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Author |
Thread Statistics | Show CCP posts - 23 post(s) |
Vell0cet
Fraternity of St. Venefice Amarr Empire
2166
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Posted - 2014.08.20 03:43:00 -
[1] - Quote
This is awesome. Thanks for sharing this!
How is each team made up? In other words, say you have 32 players with similar Mu scores, how does it determine which 16 players are on which side? I always scratch my head when Scotty puts 2 full squads of talented players against 16 randoms. Surely it would make for a better match if those squads were on opposite teams, no?
Best PvE idea ever!
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Vell0cet
Fraternity of St. Venefice Amarr Empire
2166
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Posted - 2014.08.20 03:55:00 -
[2] - Quote
CCP Rattati wrote:Vell0cet wrote:This is awesome. Thanks for sharing this!
How is each team made up? In other words, say you have 32 players with similar Mu scores, how does it determine which 16 players are on which sides. I always scratch my head when Scotty puts 2 full squads of talented players against 16 randoms. Surely it would make for a better match if those squads were on opposite teams, no? That's the aspect we desperately need to fix. One approach to consider is using social networking algorithms. Are these players frequently squadding together? If so, then they're likely going to be well-coordinated, that should give them a higher weight for deciding teams, as opposed to people who randomly found each other using the squad finder. They would have a much lower frequency of squadding together in their histories, and will likely be less effective as a unit with a correspondingly lower weight for deciding team balance.
Edit: Also, at the end-of-match screen are players significantly above or below the median WP score for the match (say by a factor greater than 3)? In these cases it might make sense to make a larger adjustment to their Mu scores.
Best PvE idea ever!
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Vell0cet
Fraternity of St. Venefice Amarr Empire
2167
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Posted - 2014.08.20 05:18:00 -
[3] - Quote
iliel wrote:Vell0cet wrote:CCP Rattati wrote:Vell0cet wrote:This is awesome. Thanks for sharing this!
How is each team made up? In other words, say you have 32 players with similar Mu scores, how does it determine which 16 players are on which sides. I always scratch my head when Scotty puts 2 full squads of talented players against 16 randoms. Surely it would make for a better match if those squads were on opposite teams, no? That's the aspect we desperately need to fix. One approach to consider is using social networking algorithms. Are these players frequently squadding together? If so, then they're likely going to be well-coordinated, that should give them a higher weight for deciding teams, as opposed to people who randomly found each other using the squad finder. They would have a much lower frequency of squadding together in their histories, and will likely be less effective as a unit with a correspondingly lower weight for deciding team balance. Edit: Also, at the end-of-match screen are players significantly above or below the median WP score for the match (say by a factor greater than 3)? In these cases it might make sense to make a larger adjustment to their Mu scores. I disagree with your first point and probably think the second point be bracketed for the moment. First, I think many players who squad together will have inflated Mu scores. It is much more difficult to run solo. If one or two players squad constantly with two other players who are much better than them, then the prior will appear to be better than they are. I, for one, used to squad with people who had much more SP than I did (still do, in fact) yet was able to use them to score much more warpoints than I would have if I were alone. Would have been a rude awakening when I squadded alone after that. I think such experiences are essential to FPSes. Second, I think that we should implement a ranking algorithm before adding certain provisions to it (such as, a certain player's score in relation to those of other players in a given match implies that this player ought to receive x-times Mu points for it). To me, adding a ranking algorithm at all to Dust will better the experience of the game so much that whether it is rudimentary or not means less than whether it is introduced ASAP. Just to formalize what I was spitballing earlier. HereGÇÖs one algorithm for approaching this problem:
Use a second variable (IGÇÖm calling it lambda for no particular reason)
1. All unsquaded players their lambda = their mu 2. For Squaded players:
squad_size_modifier = 1 + (player_count_in_squad * 0.05) squad_cohesion_modifier = 1 + (historical_cohesion_of_squad * 2) squad lambda = sum( mu_of_players_in_squad ) * squad_size_modifier * squad_cohesion_modifier
[The historical_cohesion_of_squad would be a value between 0.0 (all squad members have never played together before) and 1.0 (squad members very regularly play in the same squad with each other)]
3. The distribution of players would proceed as CCP Rattati described with the squad lambdas being placed first followed by the rest of the players with squads. All of the modifiers could be tweaked of course, this was just a rough sketch to illustrate how this could be done.
What I'm describing doesn't actually affect player's Mu score, it's a secondary stat used for balancing who is on what team. I might have a mediocre MU score, but I'm significantly more dangerous to the opposing team if I'm squadded up, especially if I'm squadded up with people I regularly play with. This will help get more balanced fights.
Best PvE idea ever!
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Vell0cet
Fraternity of St. Venefice Amarr Empire
2168
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Posted - 2014.08.20 08:17:00 -
[4] - Quote
I'm very excited about this. I wish we could have had this on 5/14/13. I think things would have gone very differently for DUST if we had. Much love Rattati, for working on this and for the way you're openly engaging the community like you've been. I hope we can have a similar kind of conversation about the academy, and starter fits when the time is right.
One thing I beg of you is to unit test this before it goes live. I remember the matchmaking snafu last summer with broken wait times.
Also, if this ends up working well, I hope the Legion team considers adopting this approach instead of tiered matches based on gear.
Best PvE idea ever!
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Vell0cet
Fraternity of St. Venefice Amarr Empire
2169
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Posted - 2014.08.20 08:24:00 -
[5] - Quote
Regis Blackbird wrote:CCP Rattati wrote: Currently lifetime, but as Sponk says, a more complex system could have a decay methodology. Your Mu is persistent and updated every time you complete a battle. It is only set at 25 upon your very first battle.
Then this confuses me even more. "Most" (I guess) Dust players are veterans which means their Mu value would have had plenty of time converging to a reasonable value. Then, how come we have the loopsided matches we have today? Personally I think it's good to get as far away as possible from Win/Loss ratio to determine player rank, since it does not really work with the current Dust mechanics/mentality. In my experience, the motivation to win is not as high as the motivation to preserve ISK. Since the ISK awards are not that different between winning and loosing, players tend to "give up" using high end gear, and/or switch to redline sniping if they see they are getting stomped, giving further disadvantage to the entire team. I don't think a loss should give less ISK than today, but there should be further benefits of winning even in public matches. If we get that, I think players will push more for the win. While my intuition agrees with you, the data appears to indicate that win/loss is as good a metric as any other one. I'm surprised by that, but it's hard to argue against data.
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Vell0cet
Fraternity of St. Venefice Amarr Empire
2175
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Posted - 2014.08.20 15:50:00 -
[6] - Quote
CCP Rattati wrote:Your other point, the distribution around 25, is just the fact that relatively new players outnumber the old players, that's just how the online business is, we have a very long tail, just like EVE, but only a small part of all the new blood retains for years. Could we see a distribution of Mu in the playerbase with all players under some lifetime WP amount removed? This would allow us to see how well Mu is distributed when you exclude that large pool of newer players that are skewing the curve?
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Vell0cet
Fraternity of St. Venefice Amarr Empire
2176
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Posted - 2014.08.20 16:58:00 -
[7] - Quote
Takahiro Kashuken wrote: But you also have lobbies for adv/proto or you could go to FW/PC and also it would be squads vs squads so it would be better than what it currently would be
Also academy would be extended by a large amount of WP like 100k or more but dust is easy to learn anyways
So you want to put players with 99k WPs in the same match as players launching DUST for the first time, still trying to figure out which buttons do what? No, the best solution is to have a short academy like we have, and then add a second-tier academy as an optional game mode (the only one checked by default). This would cap out at some SP threshold (like 5 mill SP). It would allow new players to play enough unmolested by protostompers to build up a decently competitive ADV fit with good core skills, as well as generating enough data to build a reasonably accurate Mu score. Once they graduate, the matchmaker will be able to better place them on more balanced teams, and they'll have the skills (and possibly social connections at this point) to have a lot more fun.
Best PvE idea ever!
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Vell0cet
Fraternity of St. Venefice Amarr Empire
2176
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Posted - 2014.08.20 17:46:00 -
[8] - Quote
Takahiro Kashuken wrote:Vell0cet wrote:Takahiro Kashuken wrote: But you also have lobbies for adv/proto or you could go to FW/PC and also it would be squads vs squads so it would be better than what it currently would be
Also academy would be extended by a large amount of WP like 100k or more but dust is easy to learn anyways
So you want to put players with 99k WPs in the same match as players launching DUST for the first time, still trying to figure out which buttons do what? No, the best solution is to have a short academy like we have, and then add a second-tier academy as an optional game mode (the only one checked by default). This would cap out at some SP threshold (like 5 mill SP). It would allow new players to play enough unmolested by protostompers to build up a decently competitive ADV fit with good core skills, as well as generating enough data to build a reasonably accurate Mu score. It also gives them the freedom to try a variety of more competitive game modes if they're looking for a challenge. Once they graduate, the matchmaker will be able to better place them on more balanced teams, and they'll have the skills (and possibly social connections at this point) to have a lot more fun. MU score is broken as **** You stomp or get stomped there is no middle ground, squads dont even fight each other they end up on the same side the vast majority of the time Did you actually read the thread? Squads would be put on opposite teams now.
Best PvE idea ever!
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Vell0cet
Fraternity of St. Venefice Amarr Empire
2176
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Posted - 2014.08.20 19:00:00 -
[9] - Quote
Takahiro Kashuken wrote:Gear based, everyone on same level, SP has a say but skill is needed more, cant break out the proto suit if a noob wipes the floor with you The entire point of having different tiers of gear is to give you an edge. It's risk vs. reward: pay exponentially more ISK for a linear increase in power.
In gear-based matches, there's no reason to risk PRO gear. Most would just run STD and make a nice profit stomping low SP players. Ideally, if Mu-based matchmaking is putting you in a pool of 32 players of similar ability to you, then you can use more expensive gear when it really matters (e.g. a close match or to get revenge on the dude who keeps spawn-camping, etc.). If you constantly run blinged-out fits, your Mu will probably rise and you'll be facing much harder opponents. Your gear won't carry you very far and you'll start to loose a lot of ISK.
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Vell0cet
Fraternity of St. Venefice Amarr Empire
2177
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Posted - 2014.08.20 20:04:00 -
[10] - Quote
Iron Wolf Saber wrote:So my question is what could be factored in to prevent really high scoring players from lowering their Mu without isk loss? (Afking as a squad in an MCC to help their team lose for 0 warppoints?)
Player behavior in past games have actually shown this to be a serious issue even in games with massive player pools (halo 2 had such rank system)
While I don't mind good players mixing it with the bad players and good players getting stomped to lower their ranks I do mind if they are doing it at no cost or activities that rob others of game content. This is an excellent question. One way to approach this is to use WPs/death (excluding suicide and teamkills). If you're AFKing to lower your Mu, you won't be dying. Players could still "game" the matchmaker by running into enemy fire in free suits, but then they're at least giving other players the satisfaction of easy kills, and destroying their own stats. I think it's a tough sell too: "Anyone want to squad up and try to get killed by the enemy over and over? Anyone? Anyone at all?"
Best PvE idea ever!
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Vell0cet
Fraternity of St. Venefice Amarr Empire
2179
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Posted - 2014.08.21 00:35:00 -
[11] - Quote
CCP Rattati wrote:iliel wrote:Just thought of a question (not sure if it's been answered): what are you going to do about stat padders - - that is, players who join current battles and quit if the opposing team is stacked? I'm hoping people's Mu will decrease automatically when they leave a match. Well if their Mu goes down by doing that, then they will get easier opponents next time, which is probably what that person wants. I would just want to implement a punishment for AFKing and leaving battle, like moba games. This begs the question, if WPs/death (excluding teamkills and suicide) is as good a metric for calculating Mu, but is much more difficult to manipulate than win/loss via sabotaging matches, why not use that stat?
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Vell0cet
Fraternity of St. Venefice Amarr Empire
2179
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Posted - 2014.08.21 00:54:00 -
[12] - Quote
CCP Rattati wrote:Vell0cet wrote:CCP Rattati wrote:iliel wrote:Just thought of a question (not sure if it's been answered): what are you going to do about stat padders - - that is, players who join current battles and quit if the opposing team is stacked? I'm hoping people's Mu will decrease automatically when they leave a match. Well if their Mu goes down by doing that, then they will get easier opponents next time, which is probably what that person wants. I would just want to implement a punishment for AFKing and leaving battle, like moba games. This begs the question, if WPs/death (excluding teamkills and suicide) is as good a metric for calculating Mu, but is much more difficult to manipulate than win/loss via sabotaging matches, why not use that stat? This isn't really something that worries me right now, ie players gaming the matchmaking system. Any system can be gamed, the WP/s can easily be gamed by simply not doing anything for a few matches. But people who do that, will never ever play by any rules and game anything, so we just have to live with that (and them). I agree there will always be players trying to game the system. It just seems like all things being equal, you go with the approach that would have the smallest negative impact on the other players. WPs/Death (excluding teamkills and suicide) would be a difficult stat to game (you'd have to repeatedly run into enemy fire). Players deliberately trying to sabotage the match would really ruin everyone else's experience. I could picture players intentionally placing uplinks in terrible locations (like parking a HAV ontop of it), or right in front of the enemy's position in the open so it's easy for them to spawn kill your teammates. How about calling in tons of LAVs so you can't counter enemy tanks with your own because of vehicle cap? using a dropship to crush teammates, or putting a CRU on your dropship, filling it up and then suiciding deep in the enemy redline, etc.
It seems all of that BS could be completely bipassed by using WPs/Death (excluding suicide and teamkills). Perhaps there are technical reasons why this isn't practical?
Best PvE idea ever!
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Vell0cet
Fraternity of St. Venefice Amarr Empire
2181
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Posted - 2014.08.21 04:57:00 -
[13] - Quote
CCP Rattati wrote:Thanks for the feedback, and ISKdestroyed/ISKlost is something I need to calculate as well, it's not as accessible but I should be able to dig it up and correlate with these. It's just the problem that that is such a slayer concept, and completely negates hacki scouts, and reppy logis, and so forth. One way to offset this drawback on logis is to include the value of kills when they get a guardian bonus. Logis and hacki scouts already suffer from K/D, and at least ISK efficiency disincentivises stomping. As you know, in EVE, when someone brings out a blinged out fit, it's like having a giant bullseye painted on your ship, and everyone wants to gang up on you to pad their efficiency stats. The same kinds of social pressure would work in DUST: "He's wearing PRO! lets get him!"
I also think this would be a useful metric for balancing vehicle prices. Are they exceptionally ISK-efficient? Exceptionally ISK-inefficient? It would help inform the conversation at the very least.
Best PvE idea ever!
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Vell0cet
Fraternity of St. Venefice Amarr Empire
2186
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Posted - 2014.08.21 13:49:00 -
[14] - Quote
ZDub 303 wrote:Slept on it, and one last bit of feedback for you Rattati.
I'm not sure if its possible at the moment (i.e. requires a UI update) but... if you could somehow show players their own -¦ score that would also be a big driver for personal performance. In games like SC2 and Hearthstone and primarily pvp games like those, watching your own -¦ score rise and fall from game to game is a huge driver for better performance. If this could make it into the character sheet perhaps? Its something to consider at least. This would probably encourage gaming the system though, but you do have a valid point. There's definetly a tradeoff. If matchmaking was based on WPs/death this becomes much less of a concern though.
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Vell0cet
Fraternity of St. Venefice Amarr Empire
2186
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Posted - 2014.08.21 14:26:00 -
[15] - Quote
ZDub 303 wrote:CCP Rattati wrote:I can see if it can be displayed on the leaderboard! o7, its low priority and no one will be that upset if you can't get it in but it would be kind of cool. I won't lie, my inner troll would love to lord it over some people on the forums lol. Vell0cet wrote:This would probably encourage gaming the system though, but you do have a valid point. There's definetly a tradeoff. If matchmaking was based on WPs/death this becomes much less of a concern though. I think I agree with Rattati though, people will game the system no matter what. Its a facet of human nature. Although, do you think people would try to game the system to get a high -¦ score? If so.. then they elevate themselves in matchmaking to a point where they are against (theoretically) skill enough players to equalize whatever metric is used. If you think they will use it game themselves downwards... that will happen whether or not you can see your own -¦ score. Fair point. If -¦ becomes a point of pride, then it could actuall reduce the number of players trying to sabotage matches. It's hard-to-say. I still think WPs/death is the way to go for matchmaking, after sleeping on it, which would bypass this entire problem.
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Vell0cet
Fraternity of St. Venefice Amarr Empire
2186
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Posted - 2014.08.21 14:47:00 -
[16] - Quote
CCP Rattati wrote:ZDub 303 wrote:Vell0cet wrote:[Fair point. If -¦ becomes a point of pride, then it could actually reduce the number of players trying to sabotage matches. It's hard-to-say. I still think WPs/death is the way to go for matchmaking, after sleeping on it, which would bypass this entire problem. I've always agreed with you on that though, I was talking purely -¦ score though. How its calculated is another topic, of which I have posted my thoughts as well (that WP/D seems a fundamentally better metric than WP/s, despite the statistics saying otherwise). it has a lower correlation because of the low Mu bump in the chart, prompting my redline sniper theory. Any thoughts on that? I confess to not fully understanding this. Are you saying you suspect redline snipers have a higher WP/death than their -¦ or lower WP/death than their -¦? Logic would dictate they would have a higher WP/death than their -¦, which means they're going to be matched against better opponents and it will be harder for them to pick off low HP players.
Best PvE idea ever!
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Vell0cet
Fraternity of St. Venefice Amarr Empire
2186
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Posted - 2014.08.21 14:54:00 -
[17] - Quote
CCP Rattati wrote:90 degree turn guys I am wondering where the overlap of squads and skill lies. Let's discuss in 2 categories, where A is a beast and B is "normal" Will a single A win 3B's or even 6B's 1A vs 2B 1A vs 3B 1A vs 4B 1A vs 5B 1A vs 6B 2A vs 4B 2A vs 5B 2A vs 6B 3A vs 5B 3A vs 6B 4A vs 6B Please answer with your gut, Y/N on each. These groups are squadded right?
1A vs 2B Y 1A vs 3B ? 1A vs 4B N 1A vs 5B N 1A vs 6B N 2A vs 4B Y 2A vs 5B ? 2A vs 6B N 3A vs 5B Y 3A vs 6B Y 4A vs 6B Y
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Vell0cet
Fraternity of St. Venefice Amarr Empire
2186
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Posted - 2014.08.21 17:14:00 -
[18] - Quote
Beren Hurin wrote:Sigma mu would be a number of standard deviations that a player's mu is from the total population's average mu. Either that or the name of a very lame fraternity. Sorry I couldn't resist. You actually make some good points.
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Vell0cet
Fraternity of St. Venefice Amarr Empire
2193
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Posted - 2014.08.22 08:05:00 -
[19] - Quote
CCP Rattati wrote:Don't worry about the A/B thing too much, I was just wondering. Maybe I should have put it differently.
If you want to win a battle, would you prefer the squads of A or B on your team
1A vs 2B - 1A 1A vs 3B - 1A 1A vs 4B - 4B 1A vs 5B - 5B 1A vs 6B - 6B 2A vs 4B - 2A 2A vs 5B - ? 2A vs 6B - ? 3A vs 5B - 3A 3A vs 6B - 3A 4A vs 6B - 4A
what I am trying to see is when does relative quality outweigh the "multiplying" power effect of a squad It would really help to have a "user story" for A and B. There are some players who are so good just having them on your team virtually guarantees a win unless there is a very solid squad on the other side.
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Vell0cet
Fraternity of St. Venefice Amarr Empire
2195
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Posted - 2014.08.22 19:40:00 -
[20] - Quote
It just occurred to me that this might be the perfect candidate for A/B testing. You could run this with a few different values for the squad modifier, define some parameters for a close match (health of winning MCC is low, difference in clone count is small), and then run the various versions. See which yields the closest matches after a week or two and lock in those values. It's a bit more work to code, but not that crazy.
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Vell0cet
Fraternity of St. Venefice Amarr Empire
2195
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Posted - 2014.08.23 02:22:00 -
[21] - Quote
Private Part's wrote:Why not just a win loss ratio? this will promote team play squading and running with your corp. Because you'll get douchbags trying everything they can to make their team loose just so they can have easier matches.
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Vell0cet
Fraternity of St. Venefice Amarr Empire
2205
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Posted - 2014.08.26 18:07:00 -
[22] - Quote
Ansla Valier wrote:Makes sense to me. Lots of good points on squads too. I think using Mu will probably be a big improvement on the current system regardless of how it's implemented.
The only thing I don't see any of these proposed solutions fixing is this situation. A player quits game or loses connection when their team is doing badly (MCC is nearly destroyed, team has almost no clones or team has objectives). I get deployed to this game. In this situation I'm basically being handed a loss that affects my stats but also isn't my fault.
I'm not sure how to fix that besides just letting the losing team lose. I don't mean for all games but if they have 4 clones left and the winning team has 150 there is no way I should be put in that battle. Most of my time will be spent connecting, earning a loss before spawning, viewing the stats, going back to headquarters and having to get into a new match.
Little bit of a tangent but it's directly related to "Player Statistics, their Rank and Matchmaking" so I thought I'd add it. It would also help improve Mu since Win/Loss ratio would be more accurate. This would be solved by using WPs/Death for Mu. And also by not putting players in matches that are nearly over, which is something CCP Rattati said he want to fix.
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Vell0cet
Fraternity of St. Venefice Amarr Empire
2206
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Posted - 2014.08.26 20:53:00 -
[23] - Quote
Hand Fap wrote: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 prefer close matches. That means Scotty creating roughly equal teams playing each other. This isn't about "getting good" it's about having more matches come down to the last few clones, or last few bars of health on the MCC. Frankly I'm baffled that anyone could be against that.
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