AnAnachronismAlive, on 19 December 2020 - 04:41 AM, said:
Since some kind of matchmaker (re)work seems to be on the table anyhow and officials got pointed towards this thread yesterday, mebbe someone can place some sort of a comprehensible and goal-oriented abstract into the applicable Command Chair Thread =>
Modes
Pretty, pretty please: no salt, no bad blood, no accusations (not even subliminal ones, ye smarties!) - but a goal-orientied explanation why what we have now does not work and what else might work out better.
two points here. first of all, i have brought up the issues with soup and the matchmaker roughly a dozen times on every type of forum that has been had so far. i brought it up during the initial meeting with PGI, through highly respected community members, through NGNG, through my formal feedback, and now here. so far, every time i bring up how bad soup experience often is, the response has been either of two:
1) "soup is a good solution to the low population issue, and it could potentially be revisited once there is no longer a low population issue".
2) "the experience of certain players who play at certain times does not corroborate what you are saying, so your experiences must be an outlier."
to me, both of the above are non-answers, because in case 1 the population is very unlikely to recover when the biggest aspect of playing a game (i.e. how enjoyable the experience is), is the very thing being eroded. and in case 2 the experiences of certain people who play at certain better times is not a proof point that the current system is good at all. it just means the current solution can work as long as all the game is operating in a best-case scenario. the soup solution occasionally working as intended does not mean it is working sufficiently well.
finally - i think my feedback is fairly clear here, and has been suggested by quite a few others as well. secondary lobby balancing. nothing further is needed to correct the issue i am highlighting, and in fact secondary lobby balancing actually helps many concurrent aspects of feedback re: group play distorting PSR, game balance, tonnage balance, etc.
by this i mean, if we are assuming that any proposed solution must:
- allow for both groups and solos to play in the same 24 man match
- balance pilot skill as much as possible across both teams
- balance 3-4 mans on both ends of the PSR bell curve simultaneously
- account for tonnage
- account for wait times
- not require another pass at PSR calculations
- not require another population PSR reset
- not require any additional labor intensive recoding of matchmaker functionality
then essentially the constraints of the problem dictate a solution that must be able to balance the actual 24 players and mechs selected, as opposed to attempting to pick the most balanced 24 players and mechs out of the overall population. i think the former is what would produce the better gameplay experience anyway.
assuming that the matchmaker picks 24 players in the same fashion it picks them today, then makes decisions about how to allocate those players/mechs to team 1 and team 2 according to their PSR and their chosen mech, regardless of whether they are a group player or a solo player then we should see the following benefits:
- players who have been "carried" to high WLR/KDA/PSR through group play will be normalized
- solo players who have been at a disadvantage should see their gameplay experience improve dramatically.
- groups will get split at low population times but should still be able to play together when population allows.
- players who lose in a stomp will know that the loss was due to poor play as opposed to poor matchmaking.
- secondary lobby balance can be done w/in the 75 seconds currently held for map vote and connection time
Edited by morosis, 20 December 2020 - 07:51 AM.