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Thread Statistics | Show CCP posts - 4 post(s) |
Gyn Wallace
OSG Planetary Operations Covert Intervention
237
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Posted - 2015.02.19 15:45:00 -
[31] - Quote
Aeon Amadi wrote:See, this is the thing I can't seem to wrap my head around.
Sure, all evidence points to the fact that teams are "balanced" but for some reason we still have these matches where one team just gets completely obliterated to the point where the victor team's MCC only took damage from the loss team's MCC and the victor's still have 100+ clones by the end of the match. All evidence does not point to the fact that teams are "balanced." The remainder of your sentence is a portion of the evidence which clearly shows that many teams are not balanced.
Aeon Amadi wrote: But alas, the only thing that seems to ever happen about this is everyone just says "git gud", ... I've never heard that response to complaints about matchmaking needing improvement.
Aeon Amadi wrote:Can we just assume that the community doesn't care to fix it and just say that instead of trolling with the "git gud" bits? Can we just admit that we have no interest in changing this? That's kind of an odd thing to write on the second page of a thread about the need to improve match making. I'd like to know why CCP thinks the WP difference between teams on some matches is greater than 10k, despite MUs that must have been similar enough to put those teams in a match against each other.
I get rofl-stomped when I solo, or when I'm in a squad behaving like we're solo. Then somebody has to log off, and gets replaced, and that ONE new-arrival shames the rest of us into stopping behaving like newbs or chickens with our heads-cut off, and encourages us to use a little discipline and our coms for something other than hilarity. And then we might do the rofl-stomping next match.
How can MU measure that or balance the teams, without giving a vastly greater weight to that new-arrival? Is there something about him that makes him statistically distinct, like having a much batter W/L ratio than players with similar SP?
There must be a way to revise MU, so that Ratatti's example wouldn't happen, i.e. the Mu for one or two people in those Ready To Play squads would so inflate that teams MU, that the last few people added to their team, would have instead been placed on the opposite team. I wish I were smart enough to just give CCP the method, instead I'm left paraphrasing Winston Churchill's comment about Americans: "You can count on CCP doing the right thing, right after they've tried everything else."
The Dust/Eve Isk Exchange Thread
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Adipem Nothi
Nos Nothi
6775
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Posted - 2015.02.20 00:29:00 -
[32] - Quote
Kain Spero wrote:I think this shows a good reason why 6 man squads may hurt the matchmaker system for public play. In a 4 man system Ready to Play would have been broken into 2 components of 4 likely with a Rank of 1 and 2. This may have ensured that they end up on opposite sides.
Does the MU system have a modifier based on squad member count or is it just a simple sum of it's parts?
Also, I think it reiterates the need to have a release valve for large groups of players through 8-16 man squads in faction warfare and PC away from public play. Raiding and Platoons can't come fast enough along with a reasonable scaling of rewards through these game modes that drives veteran players to them.
^ All of this.
(I thought Kain Spero was supposed to be Dust's bad guy ... is it bad that I almost always agree with him?)
Shoot scout with yes.
- Ripley Riley
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KEROSIINI-TERO
The Rainbow Effect
1780
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Posted - 2015.02.20 10:57:00 -
[33] - 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 -
[34] - 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 -
[35] - 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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Monkey MAC
Rough Riders..
3634
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Posted - 2015.02.20 11:21:00 -
[36] - Quote
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.
They call me the Monkey - I like to jump off sh** and piss RE's all over your tank!
Monkey Mac - Forum Warrior Lvl 3
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Edgar Reinhart
Resheph Interstellar Strategy Gallente Federation
27
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Posted - 2015.02.20 11:30:00 -
[37] - Quote
I say all this as a starter fit wearing relative noob.
Firstly no one likes being on the receiving end of a stomp that is something the everyone can agree on. (If you haven't seen the first ambush match from Pyrex's last stream, whatever you think of the guy, it's worth watching to see what happens when it all goes horrible).
The dust matchmaker/teambuilder has a number of problems unique to the game that it has to deal with.
For example just because someone has an amazingly high MU doesn't mean that they're not going to get put in a match and pull out nothing but starter suits. They'll probably still do better than most but not as well as 'maths' says they should. The inverse of that is also true.
There is also the problem of the small player base (Speculation alert!) What I think is often happening is that the teambuilder looks at the available players and all it can do is (based of Rattattattattati's example)
6 man squad of Ready to Play = Rank 1 - Placed on Team A 2 man squad of WarRavens, KEQ, = Rank 2 - Placed on Team B 2 man squad of Incorruptibles = Rank 3 - Placed on Team B 2 man squad of Ready to Play = Rank 4 - Placed on Team B 2 man squad of Rivet Heads = Rank 5 - Placed on Team B 2 man squad of The New Suffering and Commando Perkone (NPC Corp) - Rank 6 - Placed on Team B 6x1 man squad xxx - Ranks 7-13 - Placed on Team B 10x1 man squad of xxx - Rank 14-24 - Placed on Team A
And even after doing this the 6 man squad at Rank 1 has a higher MU than the entire other team and then you have to figure in the previous point AND hope that none of the decent squads leave Team B, which is the third problem.
The small player base means that 7/8 times out of 10 you can call a match before it begins. Oh look a full squad of T.H.I.R.D.R.O.C.K. on Team A, two members of Dead Mans Game on Team B.
Team A to win with the two guys from Dead Man's Game comfortably topping the table for Team B. The Devs are constantly fighting against this small playerbase when it comes to building teams and matches.
Solutions? Beyond everything proposed I'm not sure. Smaller squads? Maybe, but 4 members of e.g. Prima Gallicus have to be happy to fight against 4 other members of Prima Gallicus in pubs and I'm not sure that'll happen.
Auto squads? Maybe but not sure that it'd make people play any differently.
Meta Level lockout? Again maybe. Despite my many deaths I have to say think limiting gear/meta levels is a bit of a shame. One of the primary USPs of Dust is the mixed battlefield but it may be necessary. It'll also fragment an already small playerbase still further.
The Devs are doing what they can and overall I think we should appreciate their efforts.
Sorry for the conclusionless essay! |
KEROSIINI-TERO
The Rainbow Effect
1780
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Posted - 2015.02.20 11:37:00 -
[38] - 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
|
Posted - 2015.02.20 11:57:00 -
[39] - 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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Haerr
Nos Nothi
2343
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Posted - 2015.02.20 12:32:00 -
[40] - Quote
Can you bar players who go 0 / 16 from going up against stomp squads?
Better to have a some what balanced 8v8, 10v10, 12v12, with longer queue times than 'a bunch of randoms being farmed for kdr'.
Not very 'welcome to new eden-y' but then again nor is 16v16s... |
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Adipem Nothi
Nos Nothi
6802
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Posted - 2015.02.20 13:11:00 -
[41] - Quote
KEROSIINI-TERO wrote: FACT: Stomps will happen every once in a while no matter what...
"Every once in awhile" odds of occurrence would be great. 25% to 50% odds of a stomp are not great.
* Estimated stomp frequency, Ambush (Americas) ** Weekends tend to be a 'bit less stompy than weekdays
Shoot scout with yes.
- Ripley Riley
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Derpty Derp
Dead Man's Game
812
|
Posted - 2015.02.20 19:25:00 -
[42] - 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.
Nothing to do with people who are on both sides of the stomp and get bored of stomps in general... Would like a few more even sided matches.
Honestly I'd rather be on the team getting stomped, because at least then there's something to do. |
Gyn Wallace
OSG Planetary Operations Covert Intervention
239
|
Posted - 2015.02.21 15:06:00 -
[43] - Quote
CCP Rattati wrote:Dear players,
We have been seeing complaints that the Teambuilder is not working as intended. ... This has been the case for every single reported/suspected battle of "broken matchmaker" so I still maintain that it is working as intended. ...] How far apart were the war point totals for the teams in that match? How bad would a stomp have to be for you to recognize that the current match making system had failed to give the players a somewhat balanced fight? (Which I recognize is a different question than "Is match making working as intended?")
Also, (flame suit on) what if the players were given the ability to adjust their Mu manually, raising their calculated SP as much as 5 or 10%? I know; that's crazy; everybody would keep it low, to try to give themselves easier matches.... or would they?
If even only a small portion of the the players adjusted their Mu off the default setting (for newbs) in order to challenge themselves or get into more interesting matches because they've had a run of being on the stomping side, would it partially alleviate the problem?
Its probably not worth the work it would take to implement, but I do wonder if it would help.
The Dust/Eve Isk Exchange Thread
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Derpty Derp
Dead Man's Game
819
|
Posted - 2015.02.21 16:37:00 -
[44] - Quote
Can we maybe send people into 2 different matchmaking groups.
Group 1: Has never (one or more of the following) - Been above 1000wp in a single match - Had more than 25 kills in a single match - Hacked more than 15 installations/objectives in a match
Group 2: has achieved greatness in a single match (one of the above.)
Perhaps give a leeway of 3 or so matches, because there's always the odd fluke.
It will increase queue times a bit, by how much I couldn't say (even if I had the relevant info, because I'm lazy.)
Who here wouldn't take a little more time queuing for slightly more even teams?
Add in a middle tier if needed, but that would really chuff things up. |
LOOKMOM NOHANDS
Warpoint Sharx
23
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Posted - 2015.02.22 05:34:00 -
[45] - Quote
To be honest the team builder seemed to work AMAZINGLY while the SP cap was glitched. As far as I can tell this was due to the fact that people were actually playing to win. The 150 point requirement was a good start but it just delays the point where people go AFK.
Incentive to win would make matches far better. Not only does this include the possibility of a pay bonus, SP bonus, or even gear bonus to the winners but must also only be given to those that actually participated. |
Shaun Iwairo
CANT-TOUCH-THIS Smart Deploy
0
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Posted - 2015.02.23 05:54:00 -
[46] - Quote
Adipem Nothi wrote:KEROSIINI-TERO wrote: FACT: Stomps will happen every once in a while no matter what...
"Every once in awhile" odds of occurrence would be great. 25% to 50% odds of a stomp are not great. * Estimated stomp frequency, Ambush (Americas) ** Weekends tend to be a 'bit less stompy than weekdays
Newbro here, just had my first proper weekend of playing. I felt is was closer to 75% stomps. I was killed by guys in proto suits using proto weapons more often than not.
So matchmaker and team-builder are trying doing what they can with what they've got, getting players into games in an acceptable time frame. They aren't working very well because the player pool is so small. I'm guessing each game consisted of wildly varying player MU (though the totals on either side are fairly even). I wouldn't mind waiting a few extra minutes if it meant I could get in a game where not only the sides had relatively similar combined Mu, but the individual players Mu was similar too.
I'm losing ~75% of my play time to stomps, let me just spend an extra 5 or even 10 minutes waiting for a battle (good time to refill a drink or go for a smoke maybe) where I'll at least be playing with mostly lower tiered guys like myself.
Again, we should be inserted into battles not only in teams that have similar total Mu but player Mu should be within a certain bracket too.
This will be easy to achieve for solo players, but a little harder for squads. So - if a squad queues up, their Mu should be calculated as ((sum of members Mu / squad members) + Mu of member with highest Mu)/2. This equation deliberately weighs things against having even one high Mu player. I have no idea what the actual MU numbers are, but say you have a squad of:
100, 150, 300, 200 & 2500 you would get ((3250 / 5) + 2500)/2 = 1575.
Having even one high Mu player throws off the squads value. This is so a few vets can't get into a game with noobs and make bad things happen.
Conversely, if you had a fairly even but low MU squad consisting of:
200, 225, 210, 230 & 217 you would get ((1102 / 5) + 230)/2 = 225.2
There, everything is nice and our newbros get to play with other newbros.
The main problem I see with this is that if a vet wants to squad up with some newbros and show them the ropes, they're going to end up in a high tiered bracket. The solution to this would be to only have one or at most two newbros in your squad of vets. If the vets actually want to teach the newbros they won't mind protecting them for a few rounds.
So to sum up my newbro perspective - I don't want to be playing against vets in proto gear. Let me get on my damn feet first. I don't mind waiting for the pool of people queued for a battle to get bigger (and thus get in a battle with similarly skilled players) because I'm wasting a bunch of time being thrown into proto-stomps anyway. |
Imp Smash
Molon Labe. General Tso's Alliance
688
|
Posted - 2015.02.23 06:51:00 -
[47] - Quote
I don't think there is anything wrong with matchmaking personally. I just think people's ego makes them look for excuses for getting stomped. |
Greiv Rabbah
M.T.A.C Assault Operations Command Lokun Listamenn
81
|
Posted - 2015.02.23 12:06:00 -
[48] - Quote
Imp Smash wrote:I don't think there is anything wrong with matchmaking personally. I just think people's ego makes them look for excuses for getting stomped.
I want to +1 this more. But realistically, meta level based lockout on matches will fix most of the issue here. And based on the supposition that american server ambush mode is the stompiest, well, if you play deathmatch you're gonna die sry. Maybe instead there could be an exploration/hunter mode where... Actually I feel bad encouraging a new game mode. Why is this still a lobby shooter and not a boots-on-the-ground companion to eve online? Why can't we harvest resources, explore planetscapes, seek out ruins to plunder & datacores to hack, and hunt drone hives?
Maybe people could consider for once that a big part of the afk problem is... People have a reason to afk, and not enough reasons not to |
Derpty Derp
Dead Man's Game
830
|
Posted - 2015.02.23 12:29:00 -
[49] - Quote
Imp Smash wrote:I don't think there is anything wrong with matchmaking personally. I just think people's ego makes them look for excuses for getting stomped.
Then you are blind.
Not everyone is hating on getting beaten.
The stomps go both ways and are boring either way. |
Imp Smash
Molon Labe. General Tso's Alliance
690
|
Posted - 2015.02.23 12:50:00 -
[50] - Quote
Derpty Derp wrote:Imp Smash wrote:I don't think there is anything wrong with matchmaking personally. I just think people's ego makes them look for excuses for getting stomped. Then you are blind. Not everyone is hating on getting beaten. The stomps go both ways and are boring either way.
Stomps are true of any game - but since I see a lot of the same people and play against and with a lot of the same people due to my timezone - over the course of a few years I start to see patterns. I've played with guys (they are my bluedots) and they have appeared useless. I've played against the same people and gotten stomped. And vice versa. Played with em and watched them destroy but played against them and smashed them embarrassingly.
I think a lot of it is perception. In this game, where the variety of combat styles, combat options, support options, and fits is so great, it may create situations that seem more bloated one way or another than expected.
Quite simply, I think it's our own personal bias and, what do you know, the raw data supports that.
So, no, not blind -- just not self absorbed. |
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Mountain Doody
F0RSAKEN EMPIRE. Smart Deploy
48
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Posted - 2015.02.23 15:18:00 -
[51] - Quote
Hi Rattati, thanks for the update.
Could you please weight each squad by the sum of the ranks of each player? (e.g. i am a seargent major, and should be weighted slightly higher than a private and slightly lower than a corporal.)
edit: this would be even better: Shaun Iwairo wrote:Again, we should be inserted into battles not only in teams that have similar total Mu but player Mu should be within a certain bracket too. |
Jebus McKing
Nos Nothi
1521
|
Posted - 2015.02.23 22:27:00 -
[52] - Quote
Working as intended MY ASS!
16 randoms VS full squad is not how balancing teams works. No matter what MU says.
Looking at the WPs, I probably was the only one in my team getting SP. I'm not even mad.
MU modifier for squads needs to be changed.
Special thanks to NF. This would not have been possible without you guys!
pé¿pâûpé¦pü»pé¦pé¡pâúpâ¦péÆs½îpüúpüªpüäpéïpÇé wwwwwwwwwww
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Derpty Derp
Dead Man's Game
840
|
Posted - 2015.02.24 11:03:00 -
[53] - Quote
got into a 5 vs 7 yesterday... The team of 7 had a 5 man Prima squad... We had a 2 man squad of something I've never heard of before... I don't think the matchmaker works well every time.
Surely if matchmaking was working (other than the half empty teams) the team with more players would have been against the Prima squad? |
Aeon Amadi
Chimera Core
8831
|
Posted - 2015.02.24 12:04:00 -
[54] - Quote
Jebus McKing wrote:Working as intended MY ASS!16 randoms VS full squad is not how balancing teams works. No matter what MU says. Looking at the WPs, I probably was the only one in my team getting SP. I'm not even mad. MU modifier for squads needs to be changed and/or we need smaller squads for pubs. Special thanks to NF. This would not have been possible without you guys!
Hahaha, holy kitten that is amazing.
I'm just going to say "git gud" before someone else does because that's literally all I can say; I'm totally speechless, that is a 100% stomp. Good to know that the MU system is working though because that totally means you guys just screwed off that whole match, right? /sarcasm
God, it's kitten like this that I can't fathom. 15 Players didn't get SP but for some reason the Minimum WP is now a requirement because of all the dumb arguments that "if you can't get 150 WP you need to delete the game". Might as well just stand in a corner and stare at the wall for fifteen minutes. Probably more productive than wasting time -AND- ISK.
This will never be fixed. I'd be surprised if they even came back to it and tweaked it. This is just how Dust 514 is going to work from now on, at least until some other hairbrained idea comes along - who knows, maybe they'll increase the Minimum WP requirement to earn SP to 500 or something bcause #reasons.
Have a suggestion for the Planetary Services Department?
Founder of AIV
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CUSE TOWN333
KILL-EM-QUICK RISE of LEGION
2203
|
Posted - 2015.02.25 11:31:00 -
[55] - Quote
MINA Longstrike wrote:I hope this is somewhat related; Can we *please* get some sort of ELO system implemented in faction warfare. I am regularly seeing players that have under 1000 lifetime kills get utterly smashed by q-syncs of veterans that can have upwards of 70 000 each.
This game mode has been greatly affected by what I believe is bad behaviour on the playerbases part, and when you have the "elite" kicking the teeth of newbs in, the community loses more potential players. It's nearly impossible to get matches started until afternoon in the states due to FW being in such an unhealthy spot. The decision that FW should be a training ground for pc is wrong and seriously needs to be addressed.
Afking also needs to be addressed as even some well known forum goers have been known to afk through FW matches all day just because of the apex suits. no you caldari noobs just need to get good instead of trying to make CCP save you.
KEQ diplomat but i may not be able to save you if you let Dust User see your tear mails.
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Mad Syringe
ReDust Inc.
467
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Posted - 2015.02.25 14:38:00 -
[56] - Quote
I think one of the biggest problems for the matchmaking system is to predict if that 60mil SP guy is pulling proto and push the objectives or if he is just having a casual game in an APEX or maybe is even on the hunt for those dreaded installation hacks to complete a mission...
He can't predict it.
One more problem withh WP based matchmaking is the possibillity of having a decent logi team on one side against a decent slayer team on the other... who might win here?
I think to gain more players we need to give them a chance to grow. That means that they need gamemodes reserved for them only. Call it the graduate hich sec mode or whatever. Maybe even in two stages.
So you have the academy. After that you are allowed to join pubs. The graduates will have a gamemode for sub 5mil SP Characters. After they outgrow that mode, they'll have one for another 5-10 mil SP players. After they have outgrown these, they can be put into the games with the pros. They will still get stomped, but they will have understood the game by now and hopefully be attached enough to not quit instantly.
Together with tiered gamemodes, this should give new players a chance to adapt and grow into the game, instead of getting stomped into oblivion for several month and being told to HTFU... which is no good motivation to stay in the game. |
Lorhak Gannarsein
Nos Nothi
4374
|
Posted - 2015.03.03 15:07:00 -
[57] - Quote
Aeon Amadi wrote:Jebus McKing wrote:Working as intended MY ASS!16 randoms VS full squad is not how balancing teams works. No matter what MU says. Looking at the WPs, I probably was the only one in my team getting SP. I'm not even mad. MU modifier for squads needs to be changed and/or we need smaller squads for pubs. Special thanks to NF. This would not have been possible without you guys! Hahaha, holy kitten that is amazing. I'm just going to say "git gud" before someone else does because that's literally all I can say; I'm totally speechless, that is a 100% stomp. Good to know that the MU system is working though because that totally means you guys just screwed off that whole match, right? /sarcasm God, it's kitten like this that I can't fathom. 15 Players didn't get SP but for some reason the Minimum WP is now a requirement because of all the dumb arguments that "if you can't get 150 WP you need to delete the game". Might as well just stand in a corner and stare at the wall for fifteen minutes. Probably more productive than wasting time -AND- ISK. This will never be fixed. I'd be surprised if they even came back to it and tweaked it. This is just how Dust 514 is going to work from now on, at least until some other hairbrained idea comes along - who knows, maybe they'll increase the Minimum WP requirement to earn SP to 500 or something bcause #reasons.
Purely out of curiosity, were you designing a teambuilder, in what possible way could you prevent a stomp like this from happening? You get thirty-two players and no more, an assortment of solo players and one single full squad consisting of a group of closed- and open-beta veterans who've been playing together for two and a half years. They have effectively infinite ISK, and they've maxed out half a dozen different roles. They're also competent players individually. There is no possible way the teambuilder can fix this sort of situation; this is, I'd argue, not even a situation the teambuilder was intended to fix. Stomps have been happening since this game has existed, and the degree of the stomps is just increasing with time (although I seriously doubt they'll get more significant than this). But you know what? Once upon a time, True Power would have employed Jebus, Aury and Dysnomia as well as the full squad of Negative-Feedback.
It's clear to me that the teambuilder is working as intended.
What we need is not complaining about how the 'teambuilder is broken' but a matchmaker.
The pool from which the teambuilder works ought to be expanded. The question, of course, then becomes: is that something our playerbase can sustain?
Guys, we need to stop calling MU a 'matchmaker' when it's actually a 'teambuilder'.
And I want to play FE:A now. Damn.
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Gyn Wallace
OSG Planetary Operations Covert Intervention
271
|
Posted - 2015.03.03 15:55:00 -
[58] - Quote
By the way, is there some terribly expensive coding impediment to putting more than 16 people on one team, and fewer than 16 on the other team, while still capping the total people in the match at 32?
How much of the problem for teambuilder of balancing a single 6 man practically-infinite-Mu squad is resolved by putting them up against the other 26 people in the match? The huge newbie team would also need a disproportionate number of clones, maybe 250 v 50 instead of 150 v 150.
The Dust/Eve Isk Exchange Thread
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Adipem Nothi
Nos Nothi
7184
|
Posted - 2015.03.03 16:16:00 -
[59] - Quote
Gyn Wallace wrote:By the way, is there some terribly expensive coding impediment to putting more than 16 people on one team, and fewer than 16 on the other team, while still capping the total people in the match at 32?
How much of the problem for teambuilder of balancing a single 6 man practically-infinite-Mu squad is resolved by putting them up against the other 26 people in the match? The huge newbie team would also need a disproportionate number of clones, maybe 250 v 50 instead of 150 v 150.
This is an interesting approach! This might work very well in an Ambush-like setting, and (more importantly) it'd potentially be alot of fun. The stompsquad would essentially be playing a "Survival Mode" (which is awesome!) ...
Bring your best gear and fend off wave after wave of lesser enemies, who adapt to your squad's strategies and tactics.
Shoot scout with yes.
- Ripley Riley
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LOOKMOM NOHANDS
Warpoint Sharx
72
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Posted - 2015.03.03 16:35:00 -
[60] - Quote
Gyn Wallace wrote:By the way, is there some terribly expensive coding impediment to putting more than 16 people on one team, and fewer than 16 on the other team, while still capping the total people in the match at 32?
How much of the problem for teambuilder of balancing a single 6 man practically-infinite-Mu squad is resolved by putting them up against the other 26 people in the match? The huge newbie team would also need a disproportionate number of clones, maybe 250 v 50 instead of 150 v 150.
I have thought about this as well and love the idea. Flexible numbers on the teams would make team balancing so much easier. They have said that going over 32 would be problematic but your solution stays with in that and really should be considered.
Balancing clone counts would be the interesting part.
What about if they just took a number like say 10 clones per player and that number of clones was assigned at the creation of the match?
Another possible solution would be to actually create a value for each person on the team based on their K/D and WP/D so that a new berry being a new berry is not an instant disadvantage for one side. This would also make a cool subsystem possibility with like 1 extra clone per level.
TL;DR
LOVE IT. Match generation as the balancing factor instead of team building itself sounds amazing and there are tons of things that could be done there.
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