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VENGEANCE FOR HIRE
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Posted - 2013.03.13 15:47:00 -
[1] - Quote
i know that there is already some level of match making and that it's hard to implement while the player base is low.
i searched the dev posts and found one reply that indicates that match making is based on player skill but not just skill points.
i think that the player's recent KDR should be taken into consideration as well (if it's not already). if someone goes 25/0 they are obviously not well matched in that game. |
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VENGEANCE FOR HIRE
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Posted - 2013.03.13 18:13:00 -
[2] - Quote
@Buster Friently : snipers and tanks tend to have higher KDRs but when someone complains that snipers or tanks are OP the general response is that if you are good you should be able to deal with snipers or tanks. if you are playing with people who are as good as you, you shouldn't have 25%-30% of all the kills on your team.
@Garrett Blacknova : i'm a logi as well and i'm not talking about ranking a 7/2 player above a 0/4 player. i'm talking about players who clearly outclassed the rest of the game. you can probably determine this by targeting players who have 25+ more kills than deaths or who have 15+ more deaths than kills.
there already is match making. this is not a yes/no vote on the idea of matchmaking, but a way to fine tune the match making they already have.
lets say (for the sake of argument) that a given player gets a CCP generated Skill Rank of 5 based on whatever criteria they currently use, and that CCP tires to put players together that are within 1 Skill Rank. Shouldn't someone who went 30/2 in the last game at Skill Rank 5 be bumped up to Skill Rank 6?
--edit--
wouldn't you like to see all the people who consistently dominate in pub stomps end up playing each other? wouldn't the people who complain that redlining a team is boring like to find themselves up against worthy competition? |
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VENGEANCE FOR HIRE
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Posted - 2013.03.13 19:15:00 -
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Garrett Blacknova wrote:...but by your suggestion, the Heavy who knows nothing but point-and-shoot would be bumped into a higher-tier match while leaving the people who made him succeed stay behind as sharks in the kiddie pool.
i see nothing wrong with that. 1) the heavy will suffer in the next match unless he finds and works well with new logis. 2) the logis will not be in a "kiddie pool", they'll stay at the CCP skill rank they already have, they just won't be bumped up to go against players who are better than their skill. 3) the poor guys who went 1/15 against your logi/heavy combo will get bumped down and will have an easier game next match.
* this is for solo public matchmaking, obviously if you and the heavy were in a squad, you'll both get bumped up or have some squad average rule take effect or however CCP ranks squads in their match making.
--edit---
i'm not talking about using KDR alone for match making. i said quiet clearly that the recent KDR should be used to tweak the skill based match making that CCP already uses, and only if it's obviously out of whack like going 25/0 or 0/15 |
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VENGEANCE FOR HIRE
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Posted - 2013.03.13 21:57:00 -
[4] - Quote
Tyrin Tonious wrote:What if the 0/15 with a high WP was the reason the 25/0 got the KD, should the 0/15 be paired with the same people as the 25/0 in the next match?
if they are in the same squad then they'll play together in the next match regardless. that's a moot point.
if they weren't in the same squad, then the 25/0 guy would get bumped up on his next match and the 0/15 would get bumped down.
those examples were at the limit of what i proposed would be the "out-classed" KDR. if they were 24/0 and 0/14 or anywhere in between then nothing would happen. |
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VENGEANCE FOR HIRE
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Posted - 2013.03.14 05:50:00 -
[5] - Quote
@Cross Atu : yes, it is vague, it's just an idea. i didn't want to plan out an entire implementation, but if you want one, here is one fleshed out implementation:
the general idea is to use the KDR from the last game in which CCP had already given you a "skill rank" to tweak that rank if it proved to be wrong.
lets say that CCP gives you a rank of 0-9 based on your skill. i don't know how CCP is doing it right now, but they ARE doing some form of matchmaking based on "skill". we'll assume (for this example) that it's a socre of 0-9. if you have a rank of 7 you can get into a match with people who are +/- 1 compared to you. if there are not enough players it widens the +/- value until it gets a match.
if you dominated (25 more kills than deaths) or were crushed (15 more deaths than kills) in the last game that CCP said you were a 7 then you get bumped up or down 1 in "skill rank" for the next game.
if you were middle of the road then your "skill rank" adjustment is 0. you stay at whatever skill rank CCP decided you were based on whatever they already do.
* existing squads would be calculated however CCP is currently calculating squad vs solo matchmaking. either average or max or min or whatever. i don't know.
-- -- as for your questions:
1) What is "recently"? -- the last game that you were assigned a "skill rank" for public matchmaking.
2) What is the rating applied to support classes? -- the same for all, if we want a WP tweak in addition to a KDR tweak, that is separate. ** i'm all for a similar WP tweak in addition to a KDR tweak, but that's beside this implementation.
3) Dropship pilots/vehicle crews,? -- you already have a "skill rank" assigned by CCP, you just wouldn't ge bumped up or down. you'd stay with the rest of the players in your skill rank range.
4 System is easily "gamed"... -- every system can be gamed, but since your existing "skill rank" is already determined by CCP you can only get bumped up or down by 1. you won't end up with new players if you purposely go 0/15 and you won't end up with the elite if you luck out and go 25/0. -- --
i think people are objecting this IDEA because they think it will affect them. MOST people would not be affected. in any given game of 32 people there might be 10% who got 25 more kills than deaths and 5%-10% who had 15 more deaths than kills.
the only effect for 80%-85% of the players in a given game is that the players who DOMINATED them last game and the players who went WAY negative last game are less likely to play with them in the next game. what you are left with is more players of similar performance playing each other. |
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