Jump to content

Considering Mech Pools In Filled Match


1 reply to this topic

#1 Mazzyplz

    Member

  • PipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • 3,292 posts

Posted 22 February 2013 - 01:09 AM

small intro:
i have been playing this game for months now.

and while before i was seeing spiders go against ravens,
cicadas against centurions
dragons vs catapults and
awesomes vs atlas;

the matchmaker would sometimes put 4 atlas vs 4 awesome.
i had an idea about this (will elaborate further below) but the problem didn't seem so major
(even for awesome vs 20 tons heavier atlas)



now:
whole teams of lights are fighting whole teams of assaults!!
this is bad for many reasons, not only because of the potential of assaults to stomp on the lights in small maps, but for the lights who would win by virtue of cap in the biggest maps like alpine.


so i propose this small change to the matchmaker:
whenever it's going to pair up 8 assaults vs 8 lights, make the matchmaker shuffle around 1 light for each team and 1 assault for each team!!!!

if the teams have many different classes just use an approximation.
every player in the match should have a similar ELO right??? so it wouldn't affect that bit
and the matches would be even closer to call than they are now



TL/DR version:
during the queue for players, count how many of each class per team and balance them out!
it's not hard to do with some basic coding regarding the matchmaker.
i don't care if i have to wait 5 seconds (which would be a lot for the task at hand) longer in the "match lobby" before powering up

Edited by Mazzyplz, 22 February 2013 - 01:17 AM.


#2 Arcadian Xero

    Member

  • PipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 365 posts

Posted 22 February 2013 - 01:36 PM

View PostMazzyplz, on 22 February 2013 - 01:09 AM, said:

small intro:
i have been playing this game for months now.

and while before i was seeing spiders go against ravens,
cicadas against centurions
dragons vs catapults and
awesomes vs atlas;

the matchmaker would sometimes put 4 atlas vs 4 awesome.
i had an idea about this (will elaborate further below) but the problem didn't seem so major
(even for awesome vs 20 tons heavier atlas)



now:
whole teams of lights are fighting whole teams of assaults!!
this is bad for many reasons, not only because of the potential of assaults to stomp on the lights in small maps, but for the lights who would win by virtue of cap in the biggest maps like alpine.


so i propose this small change to the matchmaker:
whenever it's going to pair up 8 assaults vs 8 lights, make the matchmaker shuffle around 1 light for each team and 1 assault for each team!!!!

if the teams have many different classes just use an approximation.
every player in the match should have a similar ELO right??? so it wouldn't affect that bit
and the matches would be even closer to call than they are now



TL/DR version:
during the queue for players, count how many of each class per team and balance them out!
it's not hard to do with some basic coding regarding the matchmaker.
i don't care if i have to wait 5 seconds (which would be a lot for the task at hand) longer in the "match lobby" before powering up


So what you're saying is... no more groups can drop together.

This is a horrible idea. While I agree that match making is really REALLY broken, this is NOT the solution.





2 user(s) are reading this topic

0 members, 2 guests, 0 anonymous users