Edited by Fast Eddie, 22 December 2014 - 05:33 AM.
Match Making Is Pathetic.
#161
Posted 22 December 2014 - 05:32 AM
#162
Posted 22 December 2014 - 03:33 PM
I am quite well aware that I can and cannot affect an aspect of a match. Those that want to make assumptions of my character? So be it. I find humor in the comments.
My point, is that regardless of my actions, when a series of matches end with the same results? Patterns do exist. The randomness is not random. Getting the same map 5-10 times succession, random? No.
I also make no mention of being a great/poor pilot. I can hold my own though I cannot carry a team. Sync drops do happen, the match making is and can be skewed.
The evidence is there, for those that choose to see it.
#163
Posted 22 December 2014 - 10:48 PM
8100d 5p4tt3r, on 22 December 2014 - 03:33 PM, said:
Two things
23
and
RNG
RNG is by its very nature random. There's no pattern to map selection. It's all done randomly. If you think otherwise I challenge you to post your map stats.
#164
Posted 22 December 2014 - 11:48 PM
8100d 5p4tt3r, on 22 December 2014 - 03:33 PM, said:
That is evidence of randomness. Only a non-random system could be programed to avoid it, while in a random system it is bound to happen. The same is true for other streaks of similar results. A system cannot be simultaneously random and prevent streaks of repetition, it is logically impossible.
Maybe a non-random system would actually be better for map selection.
#165
Posted 23 December 2014 - 04:37 AM
8100d 5p4tt3r, on 22 December 2014 - 03:33 PM, said:
I am quite well aware that I can and cannot affect an aspect of a match. Those that want to make assumptions of my character? So be it. I find humor in the comments.
My point, is that regardless of my actions, when a series of matches end with the same results? Patterns do exist. The randomness is not random. Getting the same map 5-10 times succession, random? No.
I also make no mention of being a great/poor pilot. I can hold my own though I cannot carry a team. Sync drops do happen, the match making is and can be skewed.
The evidence is there, for those that choose to see it.
Forest Colony 30
Frozen City 26
Caustic Valley 51
River City 33
Forest Colony Snow 29
Frozen City Night 37
River City Night 30
Alpine Peaks 46
Tourmaline Desert 56
Canyon Network 56
Terra Therma 53
Crimson Strait 58
HPG Manifold 56
The Mining Collective 25
Average of 41 drops per planet +/- 16 So you could EASILY have a streak of 5-10 drops on the same planet and be statistically fine!
Sandpit, on 22 December 2014 - 10:48 PM, said:
Edited by Joseph Mallan, 23 December 2014 - 04:39 AM.
#166
Posted 26 December 2014 - 12:13 PM
Map Name..................Matches....W.....L......Ratio.....Time.......
Forest Colony..................32..............13.....19....0.68......02:36:16
Frozen City..................43..............27.....15....1.80......03:16:07
Caustic Valley..................75..............39.....30....1.30......06:20:44
River City..................38..............19.....16....1.19......03:25:02
Forest Colony Snow..................39..............16.....22....0.73......02:53:06
Frozen City Night..................48..............28.....17....1.65......03:44:56
River City Night..................29..............16.....12....1.33......02:35:33
Alpine Peaks..................50..............23.....25....0.92......05:35:24
Tourmaline Desert..................79..............31.....45....0.69......07:37:45
Canyon Network..................74..............44.....27....1.63......06:49:27
Terra Therma..................47..............22.....23....0.96......05:00:58
Crimson Strait..................72..............32.....36....0.89......06:36:27
HPG Manifold..................89..............41.....44....0.93......07:12:51
The Mining Collective..................85..............45.....36....1.25......06:49:55
Viridian Bog..................59..............30.....28....1.07......05:54:09
Edited by 8100d 5p4tt3r, 26 December 2014 - 12:30 PM.
#167
Posted 26 December 2014 - 12:53 PM
Tourmaline Desert
Canyon Network
Crimson Strait
HPG Manifold
The Mining Collective
Seeing as I have such a high drop number on 6/15 maps? Seems a little weighted in just these maps alone...
Edited by 8100d 5p4tt3r, 26 December 2014 - 12:54 PM.
#168
Posted 26 December 2014 - 01:06 PM
8100d 5p4tt3r, on 26 December 2014 - 12:53 PM, said:
Tourmaline Desert
Canyon Network
Crimson Strait
HPG Manifold
The Mining Collective
Seeing as I have such a high drop number on 6/15 maps? Seems a little weighted in just these maps alone...
Did you account for the paired maps?
Forest Colony / Forest Colony Snow
River City / River City Night
Frozen City / Frozen City Night
Each pair has the same weight balance as a single map like HPG. If you add each maps stats together with its pair, it should be close to the maps you listed.
Edited to add math:
Forest Colony pair - you have a total of 71
River City Pair - you have a total of 67
Frozen City pair - you have a total of 91
Edited by Dracol, 26 December 2014 - 01:09 PM.
#169
Posted 26 December 2014 - 01:56 PM
Considering the capped ceiling of participants (24), combat-loss attrition compounds at a staggering roughly 3 to 1 rate. As such once a team drops over 1/4th of it's combat force it's almost insurmountable to counter that compounded force strength.
No one like getting rolled and few like rolling... Just do yourself a favor and stop clinging to boogeyman conspiracies...
Statistical patterns are repeatable because... well, they repeat.
#170
Posted 27 December 2014 - 07:42 AM
The odd thing is that in World of Tanks and War Thunder one really skilled tanker can completely turn around the odds. I've done it myself where I've triumphed over 6:1 odds, sometimes in pretty crap tanks too. I once came back 9:1 in a Panther in WoT. Was absolutely ridiculous.
But that just doesn't happen here. I think it stems from those games' more realistic armor and penetration models where good angling and the right armor can bounce a lot of shells. BT/MW's ablative armor construct worked well in a simple board game but I think it, like many TT elements, fail miserably in a simulation environment.
One other thing to consider is that with the addition of CW it might be best to drop the group queue for public matches, institute a four-mech grouping limit, and just have everyone drop through a single public queue.
Keep private match grouping rules as they are.
Edited by Cavadus, 27 December 2014 - 07:43 AM.
#171
Posted 27 December 2014 - 08:12 AM
Pathetic.I must admit I ranted a bit myself but ffs,seriously if your gonna open your mouth you at least should have skill to back it up.
Being constantly put in the team with braindeads and having to carry all the time just ends up with me not putting my money into this game and puts me off playing it.
Dunno what the answer is but the matchmaking is abysmal ,it really is.
It's sucking the fun out of this game for me.Loss after loss,**** that.
Edited by Charronn, 27 December 2014 - 08:13 AM.
#172
Posted 12 April 2015 - 03:17 PM
its boring **** anyway
is there anyone whos going to sponsor boring game?
Edited by mineass, 12 April 2015 - 03:24 PM.
#173
Posted 12 April 2015 - 05:23 PM
and this not exaggerating
I engaged a lance took out one, by the time i turned around to fight the others , the entire enemy team was gone ...
that just crazy 11 mechs gone in under 4 minutes.
Edited by nitra, 12 April 2015 - 05:24 PM.
#174
Posted 12 April 2015 - 08:25 PM
...or I'm on a team that does really well. Which is usually a team where several people are talking, not just me warning of the impending flank repeatedly.
Those wins & loses have nothing to do with the match maker.
#175
Posted 12 April 2015 - 11:54 PM
Ive noticed that the Match Maker seems very wonky. I can get 7 or 8 wins a row with stunning victories, then the next 10 will be soul crushing defeats with a few close matches thrown in every once in a while.
The math says Im pretty even in my win/loss ratio, but I always wonder why is it always so severely one sided? And why is it always in streaks? Personally I dont do much different and with the exception of the occasional Rambo player running off and getting pasted right away, the people on my teams seem to be doing what is to be expected.
Im not sure whats happening, but I have noticed that when Im on a winning streak my Hit Reg is great. Im hitting solid and doing great damage. But when Im on a losing streak Im taking damage like its my job and cant seem to do hardly any damage.
So I dont know.. maybe there is a built in Hit Reg handicap nobody knows about? Or maybe Im just up way past my bed time
Edited by JaxRiot, 12 April 2015 - 11:59 PM.
#176
Posted 13 April 2015 - 05:07 AM
nitra, on 12 April 2015 - 05:23 PM, said:
and this not exaggerating
I engaged a lance took out one, by the time i turned around to fight the others , the entire enemy team was gone ...
that just crazy 11 mechs gone in under 4 minutes.
If they played stupid... it is surprising it took that long.
#177
Posted 13 April 2015 - 06:42 AM
Put away the tinfoil hats, this has nothing to do with the match maker.
#180
Posted 13 April 2015 - 07:50 AM
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