Maken Tosch
DUST University Ivy League
9622
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Posted - 2014.10.02 05:11:00 -
[1] - Quote
Nothing Certain wrote:One of the problems I have noticed is that I see players who are well known and undoubtedly have high Mu's are dropping out of fights as soon as they see another good player or squad on the other team. Matchmaking was working and too many people don't like actually playing against people who can compete with them.
I agree a lot with this.
Honestly, if someone is willing to drop out of a match just because they see someone or some group on the opposing team who is likely skilled or is at least capable of dishing out a serious fight, it only shows how spoiled they are. They don't want a challenge and don't like having to put in serious work. If I go into a match and I see the opposing team has some serious players, then I would likely stick around and do my best to cause as much hell as possible to them before they get their victory (if they get a victory at all). I have been in several matches where my team lost all objectives (mainly in Ashland) early and were getting stomped. Using my scout skills and a damn-good-speed-hack Minscout suit, I was at least able to keep the opposing team on their toes by hacking the objectives closest to their side forcing them to pull players from the objective closest to my team's side so that my team can have a chance at advancing.
Unfortunately, I sometimes end up with a team that literally doesn't want to put any effort at all despite me being able to hack several objectives to help them advance. As a result, all objectives I captured end up flipping back to the enemy and we lose the match.
Sometimes it's not the fault of the Mu. Sometimes it's the fault of the team.
On Twitter: @HilmarVeigar #greenlightlegion #dust514 players are waiting.
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Maken Tosch
DUST University Ivy League
9622
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Posted - 2014.10.02 05:20:00 -
[2] - Quote
CLONE OF MANY wrote:Spankdamonke wrote:I was quite pleased with the new Mu system at first, every battle actually had a degree of balance. Lately however, I'd say roughly 80% of the matches Scotty plops me in are complete and utter blowouts...
I'm talking ambush OMS matches with my team cloned and 40+ remaining on the opposing team
Dominations where I seemed to only have blueberries fresh from the academy (average scores among teammates was a paltry 300-500wp and 6 kills vs an average 900-1000wp and 12 kills on the enemy side)
And Skirmishes in which at least 1/3 of my side didn't bother venturing out of the Redline, and the enemy held every single point (aside from the few moments I managed to get in a couple of hacks)
I mean, I still almost always finish in the top spot. And I am by no means a "Ringer". For that I suppose I should be grateful. But the level of enjoyment is spiraling downward as I am simply not getting more balanced games.
Is anyone else seeing anything like this? Almost as if, in some ways, the Mu is going backwards? This is the product of involving W/L ratio in the matchmaking system. The better it works the more it breaks itself by grouping everyone into the middle and leaving other factors to decide. It will not take long for matchmaking to go all the way back to its previous state thanks to everyone ending up with the same rough W/L ratio.
According to CCP Rattati, the Mu doesn't only take into account the W/L ratio. It also accounts for the K/D ratio.
Source: https://forums.dust514.com/default.aspx?g=posts&t=175428&find=unread
Quote: When enough players have queued up, a battle is created and the Team Balancer goes to work. Units are created out of individual players and squads, and these Units have the Rank of "sum of Mu of Unit", where Mu is a paramater closely correlated to both W/L and K/D ratios.
On Twitter: @HilmarVeigar #greenlightlegion #dust514 players are waiting.
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