Edited by Mystic Evil, 21 May 2017 - 01:57 PM.


Game Play
#1
Posted 21 May 2017 - 01:55 PM
#2
Posted 21 May 2017 - 02:02 PM
#3
Posted 21 May 2017 - 02:33 PM
Nik Reaper, on 21 May 2017 - 02:02 PM, said:
I would disagree.
When the game is launched it already have 12 specific players. At this point you can either put all noobs one one team and all tryhards on another, OR you can actually mix them and put 6 noobs and 6 pros VS another 6 noobs and 6 pros. Its a bit more complex if there are groups, but still doable. Matchmaking time isn't affected by this an any way.
------------------------my vision on matchmaker-----------------------
like this: all players have some "combat points", like Pokemon, lol. Let's say first-time-in-mech = 1 cp., and ultimate tryhard champion = 10. The point is to mix 24 pilots in a way, so both teams have maximally equal sum of cp. If it's all pug drop - you get how it's done.
If it's pugs + groups - every group have it's own cp, that consist of each member's individual cp, multiplied by "coordination coefficient", the more people are in group - the bigger coordination and coefficient. For example, 3 men (cp=4, 6 and 7) play as group, so this group's cp value is ((4+6+7)x1.3), where 1.3 is coefficient for 3-men groups. If it's 5-men group (cp=3, 4, 6, 6 and 7), the group's cp value is ((3+4+6+6+7)x1.5, where 1.5 is 5-men group coordination coefficient. Exact coefficients value should be established experimentally, 'cause now i just estimated, but you get the idea.
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Furthermore, now matchmaking takes seconds. If implementation of better matchmaking will make it 15 seconds - nobody will care. Really, everybody would love to wait extra 10 seconds to get into fair and interesting battle.
How do you feel about this?
#4
Posted 21 May 2017 - 02:44 PM
#5
Posted 21 May 2017 - 03:19 PM
Sorry OP, but if you are not even attempting to lead and no one else is either, how will a different MM configuration matter? In pugland many pugs have not had enough time to play on actual TEAMS/units which are working together often enough. And for many who MAY have played team sports in school/etc, they had someone calling the shots, where during practice there were offensive and defensive drills.
Though part of the issue is not the MM, but how the PSR works, it is geared to move players up tiers, some faster than others. Group queue can exasperate that PSR. A player may be a good team player as long as he is provided direction/goal but he is may not be a top player, not even a dropcaller, then put him in the solo queue he may follow/shadow a teammate or two and not go solo/rambo but if that mech he is shadowing is not a very good player who moves into a bad position or fails to notice it, he is only able to use him as a meatshield.
So a team having one or two decent drop callers can have a huge impact on that drop, provided most of the team is able to halfway decently follow simple directions. But there is never a guarantee the team will have a drop caller, though others may pipe up later in the game that may or may not make a difference. Even Zigmund "setup" does not take that into consideration.
Edited by Tarl Cabot, 21 May 2017 - 03:22 PM.
#6
Posted 21 May 2017 - 03:30 PM
#7
Posted 21 May 2017 - 05:02 PM
Edited by Johnny Z, 21 May 2017 - 05:03 PM.
#8
Posted 21 May 2017 - 07:46 PM
Mystic Evil, on 21 May 2017 - 01:55 PM, said:
Law of Averages: "As invoked in everyday life, the "law" usually reflects wishful thinking or a poor understanding of statistics rather than any mathematical principle."
Quote
#9
Posted 22 May 2017 - 01:15 AM
Sometimes in FP I get a 12-man premade Vs my pug team.. and if I get the same premade 2-3 times in a row, I just wait a bit to "skip" them in the rotation..
#10
Posted 22 May 2017 - 01:22 AM
#11
Posted 22 May 2017 - 02:46 AM
Tarl Cabot, on 21 May 2017 - 03:19 PM, said:
Sorry OP, but if you are not even attempting to lead and no one else is either, how will a different MM configuration matter? In pugland many pugs have not had enough time to play on actual TEAMS/units which are working together often enough. And for many who MAY have played team sports in school/etc, they had someone calling the shots, where during practice there were offensive and defensive drills.
Though part of the issue is not the MM, but how the PSR works, it is geared to move players up tiers, some faster than others. Group queue can exasperate that PSR. A player may be a good team player as long as he is provided direction/goal but he is may not be a top player, not even a dropcaller, then put him in the solo queue he may follow/shadow a teammate or two and not go solo/rambo but if that mech he is shadowing is not a very good player who moves into a bad position or fails to notice it, he is only able to use him as a meatshield.
So a team having one or two decent drop callers can have a huge impact on that drop, provided most of the team is able to halfway decently follow simple directions. But there is never a guarantee the team will have a drop caller, though others may pipe up later in the game that may or may not make a difference. Even Zigmund "setup" does not take that into consideration.
But you cannot consider this. Everybody have VoIP, and you can't make matchmaker that will notice who use his VoIP effectively and consider this in matchmaking. So we just deal with it, and try to do other things, that we can consider.
#12
Posted 22 May 2017 - 04:58 AM
Mystic Evil, on 21 May 2017 - 01:55 PM, said:
Not to be mean, but you come here on the forums and complain about the matchmaker. And ur stats tells me ur not a benifit to ur team. Maybe you should blaim the xp bar instead, but look at what ur doing urself. Thats the easyest thing to solve
#13
Posted 22 May 2017 - 05:14 AM
Johnny Z, on 21 May 2017 - 05:02 PM, said:
You are not even 1% sure whether or not someone is hacking before claiming he does, so being not 100% sure shouldn't be an issue for you.
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