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Match Making


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#1 armoredcore59

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Posted 01 May 2014 - 03:23 AM

Hello following problem of matchmaking and balance between the players I can be a solution.

if this was already known sugestion I want to excuse me.

My idea is to make three rows Bronze Silver and Gold.

with fives game placements precisely place players according to their skills in mechwarrior online.

every three months placement would be reset for those low-ranked "bronze" may rise in silver or gold.

this idea and improve I am aware.

Cordially.

#2 Rubidiy

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Posted 01 May 2014 - 06:32 AM

you're suggesting to divide all players into Tiers. It may work if you have a huge player base. I suspect that MWo just does not have that many players.
Thing is, that matchmaker is broken in any possible way. Majority of matches are being played either with huge tonnage difference or player skill difference. I see 6-8 competitive players in one team and just one or two in another all the time. I see tonnage difference more than 100 tons very often.
The principle PGI uses to create teams is not bad. ELO and tonnage are really two most important things to take into account while managing random teams, but both aspects just haven't been working correctly for last 7 months. And sure enough PGI's reaction to these complaints is the worst possible. They just don't want to acknowledge it.
For 7 months players experience constant matchmaking mistakes, so any change to a match making would be better than what we have atm. It's wrong. I still think that tonnage and ELO is the only right approach to balancing teams. Nontheless I'd rather see how 3/3/3/3 performs, than continue experiencing current broken matchmaker.

3/3/3/3 has a huge and obvious disadvantage, which is going to hit us over and over again. Thing is, that this game does not have efficiency rating for each chassis. Reasons are obvious. Only very few players can tell how each chassis is going to perform before it was released. If PGI starts setting ERs for each chassis, people just will not buy bad ones.
Even though I do love all the mechs in the game and admire those players who perform well in bad chassis, It won't take away the fact that 3 highlanders are going to tear apart 3 Awesomes or Battlemasters. And sad thing is, that stronger player chooses better chassis, while weak players usually choose just a mech that they like. And I cann't blame those who play their favourite mech regardless to it's effectiveness.
Another factor is what mechs are gonna be chosen by strong players. You can imagine the answer... Yes, this game does not multiply player's ELO to the efficiency of chosen mech. Matchmaker thinks that top-tier player in a Locust equals a top-tier player in Highlander, which is a terrible mistake. Thus each time when high-ELO player chooses unefficient 'mech, his team will become unbalanced. The most obvious solution for strong players in this case is to group up. This is what we see currently happening. If a strong player does not want to be confronted singlehandedly against competitive premade, he forms his own premade. This issue is not gonna change after 3/3/3/3 will have been implemented. Strong players still will be forced to choose meta mechs and group up to get themselves a chance to win. Otherwise they have to loose several times in a row to be thrown into a decent team.

Edited by Rubidiy, 01 May 2014 - 06:32 AM.


#3 armoredcore59

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Posted 01 May 2014 - 07:12 AM

thank you for your constructive response





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