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Matchmaking Balance By Weight Idea
Started by Krazy Kat, Apr 28 2013 06:27 PM
7 replies to this topic
#1
Posted 28 April 2013 - 06:27 PM
Matchmaking balance. My idea.
1. The matchmaker picks 16 players by Elo.
2. It assigns the heaviest mech to team A. The second heaviest to team B.
3. The third heaviest to the lighter team. The fourth heaviest to the other team.
4. The fifth heaviest to the lighter team. The sixth heaviest to the other team.
5. Repeat steps until all mechs have a team.
This would be good for two reasons.
1. The tonnage difference between teams would be very low! 30 tons max by my calculations. Usually 10 tons or less.
2. By placing mechs on teams in order of tonnage, the teams will be very balanced by class. Each team will have a close match in terms of classes.
The only problem I see with this idea is when it comes to groups. But i have faith in PGI programmers finding a solution.
Thoughts?
1. The matchmaker picks 16 players by Elo.
2. It assigns the heaviest mech to team A. The second heaviest to team B.
3. The third heaviest to the lighter team. The fourth heaviest to the other team.
4. The fifth heaviest to the lighter team. The sixth heaviest to the other team.
5. Repeat steps until all mechs have a team.
This would be good for two reasons.
1. The tonnage difference between teams would be very low! 30 tons max by my calculations. Usually 10 tons or less.
2. By placing mechs on teams in order of tonnage, the teams will be very balanced by class. Each team will have a close match in terms of classes.
The only problem I see with this idea is when it comes to groups. But i have faith in PGI programmers finding a solution.
Thoughts?
#2
Posted 28 April 2013 - 06:50 PM
Krazy Kat, on 28 April 2013 - 06:27 PM, said:
Matchmaking balance. My idea.
1. The matchmaker picks 16 players by Elo.
2. It assigns the heaviest mech to team A. The second heaviest to team B.
3. The third heaviest to the lighter team. The fourth heaviest to the other team.
4. The fifth heaviest to the lighter team. The sixth heaviest to the other team.
5. Repeat steps until all mechs have a team.
This would be good for two reasons.
1. The tonnage difference between teams would be very low! 30 tons max by my calculations. Usually 10 tons or less.
2. By placing mechs on teams in order of tonnage, the teams will be very balanced by class. Each team will have a close match in terms of classes.
The only problem I see with this idea is when it comes to groups. But i have faith in PGI programmers finding a solution.
Thoughts?
1. The matchmaker picks 16 players by Elo.
2. It assigns the heaviest mech to team A. The second heaviest to team B.
3. The third heaviest to the lighter team. The fourth heaviest to the other team.
4. The fifth heaviest to the lighter team. The sixth heaviest to the other team.
5. Repeat steps until all mechs have a team.
This would be good for two reasons.
1. The tonnage difference between teams would be very low! 30 tons max by my calculations. Usually 10 tons or less.
2. By placing mechs on teams in order of tonnage, the teams will be very balanced by class. Each team will have a close match in terms of classes.
The only problem I see with this idea is when it comes to groups. But i have faith in PGI programmers finding a solution.
Thoughts?
In the ATD #34 answers it was stated that "Currently most MWO players actually play in groups" which means the typical match would contain at least 2 groups of 4. While this isn't going to be the case every match the chances of pure lone-wolf games should be pretty low compared to getting a match with at least 1 group per team.
I think 0 tolerance weight class matching is needed due to the balance issues created by the current system allowing teams to be mismatched by both weight classes and total tonnage.
#3
Posted 28 April 2013 - 09:40 PM
Your calculations are off. The maximum difference in team weight would occur when one team has 8 Atlases and the other has 7 Atlases and 1 Commando. This difference would be 75 tons.
#5
Posted 28 April 2013 - 11:23 PM
What needs to happen is this:
The matchmaker looks all the tonnages/BV that are in the match making que. It then figures out how to combo those 'mechs and pilots into even roughly even tonnage matches - or as close as possible - by adding weight classes until both teams are matched, basically.
This shouldn't be too hard, honestly.
The matchmaker looks all the tonnages/BV that are in the match making que. It then figures out how to combo those 'mechs and pilots into even roughly even tonnage matches - or as close as possible - by adding weight classes until both teams are matched, basically.
This shouldn't be too hard, honestly.
#6
Posted 29 April 2013 - 01:36 AM
Victor Morson, on 28 April 2013 - 11:23 PM, said:
The matchmaker looks all the tonnages/BV that are in the match making que. It then figures out how to combo those 'mechs and pilots into even roughly even tonnage matches - or as close as possible - by adding weight classes until both teams are matched, basically.
Would say.
BattleValue first, if not possible tonnage.
But we need a BattleValue - but because its MWO and not TT called it - "Danger Value"
Need complete new formula because TT BV did not work - but on the long run that is the only thing possible for creating "fair" matches.
If a game shouldn't be a fair game, well then we need victory conditions.
#7
Posted 29 April 2013 - 04:11 PM
Victor Morson, on 28 April 2013 - 11:23 PM, said:
What needs to happen is this:
The matchmaker looks all the tonnages/BV that are in the match making que. It then figures out how to combo those 'mechs and pilots into even roughly even tonnage matches - or as close as possible - by adding weight classes until both teams are matched, basically.
This shouldn't be too hard, honestly.
The matchmaker looks all the tonnages/BV that are in the match making que. It then figures out how to combo those 'mechs and pilots into even roughly even tonnage matches - or as close as possible - by adding weight classes until both teams are matched, basically.
This shouldn't be too hard, honestly.
That's what my idea is. A simple algorithm to easily balance weights.
Straften, on 28 April 2013 - 09:40 PM, said:
Your calculations are off. The maximum difference in team weight would occur when one team has 8 Atlases and the other has 7 Atlases and 1 Commando. This difference would be 75 tons.
That would almost never happen. Replace one atlas with a centurion and the difference would be 25 tons.
Karl Streiger, on 29 April 2013 - 01:36 AM, said:
Would say.
BattleValue first, if not possible tonnage.
BattleValue first, if not possible tonnage.
This same idea would work with battle value. just replace "heaviest mech" with "highest BV mech."
Edited by Krazy Kat, 29 April 2013 - 04:12 PM.
#8
Posted 29 April 2013 - 05:08 PM
Krazy Kat, on 29 April 2013 - 04:11 PM, said:
That would almost never happen. Replace one atlas with a centurion and the difference would be 25 tons.
But it could happen. 30 tons max is incorrect. 75 tons is still acceptable given an 800 ton max. Just fix it, pm me, and I'll edit these out. I'm not trolling your thread, just helping you out.
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