|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Duck Drahko
DUST University Ivy League
89
|
Posted - 2013.07.28 10:29:00 -
[1] - Quote
We all know it's a rampant problem, and it's easy to blame it on one thing or another. But I think that the real reason why we see so many unbalanced instant battles is not any particular one, but a combination of many factors. After listing all the various issues at play, I am now actually more surprised whenever I see an actually balanced game.
The point of this thread is not to QQ, but what I would like to convey is that rather than requiring radical change and blood magic, just going through all of these issues and making a minor tweak to each could improve the situation immensely already.
We already know that CCP is working on match making, and solutions to AFKers as well as something related to redlining. Maybe these improvements will be extensive enough to cover most of the points I am going to mention, but if not, then maybe this still provides some food for thought.
So, without further ado, here's the list:
- Unbalanced number of squads. We all know how much squads benefit from teamplay and communication, so whenever it's one squad vs. no squad, or two squads vs. one squad, things start to become unbalanced.
- Squads unbalancing the number of experienced players. 16 random players will by average have a balanced distribution of experienced and new players. But a single squad of experienced or new players dramatically shifts the balance one way or another.
- Experience is exponentially rewarded. Not just do experienced players benefit from their experience, but also from higher SP and (usually) better gear. This makes the previous issue a lot more significant.
- Successful squads are rewarded with orbital strikes. Because pub stompers really need a WMD to help them out.
- A random team has a higher statistical chance to have a larger number of AFKers on the team, because people rarely squad up to go AFK... So essentially most of the time there is a squad imbalance, there is also an active player count imbalance.
- The ISK factor. How many times have we heard somebody moan about being pub stomped, only to be told to just wear some inexpensive gear to avoid losses? It's sound advise and frequently followed, but it also dramatically escalates any imbalance. The winning team is much more likely to field proto gear and expensive tanks, if risk of losses is reduced.
- No suitable alternative for expert players and squads / corporations to grind or practice team tactics, so they are forced to take it to the pubs where they are wreaking havoc...
- No incentive for winning, so it's smarter to stay low and reduce losses than to make a desperate attempt at an objective, which at least in some cases could have a positive ripple effect on the entire team.
- The relatively low player count is also a factor of course, since it increases the chance to be matched up with seasoned squads rather than random newbies.
There you have it. I could even be missing a few, but I think that's a pretty convincing list already. All in all it just seems that the issue of pub stomping hasn't been a primary consideration in the overall game design, and I believe that there is a lot of low hanging fruit which could make a big difference without requiring huge changes or rocket science algorithms. |
Duck Drahko
DUST University Ivy League
89
|
Posted - 2013.07.28 10:43:00 -
[2] - Quote
Xero The Mishima wrote:Duck Drahko wrote:We all know it's a rampant problem, and it's easy to blame it on one thing or another. But I think that the real reason why we see so many unbalanced instant battles is not any particular one, but a combination of many factors. After listing all the various issues at play, I am now actually more surprised whenever I see an actually balanced game. The point of this thread is not to QQ, but what I would like to convey is that rather than requiring radical change and blood magic, just going through all of these issues and making a minor tweak to each could improve the situation immensely already. We already know that CCP is working on match making, and solutions to AFKers as well as something related to redlining. Maybe these improvements will be extensive enough to cover most of the points I am going to mention, but if not, then maybe this still provides some food for thought. So, without further ado, here's the list:
- Unbalanced number of squads. We all know how much squads benefit from teamplay and communication, so whenever it's one squad vs. no squad, or two squads vs. one squad, things start to become unbalanced.
- Squads unbalancing the number of experienced players. 16 random players will by average have a balanced distribution of experienced and new players. But a single squad of experienced or new players dramatically shifts the balance one way or another.
- Experience is exponentially rewarded. Not just do experienced players benefit from their experience, but also from higher SP and (usually) better gear. This makes the previous issue a lot more significant.
- Successful squads are rewarded with orbital strikes. Because pub stompers really need a WMD to help them out.
- A random team has a higher statistical chance to have a larger number of AFKers on the team, because people rarely squad up to go AFK... So essentially most of the time there is a squad imbalance, there is also an active player count imbalance.
- The ISK factor. How many times have we heard somebody moan about being pub stomped, only to be told to just wear some inexpensive gear to avoid losses? It's sound advise and frequently followed, but it also dramatically escalates any imbalance. The winning team is much more likely to field proto gear and expensive tanks, if risk of losses is reduced.
- No suitable alternative for expert players and squads / corporations to grind or practice team tactics, so they are forced to take it to the pubs where they are wreaking havoc...
- No incentive for winning, so it's smarter to stay low and reduce losses than to make a desperate attempt at an objective, which at least in some cases could have a positive ripple effect on the entire team.
- The relatively low player count is also a factor of course, since it increases the chance to be matched up with seasoned squads rather than random newbies.
There you have it. I could even be missing a few, but I think that's a pretty convincing list already. All in all it just seems that the issue of pub stomping hasn't been a primary consideration in the overall game design, and I believe that there is a lot of low hanging fruit which could make a big difference without requiring huge changes or rocket science algorithms. Your argument is kinda flawed. Teamwork will always conquer solo play. The better player(s) will win 80% of the time. OBs are a reward for using a sqd. It's not hard to make a sqd in solo chat. There's hundreds of channels that offer LFS (Looking For Squad) Stop trying to make it sound like LFS is sooooo hard.
Missed the point by about a mile there, but thanks for your feedback. |
Duck Drahko
DUST University Ivy League
89
|
Posted - 2013.07.28 10:46:00 -
[3] - Quote
Panther Alpha wrote:Don't kick yourself... the current matchmaking is faulty by design. This is what happens when you listen to some people ( Big Corps ) and ignore everyone else. For example.. ; Why CCP decided to make 6 people squads, without checking the possible matchmaking unbalance issues ?
But this is not new... every time something gets **** in this game is to do with that. Big Corps with their personal agendas, and CCP blindly listening to them.
Yeah just to be clear, and like I said this is not a QQ thread, pub stomping is boring on either side of the issue. This is just a look at why it happens at such extraordinary frequency in Dust. |
Duck Drahko
DUST University Ivy League
90
|
Posted - 2013.07.28 11:18:00 -
[4] - Quote
Wow please calm down Xero, and do read my post again before turning this into a giant flame war. Did I say squads are unfair or should be removed? I don't even know what you are on about. Pub stomping is an issue for everybody, especially for the side which is winning because it tends to make games incredibly boring.
I just listed the facts which lead to the prevalence of pub stomping. Yes, squads are a big factor, but there are ways to deal with that beyond simply getting rid of squads. I expect that better match making will help a lot already, because an obvious improvement would be to reserve at least a little bit of time to try and match up two squads in the background, rather than just seeding squads into the first available match. Even if it's not always possible due to low player count, every bit helps. And the entire point of my thread was that this problem can be tackled by approaching many little problems, rather than requiring dramatic changes (disallowing squads would obviously classify as a dramatic change). |
Duck Drahko
DUST University Ivy League
90
|
Posted - 2013.07.28 11:22:00 -
[5] - Quote
BARDAS wrote:[..] After that there really isn't anything that can be done. [..]
I really don't think that's true. Yes there will always be a large gap between individual players and squads, but that does not necessarily have to result in unbalanced matches which are boring for everyone involved.
|
Duck Drahko
DUST University Ivy League
91
|
Posted - 2013.07.28 12:30:00 -
[6] - Quote
Xero The Mishima wrote:Duck Drahko wrote:Wow please calm down Xero, and do read my post again before turning this into a giant flame war. Did I say squads are unfair or should be removed? I don't even know what you are on about. Pub stomping is an issue for everybody, especially for the side which is winning because it tends to make games incredibly boring.
I just listed the facts which lead to the prevalence of pub stomping. Yes, squads are a big factor, but there are ways to deal with that beyond simply getting rid of squads. I expect that better match making will help a lot already, because an obvious improvement would be to reserve at least a little bit of time to try and match up two squads in the background, rather than just seeding squads into the first available match. Even if it's not always possible due to low player count, every bit helps. And the entire point of my thread was that this problem can be tackled by approaching many little problems, rather than requiring dramatic changes (disallowing squads would obviously classify as a dramatic change). If you have all the answers perhaps enlighten us? By QQing about obvious problems is pointless. Perhaps state HOW CCP can fix match making. Crying and blaming squads isn't gonna do much.
Do you ever read what you are quoting? |
Duck Drahko
DUST University Ivy League
96
|
Posted - 2013.07.28 19:48:00 -
[7] - Quote
dday3six wrote:Scheneighnay McBob wrote:Finally the player mindset- protobears put winning before profit. Looking at the scoreboard, I can tell that most protostompers lose ISK because of the cost of proto gear, but they don't care and would rather ruin the experience for the other team for no good reason. With ISK transfer you can make alt PSN accounts and/or use your other character slots to ISK mule. Transfer the starting 250,000 ISK and then terminate the character, rinse and repeat.
That's 1.5mil free ISK per day and fake PSN account. Damn...
But to be fair, it probably would get pretty annoying to do this all the time, I'd probably rather grind on an alt (if I'd be worried about my stats). |
|
|
|