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Thread Statistics | Show CCP posts - 3 post(s) |
Maken Tosch
DUST University Ivy League
11116
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Posted - 2015.03.09 03:42:00 -
[1] - Quote
Regis Blackbird wrote:Arkena Wyrnspire wrote:Having taken pictures of a few unbalanced matches I later realised that they were caused by squads on one side bailing. ^ This is probably the main reason we have loopsided battles. I might not fully understand the Mu concept, but I willing to take a leap with CCP Rattati's statement that it truly represent the skill of the individual player, and that the Teambuilder is working as expected. What then is left is the Matchmaker. So how do we prevent this behaviour (leaving game)? I would say: Don't let the same people meet eachother time and time again. (Difficult with our numbers, I know...)
Players bailing out in the middle of a match might actually be it. I have occasionally seen matches where both teams were full in the beginning but then later on one team loses a lot of players midway through the match for whatever reason. This might mean that no amount of matchmaking or team building would fix the problem assuming that the core problem is player abandonment.
One commonly suggested solution is to enforce team locking meaning no one leaves a match or suffers a penalty for leaving early. But we all know that idea has problems especially when the server has to try to tell apart an accidental disconnect from that of an intentional disconnect or when players decide to AFK instead of leave which doesn't get resolved by the common suggestion.
On Twitter: @HilmarVeigar #greenlightlegion #dust514 players are waiting.
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Maken Tosch
DUST University Ivy League
11116
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Posted - 2015.03.09 03:46:00 -
[2] - Quote
postapo wastelander wrote:CCP Rattati wrote:These are all answered in my previous blogs/threads.
Step 1) All squads and individuals are converted to units. Each unit is the sum of Mu of all the individuals in the squad.
Step 2) Multiplier is applied to all units
Step 3) The highest value unit is placed randomly on Team A or Team B, let's say Team A for simplicity.
Step 4) Units are placed on the opposite Team, Team B, until the sum on Team B exceeds Team A.
Step 5) Units are placed on Team A until the sum of Mu exceeds Team B or either team has 16 player. Then the rest go on the other team.
Step 6) Repeat until all units have been placed.
This method guarantees that the two best squads are always on opposite sides.
It also guarantees that the second best and third best squads are on the opposite side of the best squad.
If there is a single 6 man squad and no other squads, it gets placed on one Team and ALL the best individuals on the opposite side, due to the multiplier, usually 8-10 of the best solo players fight the 6 man squad.
Finally, this method has never been shown to have not worked as intended. Players concern is usually because the second best squad isn't all in the same corporation so it looks like randoms. BUT Rattati the major issue is if you have two squad synced for battle on one side the MU do not see "there is need to put another two squads on other one". If you will have one group and some loners on both side the MU system will works, but with two groups syncs you need to implement more than just MU system.
If the steps listed by CCP Rattati are correct, then it shouldn't be possible for two squads of the same group to q-sync into the same team. One squad would be in Team A while the other squad that q-synced would be put on Team B. At least that's how it's suppose to work right now.
On Twitter: @HilmarVeigar #greenlightlegion #dust514 players are waiting.
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Maken Tosch
DUST University Ivy League
11126
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Posted - 2015.03.11 00:08:00 -
[3] - Quote
Mossellia Delt wrote:CCP Rattati wrote:Mossellia Delt wrote:This doesn't seem to work at all though. When I'm playing its stacked, badly.
Team A will have a 6 man squad, plus a 3 man squad with a high MU While team B will have everyone solo with 2 good players and 14 blues who can't get more then 200 WPs. I have checked hundreds of battles, and demonstrated in a recent thread a sample of such a deep dive. How many have you checked, and where is your data? How do you determine who is in squads and who not? Well, I am guessing the 6 and 3 who are of the same corps are in squads, and I could see using the neocom that my team didn't have a squad. And that my team had 12 NPC corp guys who looked fresh out of the academy
Those are very poor indicators of determination. Let me explain.
Without having any clear indicators on the roster or without first knowing ahead of time that someone you know is definitely in a squad, you can't tell beyond a shadow of a doubt that some of the players you have seen who happen to be from the same corp are in a squad. Take me as an example. I very seldom join a squad and usually only after I finish hosting a lecture on the weekends. I'm a solo player. A lone wolf. Yet every now and then I run into someone in my team who happens to be from Dust University. Yet we don't squad up and I hardly communicate unless I'm in a squad which, again, is a post-lecture thing for me on the weekends.
Also, the same is true on the opposite team filled only with randoms. They may seem random but they could be alts from veterans or they could already be their own squads without looking like they do. Again, take me as an example. After I finish a lecture, I tend to squad up with random players who may be coming from other corps and not necessarily from Dust University. So me and the other guys/girls might seem like nothing more than random players without any squad formed, but in reality we are coordinating.
So until we have visual indicators to show who is in a squad in the opposing team, we will never know for sure.
On Twitter: @HilmarVeigar #greenlightlegion #dust514 players are waiting.
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