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Onesimus Tarsus
is-a-Corporation
2454
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Posted - 2014.08.14 19:17:00 -
[1] - Quote
Kam Elto wrote:Matchmaking will not fix the problem of players that are scared to fight. Nor will it fix player ignorance. If you are getting pwned then squad up. If you know you're going to get expensively slaughtered, why fight like you aren't? How does squadding guarantee success?
K/D(r) matchmaking makes lethality a 50/50, and other considerations begin to shake out after that (money, squad efficiency, roles, etc.). Then the game really begins, after the stomping once and for all ends.
If you are K/D(r) matched when starting the match, you're already amongst peers. If you squad up after, the average of the squad is near enough the team(s)' K/D(r) to keep it fair enough, save tactics and teamwork. If you are squadded before entering the queue, the squad average K/D(r) assumes that your stronger characters will carry the weaker ones, and that average is used, but you'd better stay close to your stronger players.
the sig, it is truth
K/D(r) matchmaking fixes the whole game.
Beh!
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Onesimus Tarsus
is-a-Corporation
2454
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Posted - 2014.08.14 19:35:00 -
[2] - Quote
calvin b wrote:To fix matchmaking there has to be in place a system where no one can join a match already started. Second it should be a list of times when match's start and the player can click and wait. Third limit one squad per Corp so this would solve the stomping some receive. Fourth have it based on SP so a sprinkling of different levels are on each side.This IMO would be a big step to really fixing the matchmaking issue. That is a wad of overly complex vagary that doesn't directly and definitively address the problem: stomp. SP doesn't dictate lethality, I get squished by newbies in starter fits all the time, and I have 32mil career SP. If sides are even by lethality, it would not matter when you entered either side, because the chances of entering a stomp drops to near nil. Besides, if every match is going to be roughly the same level of challenge (and one that increases with skill and experience), quitting out is pointless, and simply would not occur. Corps can send as many squads as they like, because it's lethality (aka challenge) that is going to separate them.
the sig, it is truth.
K/D(r) matchmaking fixes the whole game.
Beh!
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Onesimus Tarsus
is-a-Corporation
2456
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Posted - 2014.08.15 01:11:00 -
[3] - Quote
RYN0CER0S wrote:Title change & Bump. One stat to call them all. One stat to find them. One stat to rule them all, And in the Dust bind them.
K/D(r) matchmaking fixes the whole game.
Beh!
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Onesimus Tarsus
is-a-Corporation
2459
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Posted - 2014.08.16 18:42:00 -
[4] - Quote
Bright Steel wrote:Onesimus Tarsus wrote:calvin b wrote:To fix matchmaking there has to be in place a system where no one can join a match already started. Second it should be a list of times when match's start and the player can click and wait. Third limit one squad per Corp so this would solve the stomping some receive. Fourth have it based on SP so a sprinkling of different levels are on each side.This IMO would be a big step to really fixing the matchmaking issue. That is a wad of overly complex vagary that doesn't directly and definitively address the problem: stomp. SP doesn't dictate lethality, I get squished by newbies in starter fits all the time, and I have 32mil career SP. If sides are even by lethality, it would not matter when you entered either side, because the chances of entering a stomp drops to near nil. Besides, if every match is going to be roughly the same level of challenge (and one that increases with skill and experience), quitting out is pointless, and simply would not occur. Corps can send as many squads as they like, because it's lethality (aka challenge) that is going to separate them. the sig, it is truth. But then you would only have a bunch of heavies, snipers and some slayer scouts. No logics or pilots. The problems lies in the variety of play styles that are tracted in different ways. Player a has a high k/d only because he ovoids fightin but isn't skilled enough to go up against vets Player b has a lower k/d because he is very aggressive. His could be fixed using over all kills in combination but then we would still be leaving out other roles such as logis. The answer to match making will be a fairly complicated algarithum that will have to be fine tuned. Our deva are programmers and not mathematicians. Think deeper than the first match.
K/D(r) matchmaking fixes the whole game.
Beh!
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Onesimus Tarsus
is-a-Corporation
2459
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Posted - 2014.08.16 18:43:00 -
[5] - Quote
Ryme Intrinseca wrote:Increased matchmaking is a great way of making FW-style 10 minute queues. I know this because they tried it back in (I think) 1.4. No thanks. Single stat stacking of solos and squads, divide into groups of 32, enjoy.
K/D(r) matchmaking fixes the whole game.
Beh!
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Onesimus Tarsus
is-a-Corporation
2462
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Posted - 2014.08.16 19:09:00 -
[6] - Quote
RYN0CER0S wrote:Ryme Intrinseca wrote:Increased matchmaking is a great way of making FW-style 10 minute queues. I know this because they tried it back in (I think) 1.4. No thanks. I'll take a ten minute queue time to avoid having 15 dumbass bloobs on my Team or to not be facing 16 Academy alts. Probably wouldn't be a long wait. Single stat matching wouldn't take any longer than dividing up teams alphabetically.
K/D(r) matchmaking fixes the whole game.
Beh!
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