Matchmaking Feedback
#41
Posted 19 April 2013 - 12:09 AM
The Elo matching is still horribly broken. While matches may be fairing better tonnage wise, there is still a huge discrepancy between skill levels on the teams. Good players should not be getting matched idiots running LRM stalkers who can't figure out how to lock on, nor should we be grouped up with people who shoot the ground more than their opponents. This averaging system is complete bunk. Hawken, of all things, has a much better player skill system that keeps things fun and competitive. The only reason I can think of to average things out like this is because there aren't enough players to run a proper Elo matchmaker.
#42
Posted 19 April 2013 - 09:15 AM
#43
Posted 19 April 2013 - 09:18 AM
#44
Posted 19 April 2013 - 01:09 PM
#45
Posted 19 April 2013 - 05:40 PM
Phoebe, on 19 April 2013 - 01:09 PM, said:
This is exactly why the Elo scores needed to be recomputed ... my experience has been exactly the opposite.
I've played about 1000 matches since Elo seeding started, and my W/L ratio was about 1:1 ... since Elo was introduced, that number had been going steadily down ... now it appears to be trending back up.
It appears that the recalculation of Elo brought your scores way up, and my scores way down ...
#46
Posted 21 April 2013 - 01:27 PM
Here is what I found over the last 30 matches:
Overall W/L: 15/15
Kills per side:
8/0 or 0/1: 1
8/1 or 1/8: 2
8/2 or 2/8: 6
8/3 or 3/8: 6
8/4 or 4/8: 3
8/5 or 5/8: 3
8/6 or 6/8: 2
8/7 or 7/8: 0
Other: (i.e. kills per side when some mechs were left alive or teams were not full)
7/7: 1
7/5: 1
6/6: 1 (this cap fight was actually a really good match)
4/3: 1 (boo, cap swap)
1/0: 1 (boo, cap swap)
0/0: 1 (boo, cap swap)
?/?: 1 crashed out
- hard to judge skill vs skill in the 4 cap matches
- Subjectively I felt like I was on the receiving end of a stomp 6 times and on the winning side of a stomp 3 times.
- Worst losing streak was 6 in a row.
- Best winning streak was 5 in a row.
- 6 matches did not have equal numbers either due to a DC or starting down 1.
So to sum up, based on my numbers the system seems to be working very well overall for me, but it can still a little rocky at times. Definitely a step in the right direction with this patch though.
Edited by Hekalite, 21 April 2013 - 01:28 PM.
#47
Posted 21 April 2013 - 04:15 PM
Their reason for not introducing the weight matchmaking component was for the outlier players (which shouldn't the system be widening it search enough to find other players) and 8man's. I don't understand why they would care about 8man's, before elo when all we had was weight class matchmaking the 8man queue was exempt from it. I can't see why they still can't decouple the weight matchmaking for the 8man queue, hell some people still haven't noticed that the 8man queue is affected by elo also.
All disappointing really since they really haven't given any real notice that we're not going ahead with it. The throw in this gimmick tourney which no doubt is being abused, and really all you're doing is inflating all the assault mech elo's which really turns this into assault online (which it has been for a week now).
#49
Posted 22 April 2013 - 03:52 AM
I realise the system isn't completly implemented yet, but iÄll jsut type my thoughts as they are.
The first thing that came to my attention was, that i had to play Conquest on Alpine with 4 Lights on the enemy team and 2 on my team. It resulted in a loss by cap, as you can imagine.
The next few matches, nothing really stood out to me, but after a while i realised, that i see way more close matches and for a long time i even got an epic 1on1 in the end. Might be coincidence, btu for now id say this is definatly on the right way
#50
Posted 23 April 2013 - 05:22 AM
matchmaking does not work
Edited by ArtemisEntreriCRO, 23 April 2013 - 05:27 AM.
#51
Posted 23 April 2013 - 07:28 AM
As has already been said it only takes a couple of mechs on one side to wander off on their own and get taken out quickly for the game to dramatically turn (I am sure you have all seen those games with the Atlas doing 4 damage before being taken out). Just the simple act of one team sticking together and the other team splitting up is enough to decide the game with equal piloting and shooting skills.
Another thing to look at is how damaged are the mechs that survive? Failing to secure a kill can end up being the downfall of your team. An example from one of my games yesterday. I was in a stalker on Tourmaline. We lost 2 mechs pretty quickly. I ended up at the front taking a lot of enemy fire. Lost my left torso and went to yellow internals on the CT. The enemy stalker I was engaging got killed at that point and his team took cover and did not follow up and take me out. I was able to pull back and stay behind our atlas. We won 8-3 and I had 4 kills and 2 assists. If the enemy team had only finished me off the game would have been very different. This is not uncommon in my games. Even though the scoreline may not be close the actual game was and the survivors are very badly damaged and the game could easily have gone either way. Maybe if people targeted the enemy more often they could see how badly damaged some of them are and finish them off.
While I don't know my ELO I would put myself in the average category maybe just a little above halfway.
#52
Posted 23 April 2013 - 03:11 PM
Have had 1 8-0 stomp fest and 1 0-8 soul crushing defeat. (also a few 6-2 stomps)
Not enough games played yet for this info to be anything other than anecdotal, but I'm keeping my eye on it.
#53
Posted 24 April 2013 - 03:20 AM
In matches where the Assaults and Heavies were close (regardless of type), the win generally went to the team with more Gauss/PPC/ERPPC boats but that is a separate balance issue not related to matchmaker. These matches tended to be closer, 8-3 or 8-5 in most cases.
I ran a few conquest games and the team with more lights regardless of type seemed to win. The game sample was very small for conquest compared to assault mode.
#54
Posted 24 April 2013 - 06:18 PM
Here is a really bad example (from a rapidly filling folder of examples):
630 tons vs 425 if I calculated correctly...
#55
Posted 24 April 2013 - 06:39 PM
Jonathan Paine, on 24 April 2013 - 06:18 PM, said:
Here is a really bad example (from a rapidly filling folder of examples):
630 tons vs 425 if I calculated correctly...
This is an unexpected result as I noticed the game type was conquest and the lighter team should have an advantage as long as you guys can split up the enemy team to get some kills and go for the resource gathering win.
Of course with that many assaults if they fire enough PPCs at you eventually they will get lucky and hit but that's a different balance issue.
#56
Posted 24 April 2013 - 06:56 PM
Zylo, on 24 April 2013 - 06:39 PM, said:
Of course with that many assaults if they fire enough PPCs at you eventually they will get lucky and hit but that's a different balance issue.
Caustic Valley. Seize volcano, dominate map with long range weapons.
Oh well. Got to celebrate the 20th client crash of the day.
#57
Posted 25 April 2013 - 02:42 PM
Edited by Liquid Leopard, 25 April 2013 - 03:13 PM.
#58
Posted 25 April 2013 - 03:47 PM
#59
Posted 26 April 2013 - 01:03 PM
#60
Posted 26 April 2013 - 01:45 PM
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