Harpyja
Legio DXIV
2020
|
Posted - 2014.07.09 05:18:00 -
[1] - Quote
I honestly believe that KDR should be a factor in matchmaking; that and average WP/battle or /death.
Why KDR? Because it is a fair statistic. Someone who runs proto 24/7 but has a KDR of 1.5 isn't a stomper; they are just like the majority of players. Someone in a standard suit with a similar KDR has a much fairer battle than when up against a proto stomper (who has a KDR that is much higher). KDR is a statistic on survivability. A high KDR means high survivability and is difficult to kill, whereas a low KDR shows low survivability and is easy to kill. Average KDR of both teams need to be as equal as possible to give everyone a fair battle.
Also, WP/battle or /death shows activity. Someone with a high ratio is much more active than someone with a lower ratio. This number should also be a team average where both teams are as equal as possible. This should provide equal teams that participate equally, instead of having one that AFKs more than the other.
These two statistics should, in my opinion, provide battles that aren't one-sided. Both teams should have fair gameplay that isn't one sided in terms of stomping and also ensures that both teams are as active and participating as much as the other.
"By His light, and His will"- The Scriptures, 12:32
--
"Scouts should fart repeatedly while cloaked"- TechMechMeds
|
Harpyja
Legio DXIV
2021
|
Posted - 2014.07.09 14:03:00 -
[2] - Quote
Kevall Longstride wrote:The problem with KDR is that it is more often than not a reflection of poor balance mechanic.
Look at the problem with tanks. The 50-1 KDR that one tank guy had in while I was running a Candidate/Q&A squad last night, for example. How much of that performance was due to his skill or the fact that a triple repped maddy is near invincible, because the module balance in HAV's is so out of wack at the moment.
Should we ever get the vehicles/infantry balance right then and only then should KDR play any part in match matching determination.
The above hyperthetical is purely wish fulfilment I suspect. I don't see that as much of a problem. Someone who gets artificially high KDRs not through their own skill but from abusing game mechanics will get put into battles facing similar opponents that may actually have skill. It'll be like having a booster matched up against a proto stomper; the booster will simply stand no chance.
If people realize that having such artificial KDRs will ultimately bring them down, there won't be a point to KDR boosting in the first place.
Edit: also reps were nerfed. 2 complex and 1 enhanced (or was it the other way around) now provide slightly more reps than three basic pre-nerf.
"By His light, and His will"- The Scriptures, 12:32
--
"Scouts should fart repeatedly while cloaked"- TechMechMeds
|
Harpyja
Legio DXIV
2024
|
Posted - 2014.07.09 19:06:00 -
[3] - Quote
CCP Rattati wrote:Thanks for the feedback.
Traditionally matchmaking is referred to as the "selection of the 32 players in the battle".
For each player, an index (ELO like) is calculated, that is based on the individuals Win/Loss ratio. At the end of each battle, that index is updated by the battles result. A players index will go higher (or lower) until theoretically converging to the index value that where they win exactly 50% of their battles as they are consistently fighting players who are at equal skill.
By selecting 32 with similar indices, theory says that if that selection is robust and effective, the 32 should be similar enough to make a fair fight. However, due to many factors, this selection is very inefficient and results in very disparate players skills as most of you know.
That wouldn't be a problem as long as the teams are balanced, from any team sport it is known that is all right if the good players are properly mixed, even better than just fighting people of your own skill so you can learn from your betters. I play soccer and hate nothing more than one-sided matches with unfair teams, as they are bad for everyone, it's absolutely not fun to win either. That is not the case either with poor Scotty.
Therefore. and I have mentioned that recently, we are working on getting improvements on the teambuilding algorithm instead, basing it on the most effective way on splitting the 32 player pool into as perfectly equal teams as we can at the beginning of the battle.
The current design is to collect around 40 players, of the most similar skill we can without making the wait period too long. If Scotty is working, then they will be similar, if not they will be disparate.
Then all squads and units will be aggregated into team units. The parameter aggregated will be Lifetime Warpoints/Lifetime Battle seconds, Lifetime Warpoints/Lifetime Deaths or Lifetime Kills/Lifetime Deaths. The units are then ranked and distributed.
The aggregation will be sum so large powerful squads will always be fighting each other. Because of the various number of squads and squadmembers per squad, we may need to use lower ranked units, so as to not exceed 16 on each team. Then the remaining 8 players will be reseeded back into the waiting pool to be matchmade again.
Other known battle issues such as not joining battles that are already over/decided, joining empty battles on one side, "squad free" modes(squads fight squads only, solo vs solo) are also on the plan, but lower priority than team balancing improvements.
Thanks for reading
Thanks for posting, cheers
"By His light, and His will"- The Scriptures, 12:32
--
"Scouts should fart repeatedly while cloaked"- TechMechMeds
|