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Clone D
Grundstein Automation
1276
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Posted - 2015.01.02 02:26:00 -
[1] - Quote
I started a new character tonight.
Came out of battle academy and was matched straight into a proto stomp with pro players.
Mu is broken big time. Start new players at zero and let them work their way up to a higher mu. Don't start them off with an uber high mu score directly out of battle academy.
Or maybe mu is just a cover up for "we don't know how to program match making."
ISK Trader
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Clone D
Grundstein Automation
1279
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Posted - 2015.01.02 02:53:00 -
[2] - Quote
DeadlyAztec11 wrote:Remember, Dust isn't exactly overflowing with new players so you have to take what you can get.
The battle academy is brimming with new characters. Wait times for battles are short, less than one minute. Those players must be graduating and being placed into real battles. If they are still playing at the rate that they are in battle academy, then there should be a plethora of low mu players to be matched against.
I have a feeling that their queueing system just sorts all searching players by mu, yanks the top 32 and divvies them out into teams.
It is time to start using standard deviations to prevent matching a low mu player against a high mu player.
In other words, set up a graduated series of queues, each with a mu pivot. Any player with a mu beyond x standard deviations away from the pivot will be excluded from the queue. Give each queue a timeout, so that if only 10 players are in the queue when the timeout elapses, then those 10 players are divvied out into teams and the match starts.
You might end up with a lot of 10 vs 10 matches and a slightly longer wait time, but at least we would be matched against relatively equally skilled players.
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Clone D
Grundstein Automation
1280
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Posted - 2015.01.02 03:36:00 -
[3] - Quote
tal mrak-thanl wrote:I've been playing DUST for less than 40 days, [...]
Yeah, you have no seniority and you are still in hazing, so stfu. There has been a community outcry for decent matchmaking since the beginning. This is a discussion about the technicalities driving matchmaking and one aspect of improving matchmaking performance.
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Clone D
Grundstein Automation
1282
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Posted - 2015.01.02 03:52:00 -
[4] - Quote
Technically How To Fix Match Making
This is a simplified version describing only key components.
QueueManager - Has a collection (ordered queue) of searchable MatchQueues (because the collection is a queue, the MatchQueues will be sorted by time instantiated). When a MatchQueue meets the *dequeueing criteria, then it is dequeued and either reinitialized and reused (in a pool) or disposed. - Method: QueuePlayer(Player) - When a player searches for a match, the queue manager will iterate through the MatchQueues in order of time instantiated, attempting to load the player into the match. If the player is not loaded into any match, then the QueueManager generates a new MatchQueue and assigns the player's mu as the pivot, and appends the new MatchQueue to the collection.
MatchQueue - Has a constant MatchIncubation = 3 minutes - Has a constant DefaultStandardDeviations = 1 - Has a time instantiated. - Has a mu pivot which is the mu of the first player assigned to the instance of the MatchQueue - Method: IsPlayerEligible(Player) - Allows a player to be checked to determine whether or not it belongs in this queue. If the match is at full capactiy, return false. If a player falls within DefaultStandardDeviations of the mu pivot, return true. Otherwise return false. - If the MatchIncubation elapses (even if the teams are smaller than 16 vs 16), or if the number of players reaches full capacity, whichever happens first, then the players are divvied into teams and sent into battle.
*Recommended dequeueing criteria - if either team's MCC has less than 50% shields, or if either team's clone count is below 75% of total.
CCP, Alter how you see fit in order to integrate it into your little match making scheme (squadding algorithm has been omitted).
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Clone D
Grundstein Automation
1284
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Posted - 2015.01.02 04:09:00 -
[5] - Quote
JL3Eleven wrote:Clone D wrote:tal mrak-thanl wrote:I've been playing DUST for less than 40 days, [...] Yeah, you have no seniority and you are still in hazing, so stfu. There has been a community outcry for decent matchmaking since the beginning. This is a discussion about the technicalities driving matchmaking and one aspect of improving matchmaking performance. Actually no, you STFU. Tbh we need more players like him. Players who know what they are facing (proto stompers) and yet willing to endure the hardships. Yes we have all called for a better matchmaking system but the underlying fact remains most players are vaginas and to scared to actually squad up and risk losing suits for a letter. Most of those who complain run solo and start sniping when the **** hits the fan. If there was more teamwork involved overall, most games would be more exciting. Glad we had this talk. #Heresincethesecondweekendofpaidclosedbeta
No, you stfu and gtfo. Hazing is equivalent to protostomping. Our Pachydermatous Tal understands that and will endure to tenure.
I reserve this thread for technical discussion.
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Clone D
Grundstein Automation
1284
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Posted - 2015.01.02 04:45:00 -
[6] - Quote
I formally apologize to Tal and JL3 for my distasteful jokes using unsightly and abrasive acronyms.
Of course, all opinions are welcome here. I would prefer to orient the discussion toward what CCP can do in order to appropriately match players by skill level.
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Clone D
Grundstein Automation
1285
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Posted - 2015.01.02 16:42:00 -
[7] - Quote
Soraya Xel wrote:From my understanding, Mu is not about what match you get put in (aka, doesn't affect how many proto players you might end up in the same room as), but rather which people end up on which team. So Mu should help ensure both teams have a roughly balanced supply of skilled and unskilled players.
Thanks for shedding some light on that. What is the intent of arranging the teams that way?
Evidently, protostomps continue and the NPE is harsh. It appears to me that we need a system of progression from weak players playing against each other, to hard players playing against each other.
Perhaps taking into account the size of our player base it simply isn't practical. I'll have to build a simulation.
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Clone D
Grundstein Automation
1285
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Posted - 2015.01.02 17:09:00 -
[8] - Quote
Edau Skir2 wrote:[quote=Clone D]The second your inflated sense of arrogance came to the fore, I no longer cared. Not more than 10 minutes ago, I killed you twice in quick succession, first with a Magsec. Oh, and I've been playing less than 40 days, seniority means NOTHING.
Relax bro. I stated an apology further down. Besides it was joke hazing. As to your killing me, if it is true, congrats.
Everyone takes these forums so seriously, but they are just a bad joke. It's all a joke.
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