Celus Ivara
DUST University Ivy League
231
|
Posted - 2014.08.24 00:08:00 -
[1] - Quote
Very happy to see matchmaking being addressed, Rattati. :)
Regarding how much squad size effects the squad Mu multiplier, I feel that there is (as others have pointed out) a geometric growth for how many people are in the squad, but only for the first several members. That is to say, while the value from the 4th player is a lot more than the 3rd player, a 6 person squad is only a bit better than a 5 person squad. (Keep in mind I mean this as "How good is a 6 person squad vs a 5 person squad with a 6th unsquaded player of same skill in Team?").
If I had to guess at the curve, it'd be something like this:
(100-¦ level players, for easy math)
Sqd count x 100-¦ = Total squad -¦ = -¦ per member = -¦PM difference between tiers 1 x 100-¦ = 100-¦ = 100-¦ = ... 2 x 100-¦ = 240-¦ = 120-¦ = 20-¦ 3 x 100-¦ = 450-¦ = 150-¦ = 30-¦ 4 x 100-¦ = 800-¦ = 200-¦ = 50-¦ 5 x 100-¦ = 1150-¦ = 230-¦ = 30-¦ 6 x 100-¦ = 1500-¦ = 250-¦ = 20-¦
My presumption about the underlying dynamic is less that the 6th person isn't useful, and more that there is a critical mass event at about 4 people. 2-3 people in squad is just a voice chat for buds playing a game. But at 4-5 people, the squad firstly has enough people to have a mixed-arms/mixed-roles effect, and secondly has a moral boost (players stop "playing for fun" and start "playing to win").
A final note: I'd postulate there's a sliding scale to when the "squad effect" happens depending on player skill. Like, I've seen vets become M'F'ers as early as 3 people; while newbies seem to sometimes need 5 or even 6 people before any large benefit from the squad shows.
This is all gut-think/experienced-guess, though; I have no idea what the metrics show. :\ |
Celus Ivara
DUST University Ivy League
232
|
Posted - 2014.08.27 04:18:00 -
[2] - Quote
Hand Fap wrote:Celus Ivara wrote:Very happy to see matchmaking being addressed, Rattati. :)
Regarding how much squad size effects the squad Mu multiplier, I feel that there is (as others have pointed out) a geometric growth for how many people are in the squad, but only for the first several members. That is to say, while the value from the 4th player is a lot more than the 3rd player, a 6 person squad is only a bit better than a 5 person squad. (Keep in mind I mean this as "How good is a 6 person squad vs a 5 person squad with a 6th unsquaded player of same skill in Team?").
If I had to guess at the curve, it'd be something like this:
(100-¦ level players, for easy math)
Sqd count x 100-¦ = Total squad -¦ = -¦ per member = -¦PM difference between tiers 1 x 100-¦ = 100-¦ = 100-¦ = ... 2 x 100-¦ = 240-¦ = 120-¦ = 20-¦ 3 x 100-¦ = 450-¦ = 150-¦ = 30-¦ 4 x 100-¦ = 800-¦ = 200-¦ = 50-¦ 5 x 100-¦ = 1150-¦ = 230-¦ = 30-¦ 6 x 100-¦ = 1500-¦ = 250-¦ = 20-¦
My presumption about the underlying dynamic is less that the 6th person isn't useful, and more that there is a critical-mass event at about 4 people. 2-3 people in squad is just a voice chat for buds playing a game. But at 4-5 people, the squad firstly has enough people to have a mixed-arms/mixed-roles effect, and secondly has a moral boost (players stop "playing for fun" and start "playing to win").
A final note: I'd postulate there's a sliding scale to when the "squad effect" happens, depending on player skill. Like, I've seen vets become M'F'ers as early as 3 people; while newbies seem to sometimes need 5 or even 6 people before any large benefit from the squad shows.
This is all gut-think/experienced-guess, though; I have no idea what the metrics show. :\ wow instead of getting good yall waste your time doing math. I like match making getting addressed for new players but others that have been here longer since uprising have no excuse and some are just flat out shielding themselves away from competition. I'm sorry, I think we have a few layers of communication errors happening between us. I don't 100% understand your statement, and from I can surmise, I'm pretty sure you're misunderstanding my mine.
To clarify, my intent is to help the community/CCP improve matchmaking; which would lead to closer, better fights for everyone.
Basically the opposite of trying to be shielded away from competition. ;) |