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Thread Statistics | Show CCP posts - 4 post(s) |
KEROSIINI-TERO
The Rainbow Effect
1780
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Posted - 2015.02.20 10:57:00 -
[1] - Quote
Regis Blackbird wrote:Thanks for the insight Rattati However, if the system works as intended, what is your explanation why we have total stomps one way or the other? (in your example the two teams Mu were almost identical, right?)
FACT: Some people's actual capabilities are lower than their calculated Mu. Some people's actual capabilities are far higher than their calculated Mu.
FACT: Stomps will happen every once in a while no matter what, because of battlefield and game flow reasons. Even if there would be a theorerical identical clone army on both sides, they would occasionally stomp each other. Reasons for that: Tactically worse opening spawn location (Killbox), having few deaths at same time resulting in failcascade where third-half of team is respawning all the time and can't get back in.
Ahh the inertial dampeners are back to normal! ^ ^
Thank you.
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KEROSIINI-TERO
The Rainbow Effect
1780
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Posted - 2015.02.20 10:59:00 -
[2] - Quote
One factor resulting in stomps is the player behavior itself, by the moderately experienced players:
They recocnize tough guys on red team and go "okay hard match I use free suit for this". Multiply that by few others and the blue team is at disadvantage.
Ahh the inertial dampeners are back to normal! ^ ^
Thank you.
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KEROSIINI-TERO
The Rainbow Effect
1780
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Posted - 2015.02.20 11:04:00 -
[3] - Quote
steadyhand amarr wrote:I think a big problem here is some people just won't admit they are bad at dust and blame the matchmaker for their own screw ups or blame their team etc etc.
That is true. At the same time, I'm personally suspecting something went wrong with Warlords 1.0 Team balancing. (as action mailed some vids )
Ahh the inertial dampeners are back to normal! ^ ^
Thank you.
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KEROSIINI-TERO
The Rainbow Effect
1780
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Posted - 2015.02.20 11:37:00 -
[4] - Quote
Monkey MAC wrote:I personally am not complaining about the Teambuilder itself, it's a relatively simple task to normalise values between 2 arrays. What I'm concerned about is the actual matchmaker, which itmhas been stated in the past before as being non-exsistent.
How do you choose who is placed into that battle BEFORE the sides are selected. That is to say in the following process.
1.Players enter lobby pool 2. Scotty choose players for the match 3. Scotty moves chosen players to match pool 4. Tommy (Scotty's Team building younger brother) normalises teams from their MU Averages 5. Match begins
What is happening in step 2, why is it happening like that and could it be improved.
But this thread is not about Matchmaking or Scotty. As Rat' said, that's where the next improvement might be.
Ahh the inertial dampeners are back to normal! ^ ^
Thank you.
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KEROSIINI-TERO
The Rainbow Effect
1780
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Posted - 2015.02.20 11:57:00 -
[5] - Quote
Okay, a question to CCP Rattati. Even though this was probably explained in the Teambuilder (...I try to move away from the old Team Balancing term) threads and I probably know the answers, I have to be sure and I believe the answer would clarify everyone's thoughts:
1) If a 6-man squads Mu is high enough, will the Teambuilder do the following: [A theoretical infinite Mu 6-man squad] --> Team A
[The 16 next highest Mu entities, whether squadded or not] --> Team B
[The 10 lowest Mu players of the match] --> Team A
???
The importance is to realise if Teambuilder will not organise chunks of players just by left-right-left-right-left-right and so on.
2) The squads have a 'multiplier' to their Mu in order to emphasize their weight. Is the multiplier, or the weight, relatively higher for squads for more people? In other words, is a 6-man squads resulting Mu higher than three 2-man squads'?
Also, it's worth emphasizing that Matchmaking and Teambuilder are entirely different things and latter begins it's work after the first has handed it the players to work with.
Ahh the inertial dampeners are back to normal! ^ ^
Thank you.
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