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LAVALLOIS Nash
QcGOLD
108
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Posted - 2014.04.17 02:28:00 -
[1] - Quote
As long as the 6 player squad system exists in Public Contracts, you can forget about any kind of meaningful matchmaking.
Without the squad system, a matchmaker would be able to take 32 players, divide the 16 best from the 16 worst, then divide them each into groups of 8 and place them on opposing teams. Each team would have 8 good players and 8 bad players.
But with the squads, the game places squads and then fills up the spaces. This leads to incredibly unbalanced matches.
But of course, CCP will never remove squads from Public Contracts. (too many lonely and inadequate people who would cry in protest).
Dont get me wrong, i think squads have their place in Factional and Planetary. But Public Contracts is described as "For lone mercs for small squads". Should be 2 person max squads in Public. 2 person squads could evenly fit in the matchmaking.
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LAVALLOIS Nash
QcGOLD
108
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Posted - 2014.04.17 03:00:00 -
[2] - Quote
Zaaeed Massani wrote:
Do you honestly believe that 3-4 person squads would be that out of line?
It depends. In theory its plausible. 4 is a multiple of 16, so, theoretically, it could balance out.
However, in practice, that may not be the case. Lets say 4 of these 4 man squads are looking for games. So the matchmaker places the 2 best on each team and the 2 worst on each team. The 4 players on one team see that they are up agaisnt a squad of similar skill opponents, so they disconnect at the start of the game. That leaves just the bad 4 man squad on one side while the other side still has its good squad and bad squad. The game then queues and adds solo players to the side missing players. So now not only does 1 side not have a good squad, their space has been taken by random players. This would give the side with the squad that didn't quit a huge advantage over the other side, and the results would be similar to what we see today.
(not to mention incomplete squads with 2-3 players could also lead to unbalanced matchmaking).
With 2 player squads, you either have a partner or you dont. If a 2 man squad bails at the beginning of the match, its alot easier to find a similar skill range pair who are looking for a match and place them. Or find 2 solo players of the same skill range and place them.
With a 6 or 4 man squad, there is also potential for quite a gap in skill range. You could have a squad of pro players with one bad new player, or a squad of new players with a veteran leader. A 2 man squad narrows this down quite a bit and allows for a more customized fit to a team.
^Either way, the numbers and the methods are up for debate. But with the current system, its a catch 22; We dont have enough players for 6 man squad matchmaking, and having 6 man proto stompers in Public is hurting player retention which prevents there form being a large enough population for the 6 man matchmaking. |
LAVALLOIS Nash
QcGOLD
109
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Posted - 2014.04.17 05:55:00 -
[3] - Quote
Zaaeed Massani wrote:
My only issue with what you said is that you can't bakance matchmaking around the thought that someone might leave a game.
People always leave games for various reasons, whether they do it on their own or they are removed due to no fault of their own. (internet connection, something came up, ect). Rarely are big matches static in terms of players.
So you need a system that is able to do dynamic matchmaking. If we are talking about games with a total of 8 players, then yeah, you could say that disconnects are rare. But when we have 32 players, the chance one or more disconnects is much greater.
With a match making system that sorts players as singles or doubles, its easier to "fit the missing piece in".
There are upsides and downsides to everything. Im sure my idea has some unforeseen problems/effects that I haven't taken into consideration yet. |
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