Edited by Knight Captain Morgan, 01 November 2020 - 02:10 PM.
Matchmaker Taking Time To Create Stomps
#1
Posted 01 November 2020 - 01:56 PM
#2
Posted 01 November 2020 - 06:05 PM
Knight Captain Morgan, on 01 November 2020 - 01:56 PM, said:
Sorry but I do not see how your pic supports your post. a 12 to 8 victory is not what I would call a stomp. Especially when both sides had a premade group.
#3
Posted 01 November 2020 - 06:27 PM
#4
Posted 01 November 2020 - 06:40 PM
Darian DelFord, on 01 November 2020 - 06:05 PM, said:
I think the issue OP has is that it was a seeming 4 man group vs 3 man group.
#5
Posted 02 November 2020 - 12:57 AM
It's not something you can fix, it is what it is.
#6
Posted 02 November 2020 - 06:47 AM
drunkblackstar, on 02 November 2020 - 12:57 AM, said:
It's not something you can fix, it is what it is.
They tried to help the matchmaker with the PSR reset, but also kinda jacked it up with the addition of groups and putting cadets in Tier 3. Im with you though sometimes you just got to chalk it up in the "well this just an ***-whooping I gotta take" category. The matchmaker as far as I can tell is functioning basically the same now as it ever did, but it just has to factor groups into it now. Youre gonna get stomped, youre gonna stomp, youre gonna have close matches, youre gonna have nail-biters, etc, etc. You see all the "oh look at the stomps threads" but where are the "look how close this match was, good job MM" threads? Its always easy to complain about how its performing, but Ive been involved in enough good matches to know it does its job well...sometimes...
#7
Posted 02 November 2020 - 06:53 AM
Black Caiman, on 02 November 2020 - 06:47 AM, said:
They tried to help the matchmaker with the PSR reset, but also kinda jacked it up with the addition of groups and putting cadets in Tier 3. Im with you though sometimes you just got to chalk it up in the "well this just an ***-whooping I gotta take" category. The matchmaker as far as I can tell is functioning basically the same now as it ever did, but it just has to factor groups into it now. Youre gonna get stomped, youre gonna stomp, youre gonna have close matches, youre gonna have nail-biters, etc, etc. You see all the "oh look at the stomps threads" but where are the "look how close this match was, good job MM" threads? Its always easy to complain about how its performing, but Ive been involved in enough good matches to know it does its job well...sometimes...
Yeah they changed a dazzingly large number of parameters at once but the reset was a notable improvement regardless. A few iterations of adjusting parameters such as increasing the significance of tonnage in calculations would go a long way now there is a good starting point to work with.
The cadet thing is tricky. We, the playerbase, made A LOT of noise about needing a zero-sum system when the changes were presented, and for the system to be zero-sum, new players have to all start at the middle or the system will be skewed. However, I do not know if this skew would be a large problem or just a minor one.
One way to make things easier for cadets would be to tighten tier groupings so that matches can be made with players within +-1 tiers instead of the current +-2. This way cadets would never encounter tier 1 players.
#8
Posted 02 November 2020 - 07:40 AM
maybe if you nerfed the rewards for damage and kills and buff the rewards for victory people would be more willing to fight and die together. make the victory condition a hard multiplier on all other scores, 0.5 for a loss, 1 for a tie 1.5 for a win.
the only real downside for this is you might see more objective rushes, specifically on assault and incursion. objective rushes are subdued in conquest given the number and distribution of cap points and irrelevant in domination because there is only one objective that everyone has to rush for. easily fixed by removing assault. a few minor tweaks to incursion could be used to reduce rushes. like have an audible warning when walls are destroyed and put more turrets (perhaps ac10/20 and srm) at the gates, or simply up the objective hit points.
#9
Posted 02 November 2020 - 07:43 AM
Edited by Nightbird, 02 November 2020 - 07:52 AM.
#10
Posted 02 November 2020 - 11:24 AM
Black Caiman, on 02 November 2020 - 06:47 AM, said:
#11
Posted 02 November 2020 - 03:22 PM
Beyond that, you've got the Matchmaker that can't deal with such a low population. It opens up it's valves to the point that the whole tier thing becomes purposeless. Not much any of us can do about that. Or the group thing. Just have to learn to adapt and find a way to make it work. Pretty much like always.
#12
Posted 02 November 2020 - 05:09 PM
Is there any way to verify specifically that a stomp is caused by premades? Like, if that premade team has most of the kills, then its a strong argument. But that doesn't mean they did well specifically because they were a premade. I see plenty of premades that don't really work together at all.
Its complicated by the fact that top players tend to play regularly, and so tend to end up in groups. That doesn't mean its the group coordination that is causing their power. Its too easy to see a bunch of the same unit tag and just assume that's why one side lost.
#13
Posted 02 November 2020 - 07:36 PM
Black Caiman, on 02 November 2020 - 06:47 AM, said:
They tried to help the matchmaker with the PSR reset, but also kinda jacked it up with the addition of groups and putting cadets in Tier 3. Im with you though sometimes you just got to chalk it up in the "well this just an ***-whooping I gotta take" category. The matchmaker as far as I can tell is functioning basically the same now as it ever did, but it just has to factor groups into it now. Youre gonna get stomped, youre gonna stomp, youre gonna have close matches, youre gonna have nail-biters, etc, etc. You see all the "oh look at the stomps threads" but where are the "look how close this match was, good job MM" threads? Its always easy to complain about how its performing, but Ive been involved in enough good matches to know it does its job well...sometimes...
Don't think that inclusion of groups makes any difference now (there were some highly competitive groups before, but they gone).
Most of the groups I see now are as incompetent as the rest of the sole players and don't affect the outcome of the match. I would prefer to have one skilled player in my team than 4 men team of average players.
The mystery is why - as my experience tells - one team always tends to have very serious advantage over the second one. It seems like the places in one of the team intentionally filled with below average players, and if you have 4 of those in your team against the more or less professional opponents is basically the death sentence.
#14
Posted 02 November 2020 - 07:49 PM
Nightbird, on 02 November 2020 - 07:43 AM, said:
This is part of the problem too, the PSR is more indicative of skill then it was prior to the reset, but it still doesnt do a great job. Match score is not a true indicator of skill when used in isolation (though it can help in that measurement in conjunction with other criteria), so the fact that the current PSR is based solely on MS is not ideal. Another problem is people were basically unwilling to wait for matchmaker to try and make a better match, so PGI made matchmaker work faster, but in doing so it had to open up to lower tiers therefore likely causing lower match quality.
#15
Posted 02 November 2020 - 08:20 PM
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