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The Optimization Of A Matchmaker For Comfortable Gaming In Fp-Mode

Gameplay Mode Balance

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#1 Manei Domini Krigg

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Posted 05 August 2016 - 12:03 PM

A suggestion on FACTION PLAY.

The optimization of a matchmaker for comfortable gaming in FP-mode to improve its popularity and to increase the number of players.

The features of this suggestion:
1 – shortening of time waiting for the fight in the FP-mode to the level In the TOKKYYD-event with the saving of the now existing for attacking planets;
2 – improving of game comfort for new and weak players with the help of working change of scouting bonus spread.
3 – absence of need to create a big amount of new content connected with this suggestion. Almost everything exists in the game.
4 – this suggestion is up to date and can be realized easily.

PART 1: matchmaker settings in the FACTION PLAY mode.
The point of the setting is to create three queues for the players:
CLANS vs IS,
IS vs IS,
CLANS vs CLANS.
More than that, we save the range of planets, but connect each planet to one of the queues.

HOW DOES IT WORK?
LIAO premade attacks DAVION planet 'Alfa' and gets into the queue IS vs IS
Steiner premade attacks MARIK planet 'Beta' and gets into the queue IS vs IS
The matchmakes creates a fight LIAO vs Steiner.

In case of LIAO victory the planet 'Alfa' (Davion planet) is captured, in case of Steiner victory – 'Beta' planet (Marik planet) is captured.

The sectors of planets are captured in turn: the attack of a sector, the keeping of the sector. A victory in a sector means the capture of it, a defeat means no captured sectors, a victory in keeping a sector means saving of the captured sectors, a defeat in keeping a sector means losing of the captured sector. Modes and maps are accidental.

Available planets: to start a fight one must choose any planet available for attack or defense from the list of the available for that where there is at least one captured sector.
Limitation: the players of one fraction cannot fight with each other.
The advantages of the system:
1 – a fast loofing for a fight
2 – a wide range of available enemies
3 – saving of rather wide choice of planets available for fighting
4 – a very little chance of ghost drops even while attacking a planet where there are no defenders
5 – an opportunity to attack a planet alone or in an incomplete team
6 – a decrease of the unit size importance – because for any number of premades gathered by a large unit there will be enemies and the percentage of victories is more important (high skill) than the number of players
7 – there is no division in attacking (as a rule, units and strong players) and defenders - all players will wait in the same queue

Disadvantages:
1 – defenders and attacking players will wait in the same queue and can NOT ever meet among a lot of players in the queue.

PART 2: balance setting in the FP-mode.
As one can see, there are more and more players who are strongly against the scouting mode. The point of the problem is that in 90% those who are winning during the attack/defense are leading in the scouting mode. As a result, the stronger side becomes even more stronger. It leads to growing disbalance of teams, strong teams become stronger, weak teams become weaker. It decreases the FP-mode popularity.
My suggestion is to use scouting bonus (mech info, satellite, Long Tom) for balancing different in their power teams. The scouting mode itself is not necessary, but its bonus can improve the gameplay of different teams.
HOW TO COMPARE TEAM POWER?
We have leaderboards of FP-mode players. Due to them one can create a formula which takes into account all parameters and counts out one figure which means the player rating.

When a matchmaker gathered teams for a fight, he sums up players’ rating of each team and compares the results. The rating of the players in teams is additionally multiplied by a factor from 1.1 to 1.15 according to the size of the premade.

The matchmaker divides the bigger sum to a smaller sum and gives the weaker team additional bonus from scouting:
If the team A rating is larger than team B rating for more than 1.1, the team B gets mech info
If the team A rating is larger than team B rating for more than 1.3, the team B gets mech info, satellite
If the team A rating is larger than team B rating for more than 1.5, the team B gets mech info, satellite, Long Tom

So, we will make the game in a weaker team more comfortable and not so insulting. It will help new players to avoid fear of FP-mode because of crushing defeats in the first fights.

Strong teams will have to play more attentively against Long Tom and not press the enemies with the help of the number of players and complete superiority.

After all, if you play for a weak team, you get support, if you play in a stronger team, you will face additional difficulties for the fight not to be too easy and boring.

CONCLUSION.
If the suggested changes take place, the sense of FP-mode will be saved, but the waiting will be shorter, the enemies will become more different and it will stop frightening the players who want to have 1-2 games. The balance will be better and the game will become more player-friendly both for newcomers and experienced players who don’t play for strong units. There are no difficulties in entering large content – almost everything already exists in the game, but the matchmaker work should be changed only.

Edited by Manei Domini Krigg, 05 August 2016 - 08:02 PM.


#2 Freeman 52

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Posted 05 August 2016 - 12:12 PM

Bump.

Man, the forum is actually full of good ideas to improve FP. At what point do the developers catch up with players...

#3 nehebkau

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Posted 05 August 2016 - 12:23 PM

View PostFreeman 52, on 05 August 2016 - 12:12 PM, said:

Bump.

Man, the forum is actually full of good ideas to improve FP. At what point do the developers catch up with players...


Never. Honestly, I think they believe if they use an idea from the forums then, somehow, they will become liable for compensating that person for their idea -- that is the only explanation I can come up with for how often they have ignored the truely fantastic ideas that have come out of some of our community.

#4 AnTi90d

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Posted 05 August 2016 - 04:48 PM

View Postnehebkau, on 05 August 2016 - 12:23 PM, said:

Never. Honestly, I think they believe if they use an idea from the forums then, somehow, they will become liable for compensating that person for their idea -- that is the only explanation I can come up with for how often they have ignored the truely fantastic ideas that have come out of some of our community.


I'd rather lay money that someone at the top has their cranial member shoved far up their rektal orafice and thinks that all of their ideas are golden.

Edited by AnTi90d, 05 August 2016 - 04:48 PM.


#5 Tarl Cabot

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Posted 05 August 2016 - 04:49 PM

View PostFreeman 52, on 05 August 2016 - 12:12 PM, said:

Bump.

Man, the forum is actually full of good ideas to improve FP. At what point do the developers catch up with players...

Or, more to the point, it is likely only one person is really crafting FP, and PGI as a whole is likely in "maintenance mode" except for mech packs, while waiting to see how things go before their contract for this IP comes up in 2018. What goals do they need to hit? /shrugs

http://mwomercs.com/...e-inner-sphere/

Quote

As to commitment to the brand I have some news to share with the community that honestly we hadn’t decided yet on how or when we were going to announce it, so let me share it with you here now. On Nov 8th 2013 PGI and Microsoft finalized negotiations on an extension to PGI’s MechWarrior license. Whereas before our license ran out mid 2015 we are now ensured rights until mid-2018 and also if certain criteria is met will have until mid-2020 to continue to develop MechWarrior products including MWO.

Needless to say this was something I had been working on for a very long time, Microsoft is very happy about how the MechWarrior brand is being re-invigorated with the new art work and gameplay advances. This extended license deal gives PGI many of the assurances we were looking for to justify continuing to spend large amounts of development funds on the game, we know we now have the runway to make the investment logical.

Edited by Tarl Cabot, 05 August 2016 - 04:51 PM.


#6 DaFrog

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Posted 07 August 2016 - 12:30 PM

@
[color=#B27204]Manei Domini Krigg[/color]


I wanna like your suggestion, but I'll be damned if I get all the nuances of it.

#7 Manei Domini Krigg

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Posted 07 August 2016 - 08:13 PM

View PostDaFrog, on 07 August 2016 - 12:30 PM, said:

@
[color=#B27204]Manei Domini Krigg[/color]


I wanna like your suggestion, but I'll be damned if I get all the nuances of it.

What do you mean?





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