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Thread Statistics | Show CCP posts - 23 post(s) |
SponkSponkSponk
The Southern Legion Final Resolution.
1002
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Posted - 2014.08.20 04:11:00 -
[1] - Quote
Even a squad of six randoms will consistently beat six unsquadded randoms.
I strongly believe that squad members should get additional mu, that grows more as the squad size grows (i.e. more than linearly)
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SponkSponkSponk
The Southern Legion Final Resolution.
1002
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Posted - 2014.08.20 05:42:00 -
[2] - Quote
CCP Rattati wrote: This is basically the method we are proposing, you are adding a squad bonus modifying parameter which could be useful to tweak the system, and we already have a design for that (I just didn't mention it).
Squad size multiplier does make a difference. I know I perform consistently better in a squad of 6 than in a squad of 2. While long-term, squadding up will increase someone's average WP/minute total, from a match-by-match point of view, the matchmaker needs to detect the difference between three squads of 2 average players, and one squad of 6 average players; all in all, the larger squad will punch above their weight, not least because of scared passive scan and orbital strikes.
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SponkSponkSponk
The Southern Legion Final Resolution.
1002
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Posted - 2014.08.20 05:53:00 -
[3] - Quote
CCP Rattati wrote: Using sum instead of median makes sure that squad size is taken into account.
Correct me if I'm wrong, but if there's a bunch of players joining a battle, wouldn't it end up like so?
Step one: rank all the units
1: squad of six @ 25, so rank 150 2. squad of two @ 25, so rank 50 3. squad of two @ 25, so rank 50 4. squad of two @ 25, so rank 50 5. solo player, rank 24 6. solo player, rank 24 7-32. solo players, rank 20
If I understand correctly, the final teams would be:
Team A: squad[6] solo 24 solo 20 filling the roster
Team B: squad[2] squad[2] squad[2] solo 24 solo 20 filling the roster
What I suggest is that the squad of 6 is functionally more lethal than the three squads of 2, even if they contain equal-level players.
So if there were a bonus given to squads (let's say modified fibonacci: +1, +2, +3, +5, +8 pts) then the matchmaking would instead end up with the teams:
Team A: squad[6] 150pts + 8pt squad modifier solo 20 filling the roster
Team B: squad[2] 50pts + 1pt squad modifier squad[2] 50pts + 1pt squad modifier squad[2] 50pts + 1pt squad modifier solo 24 solo 24 solo 20 filling the roster
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SponkSponkSponk
The Southern Legion Final Resolution.
1006
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Posted - 2014.08.20 07:08:00 -
[4] - Quote
Cass Caul wrote: Very interested in this one. As some that's specialized in Scouts since closed beta, I've seen each and every update (be it patch or hotfix) significantly affect the Role's performance. As someone that's had Proficiency V in Sniper Rifles since February '13 I've only seen decline in performance from patch to patch and hotfix to hotfix.
I think a rolling window and decay function for rating would solve this issue:
1. If you don't play for a while, your rating will decay down to a low-but-not-zero level. This means that if you go away for 6 months, you won't come back and immediately get face punched while your skills are rusty. 2. Your rating only counts the most recent 6 months of battles, so 2-year-old players will change rating just as quickly as 6-month old characters if something radically changes.
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SponkSponkSponk
The Southern Legion Final Resolution.
1007
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Posted - 2014.08.20 11:23:00 -
[5] - Quote
shade emry3 wrote: Do you want to see MU rating get mixed with PC or have it only count a bit or none at all?
PC matches, by their nature of being hand-picked teams, cannot use the matchmaking system. I mean, that's the whole point: you stack your team to deliberately make it an unfair match.
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SponkSponkSponk
The Southern Legion Final Resolution.
1007
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Posted - 2014.08.20 11:27:00 -
[6] - Quote
Breakin Stuff wrote: In my opinion the rewards for winning are not sufficient to encourage people to go "balls out" with intent to thrash the opposing team regardless of skill level.
Maybe not in pub matches, but FW certainly has a strong incentive to go all-in.
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SponkSponkSponk
The Southern Legion Final Resolution.
1013
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Posted - 2014.08.21 23:17:00 -
[7] - Quote
Arkena Wyrnspire wrote:Once you get a group of people who know what they're doing together, the force multiplier is staggering.
This is the crux of the matter. Squads improve the performance of each squad member in a way that increases geometrically as squad size increases, with a bias towards propping up weaker players rather than letting an already-good player excel.
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SponkSponkSponk
The Southern Legion Final Resolution.
1014
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Posted - 2014.08.22 04:37:00 -
[8] - Quote
ZDub 303 wrote:Gear and SP are going to be a strong bias in this 'A vs B' debate as well.
Maybe, maybe not. I suspect that gear choice will largely be a reactive thing; you'll have your favourite suit for the occasion, and only up-suit or down-suit based on what's happening (i.e. if you're rolling with a strong squad, you'll up-suit to proto because you die less often so why not?, and if you're getting crushed already, you'll down suit accordingly).
If you're someone who always runs $TIER no matter what, then that's reflected in your stats already.
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SponkSponkSponk
The Southern Legion Final Resolution.
1023
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Posted - 2014.08.29 04:09:00 -
[9] - Quote
Breakin Stuff wrote:Here is a hilarious question, since I suck at reading statistics...
What is the average WP/D range for most players, what is the average WP/SEC?
'normal' is 0.92KDR, 35.6WP/D at a rate of 2.4WP/s
Normal being defined as about 2/3 of all players are in this band.
Quote:Where do the high performers start to pull away?
'slightly better than normal is 1.37KDR, 60WP/D at a rate of 3.7WP/s (one tier above normal)
I would say 'almost good' is 2.08KDR, 93WP/D at a rate of 5.2WP/s (two tiers above normal, this is where I am BTW)
'good' is 2.63KDR, 117WP/D at a rate of 6.1WP/s (three tiers above normal)
Past that is 'seriously good', of varying levels of seriousness.
http://i.imgur.com/7QRiR7K.png
Quote:How much does fitting type seem to affect either?
Not tracked, who knows?
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