I have noticed since yesterday that the ingame matchmaker seems to be behaving strangely. I was grouped up in a 4-man yesterday, dropping into game after game where the enemy team was made up of seemingly vastly inferior (skill-wise) players; to such an extent that it seems impossible that they should be dropping against my team and I with our ELO. We ran match after match where the enemy put up almost no effective resistance at all, ending in complete victories (8 - 0, all their mechs destroyed and all ours still intact), or very close to complete victories. This is very different from my match experience for the past few weeks. Not only were we getting dropped into these completely stacked matches, but we were being dropped into them fast. The matchmaker probably spent between 1 and 5 or 5-10 seconds searching for the majority of those matches before finding them and dropping my team into game. This is also highly unusual based on my previous experiences. It makes me wonder if something was done to the matchmaking system recently that may have caused this. Whatever the case, it has certainly been behaving unusually based on my own experience.
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Unexpected Matchmaker Behavior
Started by TC Living Tired, Apr 05 2013 02:27 PM
5 replies to this topic
#1
Posted 05 April 2013 - 02:27 PM
#2
Posted 05 April 2013 - 02:59 PM
still broken, after a slight improvement I can see endless one sided matches just as before.
#3
Posted 06 April 2013 - 02:02 AM
I would suggest starting with a hard limit on the ELO rating deviation between players. If the highest ranked player in the match is 3250, the lowest ranked player would be no less than 2550. Add that to comparing the average ELOs of the teams and it should reduce this issue considerably.
Edited by Renthrak, 06 April 2013 - 02:02 AM.
#4
Posted 06 April 2013 - 03:47 AM
TC Living Tired, on 05 April 2013 - 02:27 PM, said:
I have noticed since yesterday that the ingame matchmaker seems to be behaving strangely.
The match maker is very sensitive to the time of day and week you play. For example beyond peak hours not enough people drop at the same time so the few that do will be put together.
Now this seems to coincide with the start of the promotion weekend. This means a large number of casual players with a new (average) ELO and unoptimized mechs start playing. Once two of them go down the numbers are off enough to start a landslide.
Renthrak, on 06 April 2013 - 02:02 AM, said:
I would suggest starting with a hard limit on the ELO rating deviation between players. If the highest ranked player in the match is 3250, the lowest ranked player would be no less than 2550. Add that to comparing the average ELOs of the teams and it should reduce this issue considerably.
Wouldn't work. It'd play hell with the waiting times.
Edited by Hauser, 06 April 2013 - 03:50 AM.
#5
Posted 07 April 2013 - 09:43 AM
ELO still sucks big time. Coming right from a match we had 190 ton less than the enemy.
#6
Posted 07 April 2013 - 10:05 AM
Yes, it's relly rare to have a nice "close" game. Most of the time one of the teams just gets obliderated.
As I understand it, matchmaker selects players from a pool to make two matching teams, and then, if it can't do that waits for more players and fills the empty slots as players become available. Perhaps matchmaker should compare the teams once more when they both contain 8 players and rearange players not in a premade group to get the best matching possible.
As I understand it, matchmaker selects players from a pool to make two matching teams, and then, if it can't do that waits for more players and fills the empty slots as players become available. Perhaps matchmaker should compare the teams once more when they both contain 8 players and rearange players not in a premade group to get the best matching possible.
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