screwed (too hard ) I think teirs would divide the player base too much and is unnecessary. Also, I think the pay should more based on the cost of gear destroyed in battle and have a bonus for winning. |
The-Errorist
Closed For Business For All Mankind
368
|
Posted - 2013.12.08 00:31:00 -
[12] - Quote
Draco Cerberus wrote:The-Errorist wrote:Draco Cerberus wrote:I learn to be a better player by playing against the same level or better players, I am sure that the players below my level do the same. How would this help noobs or vets learn and teach? I would make them "learn to be a better player by playing against the same level or better players". Playing against a team of highly skilled organized proto-stompers when you and your team are the opposite, gives no room for trying out new tactics as those vets your playing against would quickly stop that and push you back even more. What do you mean? In one sentence you are agreeing with me and in the next you are saying that there is an issue...could you explain a bit? There's a difference between playing against players at the same level with some better players sprinkled here and there and playing against a team of players that are just plain better than yours that results in completely one sided battles. |
Draco Cerberus
Brutor Vanguard Minmatar Republic
584
|
Posted - 2013.12.08 00:33:00 -
[13] - Quote
The-Errorist wrote:deepfried salad gilliam wrote:I do believe a player effectiveness formula is the only way to get a good matchmaking
It should also have different tiers that separate the player base just 2 at first then if games are filled quick a 3rd or 4th The tiers should split the player base evenly
The tiers should effect isk gain Pay x .9 + x where x is you're tier
Only applied to pubs
Maybe register certain people as vehicle users, and put them in their own tier system(still evenly split and and then matched into appropriate infantry tiers) It could simply check if someone has spent 60% of time in a vehicle for that weak
Ithat way no one gets screwed (too hard ) I think teirs would divide the player base too much and is unnecessary. Also, I think the pay should more based on the cost of gear destroyed in battle and have a bonus for winning. As I understand it, Pay for battle is already based on gear destroyed as well as WP in battle. This produces the end result total.
LogiGod earns his pips
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deepfried salad gilliam
Sanguine Knights
240
|
Posted - 2013.12.08 00:33:00 -
[14] - Quote
((Lifetime (kills + .25wp)++deaths ) ++ months actively player) +( (last 3 active months(kills +.25wp) ++ deaths)++3)+(win++loss)2 = player effectivity I would use something along those lines yours seems like a Guy could just have a bad game and use an alt for a month just to pub stomp And take the win loss into account some people are good team players and should be treated as so
Christ is lord
Sanguine knights , open recruitment, join now.
Fear is a choice, I choose not to let it control me.
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The-Errorist
Closed For Business For All Mankind
368
|
Posted - 2013.12.08 00:34:00 -
[15] - Quote
Draco Cerberus wrote:The-Errorist wrote:deepfried salad gilliam wrote:I do believe a player effectiveness formula is the only way to get a good matchmaking
It should also have different tiers that separate the player base just 2 at first then if games are filled quick a 3rd or 4th The tiers should split the player base evenly
The tiers should effect isk gain Pay x .9 + x where x is you're tier
Only applied to pubs
Maybe register certain people as vehicle users, and put them in their own tier system(still evenly split and and then matched into appropriate infantry tiers) It could simply check if someone has spent 60% of time in a vehicle for that weak
Ithat way no one gets screwed (too hard ) I think teirs would divide the player base too much and is unnecessary. Also, I think the pay should more based on the cost of gear destroyed in battle and have a bonus for winning. As I understand it, Pay for battle is already based on gear destroyed as well as WP in battle. This produces the end result total. It is but the difference isn't that much. |
deepfried salad gilliam
Sanguine Knights
240
|
Posted - 2013.12.08 00:40:00 -
[16] - Quote
The-Errorist wrote:deepfried salad gilliam wrote:I do believe a player effectiveness formula is the only way to get a good matchmaking
It should also have different tiers that separate the player base just 2 at first then if games are filled quick a 3rd or 4th The tiers should split the player base evenly
The tiers should effect isk gain Pay x .9 + x where x is you're tier
Only applied to pubs
Maybe register certain people as vehicle users, and put them in their own tier system(still evenly split and and then matched into appropriate infantry tiers) It could simply check if someone has spent 60% of time in a vehicle for that weak
Ithat way no one gets screwed (too hard ) I think teirs would divide the player base too much and is unnecessary. Also, I think the pay should more based on the cost of gear destroyed in battle and have a bonus for winning. Well the current Scotty would be murdered Their would be no matchmaking other than which tier and what game mode, and it would only be in pub matches, the most filled part
That's why I also said star with just 2 sorta test the waters if its good stay their if not changr
Christ is lord
Sanguine knights , open recruitment, join now.
Fear is a choice, I choose not to let it control me.
|
Draco Cerberus
Brutor Vanguard Minmatar Republic
584
|
Posted - 2013.12.08 00:42:00 -
[17] - Quote
The-Errorist wrote:Draco Cerberus wrote:The-Errorist wrote:Draco Cerberus wrote:I learn to be a better player by playing against the same level or better players, I am sure that the players below my level do the same. How would this help noobs or vets learn and teach? I would make them "learn to be a better player by playing against the same level or better players". Playing against a team of highly skilled organized proto-stompers when you and your team are the opposite, gives no room for trying out new tactics as those vets your playing against would quickly stop that and push you back even more. What do you mean? In one sentence you are agreeing with me and in the next you are saying that there is an issue...could you explain a bit? There's a difference between playing against players at the same level with some better players sprinkled here and there and playing against a team of players that are just plain better than yours that results in completely one sided battles. I know there are players far above my level, I also know there are players far below my level. Where does this leave me? In a place where I enjoy playing against AE and TP, DDB, and other AAA teams, because that is where I learn, IDC if I have a team of 0 day players or a team of proto bears, either way I feel ok with being the best opposition for the enemy team that I can be. It may be very one sided but I do learn what works and what doesn't from what the enemy and my team both do. Having lower skilled players on one side or the other allows matches to be over quicker, allowing more suits to be destroyed and more matches played in a sitting.
LogiGod earns his pips
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The-Errorist
Closed For Business For All Mankind
368
|
Posted - 2013.12.08 00:43:00 -
[18] - Quote
deepfried salad gilliam wrote:The-Errorist wrote:deepfried salad gilliam wrote:I do believe a player effectiveness formula is the only way to get a good matchmaking
It should also have different tiers that separate the player base just 2 at first then if games are filled quick a 3rd or 4th The tiers should split the player base evenly
The tiers should effect isk gain Pay x .9 + x where x is you're tier
Only applied to pubs
Maybe register certain people as vehicle users, and put them in their own tier system(still evenly split and and then matched into appropriate infantry tiers) It could simply check if someone has spent 60% of time in a vehicle for that weak
Ithat way no one gets screwed (too hard ) I think teirs would divide the player base too much and is unnecessary. Also, I think the pay should more based on the cost of gear destroyed in battle and have a bonus for winning. Well the current Scotty would be murdered Their would be no matchmaking other than which tier and what game mode, and it would only be in pub matches, the most filled part That's why I also said star with just 2 sorta test the waters if its good stay their if not changr ok |
The-Errorist
Closed For Business For All Mankind
368
|
Posted - 2013.12.08 00:44:00 -
[19] - Quote
deepfried salad gilliam wrote:((Lifetime (kills + .25wp)++deaths ) ++ months actively player) +( (last 3 active months(kills +.25wp) ++ deaths)++3)+(win++loss)2 = player effectivity I would use something along those lines yours seems like a Guy could just have a bad game and use an alt for a month just to pub stomp And take the win loss into account some people are good team players and should be treated as so A player stopped playing for a month wouldn't have their P.E. score drop that much to be able to go around pub stomping. If the person does start pub stomping for few matches, his P.E. would go up, putting him against better players. Taking into account Win/loss ratio would make it a little less of a "personal" effectiveness rating, but I see your point. |
The-Errorist
Closed For Business For All Mankind
368
|
Posted - 2013.12.08 00:59:00 -
[20] - Quote
I modified my formula to take Win loss ratio into consideration. |
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Draco Cerberus
Brutor Vanguard Minmatar Republic
584
|
Posted - 2013.12.08 01:00:00 -
[21] - Quote
Are you comfortable having a formula that decides who you fight and who you are beyond fighting? The problem with this solution is that it is so far out from the New Eden way of battle it is ludicrous, in fact just having a lobby is also ludicrous. Lobbys don't make sandboxes, don't allow for creative problem solving other than what is involved within the structure of 16 man team. New Eden battles in Eve are usually a vastly superior force vs a small force. The current lobby structure doesn't allow for this, rather it lets equal numbers queue up for a "planned" fight, with no surprise factor or need for intel gathering, both of which have become good practice in Eve.
Open World gameplay is the solution, hang Scotty from the rafters, he has served his time, put him out of his misery.
Open World Thread #1
Open World Thread #2
Open World Thread #3
There are plenty more suggestions on this, I think that exploring these options would allow for the flexibility of battles to be more the way you want and more the way I want at the same time.
LogiGod earns his pips
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The-Errorist
Closed For Business For All Mankind
368
|
Posted - 2013.12.08 01:04:00 -
[22] - Quote
Draco Cerberus wrote:Are you comfortable having a formula that decides who you fight and who you are beyond fighting? Yes, as long as it's only for pub matches. If I didn't feel that way, I wouldn't have made this thread |
Draco Cerberus
Brutor Vanguard Minmatar Republic
584
|
Posted - 2013.12.08 01:06:00 -
[23] - Quote
The-Errorist wrote:Draco Cerberus wrote:Are you comfortable having a formula that decides who you fight and who you are beyond fighting? Yes, as long as it's only for pub matches In Eve, all matches are "Pub" matches. Lets do away with the pub, and allow emergent gameplay into the game.
LogiGod earns his pips
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The-Errorist
Closed For Business For All Mankind
368
|
Posted - 2013.12.08 01:07:00 -
[24] - Quote
Draco Cerberus wrote:The-Errorist wrote:Draco Cerberus wrote:Are you comfortable having a formula that decides who you fight and who you are beyond fighting? Yes, as long as it's only for pub matches In Eve, all matches are "Pub" matches. Lets do away with the pub, and allow emergent gameplay into the game. This is dust.
Side note: This would only affect High sec matches. |
Draco Cerberus
Brutor Vanguard Minmatar Republic
584
|
Posted - 2013.12.08 01:17:00 -
[25] - Quote
Can you imagine your whole corp online at once going after some people that were poaching prime ratting land while they were busy? Having a reason to fight other than just SP? Getting the jump on someone in true ambush style? This is what drew me to the game, I can play Quake anytime I want to load into a Lobby match, or COD, or whatever other Lobby game not dependent on learning how to use gear there is available. I spend my isk on suits, weapons and vehicles because I want to have an advantage that means something, not to be just gambling that my 16 man team is better than the other 16 man team (yes I know how many there are on the other side as do you). I'd like to take a 50 man or 75 man or 200 man army up against a group of proto bears that are in the wrong place at the wrong time. At that point it's not a matter of who is better than whom but rather tactics, communication and planning. I want to play in a sandbox.
LogiGod earns his pips
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Draco Cerberus
Brutor Vanguard Minmatar Republic
584
|
Posted - 2013.12.08 01:18:00 -
[26] - Quote
The-Errorist wrote:Draco Cerberus wrote:The-Errorist wrote:Draco Cerberus wrote:Are you comfortable having a formula that decides who you fight and who you are beyond fighting? Yes, as long as it's only for pub matches In Eve, all matches are "Pub" matches. Lets do away with the pub, and allow emergent gameplay into the game. This is dust. Side note: This would only affect High sec matches. I **** noobs and vets in High Sec on Eve, Low Sec and Null Sec, I'm not sure you are understanding the concept I am trying to show you.
LogiGod earns his pips
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The-Errorist
Closed For Business For All Mankind
369
|
Posted - 2013.12.08 01:19:00 -
[27] - Quote
Draco Cerberus wrote:The-Errorist wrote:Draco Cerberus wrote:The-Errorist wrote:Draco Cerberus wrote:Are you comfortable having a formula that decides who you fight and who you are beyond fighting? Yes, as long as it's only for pub matches In Eve, all matches are "Pub" matches. Lets do away with the pub, and allow emergent gameplay into the game. This is dust. Side note: This would only affect High sec matches. I **** noobs and vets in High Sec on Eve, Low Sec and Null Sec, I'm not sure you are understanding the concept I am trying to show you. Dust doesn't have teircide soo noobs aren't a threat in dust as they are in EVE, but that's besides the point. |
Draco Cerberus
Brutor Vanguard Minmatar Republic
584
|
Posted - 2013.12.08 01:21:00 -
[28] - Quote
The-Errorist wrote: Dust doesn't have teircide soo noobs aren't a threat in dust as they are in EVE, but that's besides the point.
So the Militia AR is not able to do 425dps?
LogiGod earns his pips
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Draco Cerberus
Brutor Vanguard Minmatar Republic
584
|
Posted - 2013.12.08 01:24:00 -
[29] - Quote
A noob in Eve is not as big a threat as a vet either sir, that doesn't mean they can't get kills, exactly the same as in dust, in fact more often new players in Eve have less than 1/2 the damage capabilities of a 1 year vet in Eve.
LogiGod earns his pips
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QKC Nemesis
Minor Trueblood
0
|
Posted - 2013.12.08 01:26:00 -
[30] - Quote
The dark cloud wrote:No the Dust ecconomy is based on pub stomping. Vets who run 100% ISk suits stomp n00bs who then buy in frustration AUR gear to have a somewhat better chance. Which means CCP is making money. i highly doubt that CCP will cripple their income source. Wanna know why? Cause its a "sandbox" game where the strong prey on the weak. This is how eve works and it has beeing implemented on dust at the beginning.
in eve you have different security status area' s where noob player can learn to play, this works very well in eve. something similar in dust is necessary if the game is to survive the next year because the player base will keep shrinking otherwise and rightfully so as ccp alienates more and more vets with the updates that screw one group of people and award another! It would not take much to kill the game at this point. new players are not buying arum gear they are just not playing and moving onto something with a more enjoyable polished game experience worth their time. There are many other games out there and over the next year there are many long awaited big games coming out.
CCP Your actions have consequences too!
i would like to see this game succeed but it is getting harder and harder to keep playing as they are constantly screwing their player base over!.
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Draco Cerberus
Brutor Vanguard Minmatar Republic
584
|
Posted - 2013.12.08 01:30:00 -
[31] - Quote
QKC Nemesis wrote:The dark cloud wrote:No the Dust ecconomy is based on pub stomping. Vets who run 100% ISk suits stomp n00bs who then buy in frustration AUR gear to have a somewhat better chance. Which means CCP is making money. i highly doubt that CCP will cripple their income source. Wanna know why? Cause its a "sandbox" game where the strong prey on the weak. This is how eve works and it has beeing implemented on dust at the beginning. in eve you have different security status area' s where noob player can learn to play, this works very well in eve. something similar in dust is necessary if the game is to survive the next year because the player base will keep shrinking otherwise and rightfully so as ccp alienates more and more vets with the updates that screw one group of people and award another! It would not take much to kill the game at this point. new players are not buying arum gear they are just not playing and moving onto something with a more enjoyable polished game experience worth their time. There are many other games out there and over the next year there are many long awaited big games coming out. CCP Your actions have consequences too! i would like to see this game succeed but it is getting harder and harder to keep playing as they are constantly screwing their player base over!. I think there would be room for this in an Open World Dust environment. Many more options would be open to us.
LogiGod earns his pips
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The-Errorist
Closed For Business For All Mankind
369
|
Posted - 2013.12.08 01:33:00 -
[32] - Quote
QKC Nemesis wrote:The dark cloud wrote:No the Dust ecconomy is based on pub stomping. Vets who run 100% ISk suits stomp n00bs who then buy in frustration AUR gear to have a somewhat better chance. Which means CCP is making money. i highly doubt that CCP will cripple their income source. Wanna know why? Cause its a "sandbox" game where the strong prey on the weak. This is how eve works and it has beeing implemented on dust at the beginning. in eve you have different security status area' s where noob player can learn to play, this works very well in eve. something similar in dust is necessary if the game is to survive the next year because the player base will keep shrinking otherwise and rightfully so as ccp alienates more and more vets with the updates that screw one group of people and award another! It would not take much to kill the game at this point. new players are not buying arum gear they are just not playing and moving onto something with a more enjoyable polished game experience worth their time. There are many other games out there and over the next year there are many long awaited big games coming out. CCP Your actions have consequences too! i would like to see this game succeed but it is getting harder and harder to keep playing as they are constantly screwing their player base over!. I agree with this guy |
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
7359
|
Posted - 2013.12.08 23:49:00 -
[33] - Quote
I support fancy equations
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of the threads // Forum alt Gû¦Gû+
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Draco Cerberus
Brutor Vanguard Minmatar Republic
589
|
Posted - 2013.12.09 06:40:00 -
[34] - Quote
Sitting in High sec at a market hub I spent a few hours watching battle after battle. The vets winning every time as they would challenge one noob after another to come fight them. Their reason for winning? Vastly superior forces undocking in support of the "solo" pvper, tricking many noobs to fight whilst backup was but an undock away. This whole sec status idea really doesn't separate anyone in eve as any player can buy tags to "fix" any security status issues they are having. This allows them to return to high sec and take advantage of the carebears more. It could be that it would help solve issues of team killing but scotty still will not function properly to balance matches with the small number of players this game has.
LogiGod earns his pips
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Vell0cet
SVER True Blood Public Disorder.
677
|
Posted - 2013.12.09 07:18:00 -
[35] - Quote
I agree that each player should have some matchmaking metric based on their skill. I have no idea if your formula is the way to do it, but it should definitely take into account K/D, W/L, ISK efficiency, average rank at the end of match, and weighted difference from the median WP score of your team (i.e. if you get 3000 WP and the median on your team was 200, then you should be getting a major bump to your matchmaking score).
I don't think there should be tiers per-se, but the matchmaker can find groups of 32 with the closest matchmaking scores and pair them up. It should also try to make each side of the match have a fairly similar matchmaking score.
Also, there probably won't be a that noticeable of a difference until we see a significant increase in the concurrent playerbase.
Quick/Dirty Test Range Idea
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The-Errorist
Closed For Business For All Mankind
377
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Posted - 2013.12.09 16:31:00 -
[36] - Quote
Vell0cet wrote:I agree that each player should have some matchmaking metric based on their skill. I have no idea if your formula is the way to do it, but it should definitely take into account K/D, W/L, ISK efficiency, average rank at the end of match, and weighted difference from the median WP score of your team (i.e. if you get 3000 WP and the median on your team was 200, then you should be getting a major bump to your matchmaking score).
I don't think there should be tiers per-se, but the matchmaker can find groups of 32 with the closest matchmaking scores and pair them up. It should also try to make each side of the match have a fairly similar matchmaking score.
Also, there probably won't be a that noticeable of a difference until we see a significant increase in the concurrent playerbase. Did you look at the the example situations I have on the link? I haven't really got any feedback on how one's score would be calculated. I feel that taking into account average rank is not necessary based on what and how the formula uses other information. Also why do you think that ISK efficiency should be used in matchmaking? |
Malkai Inos
Onikanabo Brigade Caldari State
1060
|
Posted - 2013.12.09 18:02:00 -
[37] - Quote
The-Errorist wrote: [...]also why do you think that ISK efficiency should be used in matchmaking?
One thing that i could imagine would be PC funded players. They tend to use full proto regardless of the loss during a match compared to the payout because it's often not the ISK they're after in pubs.
It would make those players more likely to face each other rather than players who mostly play lower tiers due to the cost.
Wether this is an important metric for match making or not is a whole seperate matter. I happen to be sceptical of this.
You can take a benign object, -you can take a cheeseburger and deconstruct it to its source...
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The-Errorist
Closed For Business For All Mankind
377
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Posted - 2013.12.10 05:08:00 -
[38] - Quote
Malkai Inos wrote:The-Errorist wrote: [...]also why do you think that ISK efficiency should be used in matchmaking?
One thing that i could imagine would be PC funded players. They tend to use full proto regardless of the loss during a match compared to the payout because it's often not the ISK they're after in pubs. It would make those players more likely to face each other rather than players who mostly play lower tiers due to the cost. Wether this is an important metric for match making or not is a whole seperate matter. I happen to be sceptical of this(edit: for infantry). Regarding the formula: Looking at table B1, specifically the whole 1 death area, since 10+ kills with one or no deaths is entirely possible for MCC or redline snipers i'm worried that high profile matches could be riddled with thales snipers, sitting in the MCC. Vehicles are similarly biased since not dying over the course of several matches is not too unlikely, depending on the vehicle, and not very remarkable. Looking at the price of some vehicles i'd even say it's more or less mandatory without outside funding. ...Which, thinking about it, is actually another thing that ISK efficiency could tackle to represent the skill of Vehicle users more accurately. Table B3 is the recent and current version of my formulas and examples and the issue with the 1 death area I think is eliminated in B2 and B3. I just leave the other tables in there to show the changes I've made and for me to look back on what I've done to change it.
I'll try and make something for ISK efficiency for vehicle users; I agree that it would be a good factor in measuring the skill level of vehicle users.
EDIT: I added 2 more examples in B3 to show that: A person with 10 kills, 1 death, and 500WP from those kills would have a P.E. of 24.7 A person with 20 kills, 2 death, and 1000WP from those kills would have a P.E. of 28.1
High profile matches wouldn't likely just be filled with thale snipers based on this. |
Vell0cet
SVER True Blood Public Disorder.
680
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Posted - 2013.12.10 07:01:00 -
[39] - Quote
The-Errorist wrote:Also why do you think that ISK efficiency should be used in matchmaking? For one thing, it's a measure of what kinds of gear you're able to kill too. So if you're able to slay many proto fits using cheap ones, that would indicate that you're a skillful player. Conversely, if you kill large numbers of poorly fit players in while running proto but still die several times/battle that would be an indication that you're not very skilled. It's not the end-all-be-all stat, but I think it should have some weight in the overall formula.
I also think average rank should be important. In an ideal matchmaking world you would be in the top half of your match 50% of the time and the bottom half 50% of the time. That would be an indication that you're playing fairly equal opponents.
Quick/Dirty Test Range Idea
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The-Errorist
Closed For Business For All Mankind
377
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Posted - 2013.12.10 07:22:00 -
[40] - Quote
Vell0cet wrote:The-Errorist wrote:Also why do you think that ISK efficiency should be used in matchmaking? For one thing, it's a measure of what kinds of gear you're able to kill too. So if you're able to slay many proto fits using cheap ones, that would indicate that you're a skillful player. Conversely, if you kill large numbers of poorly fit players in while running proto but still die several times/battle that would be an indication that you're not very skilled. It's not the end-all-be-all stat, but I think it should have some weight in the overall formula. I also think average rank should be important. In an ideal matchmaking world you would be in the top half of your match 50% of the time and the bottom half 50% of the time. That would be an indication that you're playing fairly equal opponents. Goods points. |
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The-Errorist
518
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Posted - 2014.03.02 01:44:00 -
[41] - Quote
I've updated it to take into account costs of fittings and for vehicles. |
Archbot
W a r F o r g e d
65
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Posted - 2014.03.02 01:55:00 -
[42] - Quote
I do believe this would be a good idea. Although, I also believe that DUST's playerbase is, right now, a little too small to support something like this. The time it takes to make a match would be extended, and that's against many people's favor. This has been suggested many times before.
An alternate solution would be to roll out PvE. Or to have low level PvP missions that give little ISK rewards. These missions wouldn't catch the interest of higher skilled players, since they're using gear that is much higher in worth, they'd seek out higher payed contracts.
Ya¦Åu-Å Å-ÅGèéGäîGä¦Gä¦Gä¦-ìY
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The-Errorist
518
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Posted - 2014.03.02 02:15:00 -
[43] - Quote
Archbot wrote:I do believe this would be a good idea. Although, I also believe that DUST's playerbase is, right now, a little too small to support something like this. The time it takes to make a match would be extended, and that's against many people's favor. This has been suggested many times before.
An alternate solution would be to roll out PvE. Or to have low level PvP missions that give little ISK rewards. These missions wouldn't catch the interest of higher skilled players, since they're using gear that is much higher in worth, they'd seek out higher payed contracts. The playerbase has been increasing a lot the past few months though, and it would be wise to work on something like this for a later build. Also I would rather wait 3 more minutes than I do now, if there was real matchmaking, than be in low skill vs extreme try hard teams all the time for less time. |
Archbot
W a r F o r g e d
66
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Posted - 2014.03.02 02:39:00 -
[44] - Quote
The-Errorist wrote:Archbot wrote:I do believe this would be a good idea. Although, I also believe that DUST's playerbase is, right now, a little too small to support something like this. The time it takes to make a match would be extended, and that's against many people's favor. This has been suggested many times before.
An alternate solution would be to roll out PvE. Or to have low level PvP missions that give little ISK rewards. These missions wouldn't catch the interest of higher skilled players, since they're using gear that is much higher in worth, they'd seek out higher payed contracts. The playerbase has been increasing a lot the past few months though, and it would be wise to work on something like this for a later build. Also I would rather wait 3 more minutes than I do now, if there was real matchmaking, than be in low skill vs extreme try hard teams all the time for less time. This depends on what type of person you are. I'm impatient, and prefer not to wait 3 minutes just to fight one match. With your suggestion, CCP should add an option for players to choose the range of skill the player will fight against.
Strict and small skill ranges = longer waits broad skill ranges = shorter waits
Ya¦Åu-Å Å-ÅGèéGäîGä¦Gä¦Gä¦-ìY
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Meeko Fent
Kirkinen Risk Control Caldari State
1844
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Posted - 2014.03.02 04:13:00 -
[45] - Quote
Using a player stat based system will always lead to somewhat skewed results.
What if he had a bad day at work? Or if he decided to solo a bit? Or if he played one match AFKing then switched to an alt for the rest of the month? Or If he had a **** team?
Plus, as indirectly stated in the third question, a guy and his buddies could just play shitily with his friends one match of the month, and then switch to an alt and play on that for the month. Then come back to the Main, and stomp for the month after playing shitily on the alt for the a match. Rinse repeat.
I personally think the meta level system of tiers makes the most sense. Select the fits you want to take to battle, game averages the fits total meta, puts you in appropriate match, balancing for squad amount and squad fullness. Plus the your idea, so bad players don't get matched with Chicagocubs.
It balances for skill (your idea), and for the Gear difference (The idea I brought up).
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
9688
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Posted - 2014.03.02 05:45:00 -
[46] - Quote
Fancy formula
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum alt Gû¦Gû+
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deepfried salad gilliam
Sanguine Knights
446
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Posted - 2014.03.02 05:57:00 -
[47] - Quote
i like the idea of separating the layer base for skill and stuff but to maintain competitiveness i suggest
the computer checks to see if your player rating is above or below the median rating and puts you in bottom or top tier
top tier has 30% more pay(to encourage people to try and get into it)
the game doesn't tell you what tier your in
if a single squad member is top tier the squad joins top tier matches
Proud Christian
add p2p already!
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low genius
The Sound Of Freedom Renegade Alliance
1321
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Posted - 2014.03.02 06:04:00 -
[48] - Quote
I want something like this. there must be a way to 'rate' a mercenary. we're hired guns, you gotta be able rate how good we are. |
The-Errorist
521
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Posted - 2014.03.02 06:37:00 -
[49] - Quote
Meeko Fent wrote:Using a player stat based system will always lead to somewhat skewed results. Yeah, only slightly. Nothing is perfect.
Meeko Fent wrote:What if he had a bad day at work? 1 bad day isn't going to effect your score that much. The stat is based on monthly averages of your score.
Meeko Fent wrote:Or if he decided to solo a bit? As I said, a few matches for one day won't affect your score that much. If you solo a match, as in not join a squad, you can still do well, sometimes even better; you can still be a team-player and do usefull stuff that get you kills or generate WP by helping out your team. Solo player can still do something useful to make themselves effective to their team. It would be nice if you could elaborate more on what the implications of solo-ing are and how it would be bad to still use data gathered from that.
Meeko Fent wrote:Or if he played one match AFKing then switched to an alt for the rest of the month? If you afk for one match or several matches, it won't change your score at all because it would not change your amount of kills, deaths, and WPs did not change. (Just made that edit)
Meeko Fent wrote:Or If he had a **** team? Again it wont affect your score that much, because it was only one match or a couple matches for that one day.
Plus, as indirectly stated in the third question, a guy and his buddies could just play shitily with his friends one match of the month, and then switch to an alt and play on that for the month. Then come back to the Main, and stomp for the month after playing shitily on the alt for the a match. Rinse repeat.
Thank for bringing up a point that I forgot to address. The solution would be to just the average of your most recent 250 (can be some other number though) Personal Effectiveness values for matchmaking.
I personally think the meta level system of tiers makes the most sense. Select the fits you want to take to battle, game averages the fits total meta, puts you in appropriate match, balancing for squad amount and squad fullness. Plus the your idea, so bad players don't get matched with Chicagocubs. Just because there's a match with 2 team who's players have the same average meta of meta level, it doesn't mean there wouldn't still be imbalanced teams in terms of player skill; A team with highly skilled players in standard suits vs a team of noobs in standard suits is still unbalanced. Bad players in meta lv2 vs Chicagocubs in meta lv2 doesn't solve the probem.
It balances for skill (your idea), and for the Gear difference (The idea I brought up). Having a higher meta level not NOT equate to having skill. |
Talos Vagheitan
Ancient Exiles.
463
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Posted - 2014.03.02 07:35:00 -
[50] - Quote
The-Errorist wrote:I propose for better matchmaking, a skill level stat should be used to match player of similar skill levels. The monthly Personal Effectiveness value should be used for matchmaking players doing public contracts. A few reasons why Dust needs this is that it would make battles more fair, competitive, and fun. Here's the formula: (Warpoints/Kills/30)^(3/4) + (Kills/Deaths)^(1/2) + (Warpoints/150)^(9/10) (1-(1.5*Deaths*Price/10)^(8/10) + 1.5*sqrt(Wins/Losses) = Personal Effectiveness AFKingIf your WPs, deaths, and kills didn't change for the match, the score will not be counted. You can check out the spreadsheet I made it in, examples, the stats I played with, and more here. What do you guys think?
Way more complicated than this needs to be.
SP is simply the best factor to determine player experience and gear available. No formula, not matter how ridiculously over complicated will effectively balance player skill.
SP alone won't make every battle an exact even match, but nothing ever will, and that's what we need to stop trying to do.
Who cares what some sniper has to say
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The-Errorist
521
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Posted - 2014.03.02 07:39:00 -
[51] - Quote
deepfried salad gilliam wrote:i like the idea of separating the layer base for skill and stuff but to maintain competitiveness i suggest
the computer checks to see if your player rating is above or below the median rating and puts you in bottom or top tier
top tier has 30% more pay(to encourage people to try and get into it)
the game doesn't tell you what tier your in
if a single squad member is top tier the squad joins top tier matches
(As of writing this, I realize i didn't specify that much how the stat would be used in the OP for matching)
Individuals of similar skill levels would be matched into a team which has an average of p. That team would be matched with another teach who's average is proximately equally to p.
How does using my stat NOT maintain competitiveness?
deepfried salad gilliam wrote:the computer checks to see if your player rating is above or below the median rating and puts you in bottom or top tier Would the median rating be for the match or for all the players online? If one's player rating is above the median rating, would it put you in the top the top or bottom tier? I'm guessing its bottom since you mentioned top and bottom as the first words next to the two or statements. Anyway, I think forcing a player in a top or lower tier matches when their rating don't match to increase competitiveness is counterintuitive.
If you didn't mean that or I misunderstood something, tell me. |
The-Errorist
521
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Posted - 2014.03.02 07:54:00 -
[52] - Quote
Talos Vagheitan wrote:The-Errorist wrote:I propose for better matchmaking, a skill level stat should be used to match player of similar skill levels. The monthly Personal Effectiveness value should be used for matchmaking players doing public contracts. A few reasons why Dust needs this is that it would make battles more fair, competitive, and fun. Here's the formula: (Warpoints/Kills/30)^(3/4) + (Kills/Deaths)^(1/2) + (Warpoints/150)^(9/10) (1-(1.5*Deaths*Price/10)^(8/10) + 1.5*sqrt(Wins/Losses) = Personal Effectiveness AFKingIf your WPs, deaths, and kills didn't change for the match, the score will not be counted. You can check out the spreadsheet I made it in, examples, the stats I played with, and more here. What do you guys think? Way more complicated than this needs to be. SP is simply the best factor to determine player experience and gear available. No formula, not matter how ridiculously over complicated will effectively balance player skill. SP alone won't make every battle an exact even match, but nothing ever will, and that's what we need to stop trying to do. Its not that complicated and I don't agree with you that SP is the best matchmaking factor. Think of this scenarios: A skilled veteran player who has 3 alts and 5mill SP on each vs a casual player who has one character with 5mill; A skilled player who plays everyday with active and passive SP boosters that have 30mill and another skilled player who has 20mill; An experienced player who stopped playing for year vs a casual player who has the same amount of SP.
SP is a bad indicator of player skill. |
The-Errorist
539
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Posted - 2014.03.05 04:50:00 -
[53] - Quote
Does anyone else have possitive or negative feedback about this? Any suggestions or questions? |
The Robot Devil
Molon Labe. General Tso's Alliance
1821
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Posted - 2014.03.05 05:52:00 -
[54] - Quote
What I don't like is that it doesn't feel like you are making a choice. The battle is random, I didn't choose where to go. I push a button and an algorithm picks what Scotty thinks is best. I want to feel like the choice I just made matters and matchmaking based on math doesn't feel like that. Like now I just push a button and hope the math works this time and at no time do I feel in control or that my choice included the outcome of the battle.
https://forums.dust514.com/default.aspx?g=posts&t=120145&find=unread (my phone won't link) is my idea.
"You people voted for Hubert Humphrey, and you killed Jesus."
Raoul Duke
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The-Errorist
540
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Posted - 2014.03.05 10:54:00 -
[55] - Quote
The Robot Devil wrote:What I don't like is that it doesn't feel like you are making a choice. The battle is random, I didn't choose where to go. I push a button and an algorithm picks what Scotty thinks is best. I want to feel like the choice I just made matters and matchmaking based on math doesn't feel like that. Like now I just push a button and hope the math works this time and at no time do I feel in control or that my choice included the outcome of the battle. https://forums.dust514.com/default.aspx?g=posts&t=120145&find=unread (my phone won't link) is my idea. Having people select what region of space they're going to fight in from 8 security statuses, null-low to 05-1.0, will severely fragment the player-base which isn't good for matchmaking at this time. With my option, it wouldn't fragment the pool of players trying to get into a battle and there wouldn't be any gear restrictions, giving everyone complete freedom to use whatever they want.
Maybe when dust has more players, there could be an instant battle option that uses my formula or something similar, and or let them select the security level they want to fight in. For right now though, dust needs real matchmaking and a better functioning matchmaking AI. |
Altus Nox
FACTION WARFARE ARMY FACTION WARFARE ALLIANCE
8
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Posted - 2014.03.05 18:56:00 -
[56] - Quote
Doesn't seem like a bad idea as long as it could be implemented.
I think a separate section of space where anything goes is still a necessary part of this game but having a place for people who want a fair challenge to go would be great.
-Omnes una manet Nox
(The same night awaits us all)
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Draco Cerberus
BurgezzE.T.F General Tso's Alliance
804
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Posted - 2014.03.05 19:24:00 -
[57] - Quote
Altus Nox wrote:Doesn't seem like a bad idea as long as it could be implemented.
I think a separate section of space where anything goes is still a necessary part of this game but having a place for people who want a fair challenge to go would be great. how do you really think this will work with at max only around 3500 players on at a time? Thats 1000 ppl in basic or militia, 1000 in advanced and 1000 in proto with about 500ish that will swing between all three grades of eq/suits/weapons. Even then there doesn't seem like a large enough group of people that there will be options about what you are playing without 1/2 empty battles. The numbers are ofc estimated to take into varying skill levels and may not reflect the actual values.
Keep in mind also the options for 3 types of battles plus FW and PC that should not be included in this as they are special types outside of strictly PUB matches.
LogiGod earns his pips
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The-Errorist
550
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Posted - 2014.03.07 03:28:00 -
[58] - Quote
Archbot wrote:The-Errorist wrote:Archbot wrote:I do believe this would be a good idea. Although, I also believe that DUST's playerbase is, right now, a little too small to support something like this. The time it takes to make a match would be extended, and that's against many people's favor. This has been suggested many times before.
An alternate solution would be to roll out PvE. Or to have low level PvP missions that give little ISK rewards. These missions wouldn't catch the interest of higher skilled players, since they're using gear that is much higher in worth, they'd seek out higher payed contracts. The playerbase has been increasing a lot the past few months though, and it would be wise to work on something like this for a later build. Also I would rather wait 3 more minutes than I do now, if there was real matchmaking, than be in low skill vs extreme try hard teams all the time for less time. This depends on what type of person you are. I'm impatient, and prefer not to wait 3 minutes just to fight one match. With your suggestion, CCP should add an option for players to choose the range of skill the player will fight against. Strict and small skill ranges = longer waits broad skill ranges = shorter waits
Draco Cerberus wrote:Altus Nox wrote:Doesn't seem like a bad idea as long as it could be implemented.
I think a separate section of space where anything goes is still a necessary part of this game but having a place for people who want a fair challenge to go would be great. how do you really think this will work with at max only around 3500 players on at a time? Thats 1000 ppl in basic or militia, 1000 in advanced and 1000 in proto with about 500ish that will swing between all three grades of eq/suits/weapons. Even then there doesn't seem like a large enough group of people that there will be options about what you are playing without 1/2 empty battles. The numbers are ofc estimated to take into varying skill levels and may not reflect the actual values. Keep in mind also the options for 3 types of battles plus FW and PC that should not be included in this as they are special types outside of strictly PUB matches. I agree with Draco Cerberus, there's already FW and PC; having a new public contract section separate from my proposed matchmaking system, would fragment the base and there wouldn't be much demand for it anyway. Also because the battles probably wont be an exact match all the time, there would still be some cases where there are broad skill ranges. |
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