I've all but given up playing MWO, being disheartened that PGI has decided to renege on their promise to allow groups between 5-11 players to play again. However, as some of this decision hinges on perceived complexity with matchmaking in such cases, I have decided to present a solution to a large number of the problems that PGI is currently encountering with matchmaking and balancing within the game.
This suggestion hinges on an idea I presented long ago, where mechs are balanced based on a dynamic Battle Value system. However, in order to address the fact that Battletech's BV system is designed to balance a boardgame, I present a system which is instead derived from actual mech usage statistics. To put it most simply, mechs which are used most by the population of the game end up being the most expensive from a matchmaking perspective.
Now, when I originally presented this, I did so fairly vaguely. What I've done here this time is present what is effectively a complete implementation of the system. This system could be quite easily coded in any language, hooked up to the database storing mech usage stats, and incorporated into the game.
Summary
PGI has struggled with a way to establish a mechanism for balancing the equipment that two teams bring to the field. Without restrictions, the variety of mechs dropped tends to coalesce around a fairly small subset of all available variants in the game. In a game with 120 different variants, a large chunk of those mechs are considered "non-competitive" by much of the game's population. In many cases, it's not because these mechs are flat out bad, but rather because they are simply slightly less efficient on the battlefield than other mechs. Thus, piloting them is still an enjoyable experience, but some incentive must be given to encourage pilots to voluntarily take "sub-optimal" mechs.
At one point, the idea of tonnage balancing was investigated. However, this balancing scheme falls apart, because it can easily be sidestepped by dropping lances of top-tier assault mechs grouped with top-tier light mechs, which is already a highly efficient drop configuration. The issue that is exposed by attempts at tonnage matching is that mech utility is not directly correlated to tonnage. Certain mechs, like the awesome, are effectively inferior to other mechs of the same tonnage, like the Victor.
In Battletech, the notion of Battle Value, or BV, was developed as a means by which to address such issues (especially once clan tech arrived, and clan mechs had clear advantages for a given tonnage). However, BV itself can have certain critical issues.
Primarily, the weakness of BV stems from its reliance on pre-specified values that attempt to estimate the combat utility of a mech or piece of equipment. The failure of such a system derives from the fact that in a complex combat environment consisting of thousands of individual users, it's difficult for a human to effectively summarize something as ethereal as "combat utility". Pre-defining BV for mechs and equipment ends up having the same problems as price-fixing by a governmental organization in a market-based economy. The market, or player-base in this application, will naturally identify the mechs which are "incorrectly" priced below their true utility value, and gravitate towards them. The emergent intelligence of the "hive-mind" consisting of the whole player population will always be better at identifying the true value of any mech. It will always work against any directed balancing attempts by developers, to identify the most unbalanced aspects of the game and exploit them.
Thus, the solution is not to fight that emergent intelligence. Instead, the solution is to leverage the player-base's intelligence to automatically perform balancing for us. That is what this solution attempts to do.
The beauty of this system is that it distills mech efficiency and utility to its most easily evaluated statistic... whether or not people actually use a mech. All of the complexities which ultimately comprise a mech end up being automatically accounted for, without the need of us directly measuring (or even identifying) them. What's more, by looking at usage, the system will automatically adapt itself to changes in the playerbase's actions. As new metagame features emerge, resulting in new mech designs and drop configurations, the system will automatically incorporate these changes into its evaluations of BV, and the system will automatically balance itself.
Here we effectively create a market-based system, where a mech's BV is derived directly from its usage stats (which are already being tracked by PGI). We calculate an average number of drops which constitute a "basline usage rate", which is the number of times we would expect to see a mech to be used in game if all mechs were exactly equal. (With the current 119 variants, the baseline usage rate would constitute the total number of mechs dropped over a time period, say the past month, divided by 119) Then, mechs which are dropped more than this number have their BV increased, while mechs dropped less than this number have their BV decreased.
Thus, BV becomes a representation of how useful the overall game's population feels a particular mech variant is.
Once this BV is established, we then apply it to team composition, in such a way as to encourage usage of those "less useful" variants. For solo pilots, we impose no restrictions, as they have no way to balance their usage. For grouped teams, we impose increasingly strict restrictions based on the number of team members. A very small team of only 2 players would suffer almost no restrictions at all. However a full team of 12 players would need to balance high-utility mechs with low-utility mechs.
What this means is that this system not only provides a mechanism by which to balance the mechs used by each team in a way that cannot be achieved through simple tonnage balancing, but it also provides a means to balance the intrinsic advantages that pre-organized teams have over random solo puggers. This system will, effectively, allow less organized players to drive better mechs.
So, in summary, this thread presents a system which will achieve the following goals:
1) Increase the variety of mechs used in game
2) Balance the mechs used by each team
3) Provide a balancing mechanism that accounts for pre-organized groups of players, allowing them to be matched against groups of different sizes as well as solo pilots, while minimizing the inherent advantage that comes with player organization
4) Create a system which will dynamically adjust to changes in player behavior over time.
What this does NOT attempt to do:
1) This is not a matchmaking system. Instead, this merely provides a value for individual mech variants, which could then be incorporated INTO a matchmaking system, as one component of the matchmaking process.
Below, I will present a more detailed explanation of how such a system would actually be implemented. I will also attempt to present a justification for the belief that this system will indeed be able to provide an effective balancing value while only analyzing the drop rates of mech variants, while not needing to examine more detailed play statistics.
MORE TO COME AS I GET AROUND TO IT
Edited by Roland, 04 March 2014 - 02:31 PM.