Monkey MAC
Rough Riders..
2550
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Posted - 2014.04.17 15:09:00 -
[1] - Quote
There is some truth to the majority of the things he says. However I believe, always have, always will, that a tiered matchmaking system (based on your fits meta level) or restricted matches like mlt only or no vehicles is too crude to really work.
1) It fragments the player base too much If you've got 10% of the playerbase in no vehicle matches, 10% in no Proto Matches, 10% in FW, 10% in PC that's 40% of the playerbase you aren't matchmaking. Suddenly no-one can find a match without waiting for 5 years.
2) It doesn't stop the Stomping Saying to ProtoStomping Corp "Your not allowed to fight mlt noobs anymore" won't stop them stomping, its just the people they stomp will be in advanced gear as opposed to STD/Mlt.
3) You get fragmented stomping. It will infact make stomping worse . You will get stompers in all tiers of matches thereby increasing your chancd of finding a stomp.
When it comes to Stomps people forget where the ProtoStomp orginated from, the PubStomp. The act of Protostomping is to commit a pubstomp whilst using Prototype gear. The problem is PUBstomp not the PROTOstomp. As pyrex hinted in his video and many people here besides, Prototype gear in Pubs feels taboo.
This should not be the case, just because someone is in Protogear does not mean they will win, even if no-one else uses proto gear on the other side. Its the squads, wolfpacks and spammers that are the problem. Like the people spamming uplinks on the mushroom, or the Top Corps spamming FOTMs in groups of 6 or above. The packs of tanks that stick closer together than sardines in a tin. This behaviour isn't from the new players or even the lone wolf vets. Its from the wolfpackers.
The system needs to plave wolfpack against wolfpack.
1) Create a hidden metric (for the remainder of this post I shall refer to this metric as 'infamy'), this infamy is calculated from a formula of key vital statistics. These statistics include KDR, WPDR (WP/Death Ratio), ATTD(Average time to death), PPM (Profit per Match) and WLR (Win/Loss Ratio)
2) When matchmaking begins the AI looks for the match with the closest possible infamy levels to the player, in the event of a tie, the AI will favour the lower values (giving the player a 'good' match), while the player base is small there is no cap on differnce of infamy, only that it will favour closer levels first.
3) Squads are given average infamy levels and balanced upon this, the AI will exclude 'outliers' that have infamy levels below a certain level from the calculation, it will not exclude positive (larger infamy outliers), the AI will always favour placing a squad against a squad where possible.
You now have a fast matchmaking system that will give more balanced matches the majority of the time, the playerbase is now no longer fragmented (at all until CCP decide to place an infamy difference cap), that everyone but the stompers can enjoy.
Unless your a Computer Scientist don't tell me how Game Mechanics Work.
Monkey Mac - Forum Warrior of the Trees Lvl 2.
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Monkey MAC
Rough Riders..
2551
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Posted - 2014.04.17 16:09:00 -
[2] - Quote
Master Smurf wrote:Its very funny how some people are saying dont blame the developers. - Any great sandbox needs proper mechanisms for them to succeed and hopefully produce results you want to see.
Many instances of game mechanics that are just not properly implemented to stop certain exploitation is baffling
Every roof should be able to be reached (either internally or externally) by infantry in case that team doesnt have air support or have equipment (jet pack or grappling hook) to allow traversal or mortar like weaponry
Turret installations should be formidable, not fodder
Equipment and or grenades to jam scanning should be available
Its also quite funny that mechanisms that would give the "little guy" a fighting chance were shifted the other way to protect the already powerful: Grenade reduction
Detonating RE during bleedout
TTK shift on rifles and Damage mod reductions
On the subject of Alliances and PC funding the proto stomp and what could be done. I dont play PC so I have to ask, is there any maintenance or upkeep costs associated with holding these said districts or is it once you have it, it generates some set amount of ISK?
What I could see is that the bigger an alliance or corp is the less ISK there is to go around so it isnt sustainable. So smaller corps or alliances holding a set number of districts could be more profitable and that could force internal power struggles. There could also be new "undiscovered" districts that could be content delivered into the universe so that smaller corps who could explore and find them could secretly start amassing wealth until they are found out . There also needs to be the ability to strike at key districts and if they are successfully taken that can have a destabilizing effect which could cause other enemy corps to start attacking and causing the big ones to war on many fronts and then probably have to cede some land. - Obviously this secondary part is for the future.
In the present I would have Ambush infantry only, only have one separation by meta or SP for Ambush and Skirmish and then implement content and change mechanisms to sort out the easy exploits
Now you see one of the CPS memebers (EvE CPM) the chairman I believe, is quoted as saying something like, any in-game combat mechanic that benifits noobs should benifit the vets 10 fold, or something to that effect, which with respect will always be true.
However matchmaking is not a combat mechanic and therefore should be changed to benifit the noobs the most. This includeds
1) MUCH longer academy 2) Tutorial/Story Driven 1P Campaign 3) Matchmaking system that tees of equally matched opponents against each other.
Unless your a Computer Scientist don't tell me how Game Mechanics Work.
Monkey Mac - Forum Warrior of the Trees Lvl 2.
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