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The "Blind" Room setup (allows game, match, objective variance)


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#1 ManDaisy

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Posted 09 February 2012 - 12:54 PM

A match room is created that can fill up to 12 spots. These spots are all on the same team. This room is then matched with another "Blind" room.

Benefits:

Blind rooms may make for team variance.

For example a blind room of 5/12 ready to launch may fight another blind room of 4/12 if their skill formula is the closer then X. A single match is players of room size 1/12 vs X/12 if the weight skill formula is withing range. 2 vs 3, or other combinations may occur as well.

Best Benefit:

Single play in a multiplayer environment. Factor and adjustments would be made to weight skill calc based on map objective. Recon mission could have 3 vs 5 because goal is RECON because its not boiling down to STUPID I KILL YOU DEAD HAHAHA.

Objectives would be predefined with base weight class skill ratios: with + and - tolerance

Ratios would scale with the addition of player in blind rooms matching corresponding match room. "Garrison" mission being the most common mission matched up against.

Example of formula:


Pilot Skill = Some combination of Mission success/ Kill death ratio / Objectives Complete
+
Tonnage = Weight modifier * pilot Skill
---------------------------------------------
Total for Pilot and Mechweights
-----------------------------------------
+
mechs = modifier per additonal mech number * pilot skill
------------------------------------------
Total
-----------------------------------------
+ mission modifier * total

===========================
Total Pilot skill + or - % tolerance

Edited by ManDaisy, 09 February 2012 - 08:00 PM.


#2 Kenyon Burguess

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Posted 09 February 2012 - 01:08 PM

View PostAegis Kleais™, on 09 February 2012 - 01:00 PM, said:

Because I've yet to even fathom the client/server/combat model MWO is using, it's hard for me to formulate an opinion on this.

All we're assured of is that there will be what I've been calling "Ranked" play (play that affects game-world planetary ownership) But there's a MYRIAD of questions beyond that point as to whether once a battle is in motion if no other players can join if someone disconnects or if there will be hot dropping, etc.

that pretty much sums it up.
theres nothing worse than waiting for random people to join so you can play. i'm hoping for a great system in MWO to counter this

#3 MilitantMonk

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Posted 09 February 2012 - 01:22 PM

I'd love to see House / Merc / Public rooms where the players can discuss and actually team up from there. I'd like to be able to talk with the Benjamin Regulars and the Legion of Vega then decide to raid a world. Click the world to fight over, click on a couple of fellow Mechwarriors to invite them to this mission and start the queue.

#4 ManDaisy

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Posted 09 February 2012 - 01:25 PM

In that case raid should match you up with a garrison of + or - weight ratio without you having to wait for full room capacity.

#5 ManDaisy

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Posted 09 February 2012 - 03:12 PM

? there is no limit. Your just matched up with some other blind room randomly similar to your weight. 12 mechs (assume they are all jenners)
12 * 35 = 420 tons total.
Mech # modifier = 12 * .1 * 420 = 504 tons
tolerance modifier = 504 * 1.1 = 554.4 tons or 504 * .90 = 453 tons
so your 420 12 light mechs could be matched with 5 assault mechs, upwards bounds 554 tons , lower bounds 453 tons.

your opponent could range tonnage anywhere from 453 to 554, doesnt matter how many mechs they a have, as long as they are in that tonnage range. They could be a combination of anything as long as they fit within weight tolerance.

100 ton + 100 tons + 50 tons + 50 tons + 35 tons+ 35 tons+ +75 tons + 20 tons = 465 tons. 12 jenners vs 8 random mechs is another example. My modifers may need tweaking tho but hopefully you get the idea.

Edited by ManDaisy, 09 February 2012 - 03:27 PM.


#6 Outlaw2

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Posted 09 February 2012 - 04:01 PM

From the press release, there will be Conquest and "VS" modes. VS mode Im assuming is a simple team deathmatch mode.
When you que up for a match, you will probably just be able to choose one of those two. I'll take a stab that the pre-game lobby will resemble LoL's lobby alot. And MWO will also deal with disconnects the same way as LoL...which is a player thats disconnecting is automatically placed in the game when they come back, and can not join another match until the game is over (or they die)
I agree, you will need to take into account for more than just tonnage, otherwise players will just take best in ton. We really need something that resembles the BV system which takes into account more than just how much the mech weighs, but also weapons and components of the mech.

Edited by =Outlaw=, 09 February 2012 - 04:13 PM.


#7 ManDaisy

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Posted 09 February 2012 - 04:15 PM

Perhaps Instead of BV we could put everything in terms of pilot skill:

Pilot Skill = Some combination of Mission success/ Kill death ratio / Objectives Complete
+
Tonnage = Weight modifier * pilot Skill
---------------------------------------------
Total for Pilot and Mechweights
-----------------------------------------
+
# mechs = modifier per additonal mech number * pilot skill
------------------------------------------
Total
-----------------------------------------
+ mission modifier * total

===========================
Total Pilot skill + or - % tolerance

#8 ManDaisy

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Posted 09 February 2012 - 04:16 PM

This would throw some game in for the very very elite and keep the newbies fighting newbies. Hell if your really bad you might have a negative pilot skill rating :o but that could be abused.

Edited by ManDaisy, 09 February 2012 - 04:17 PM.


#9 whiskey tango foxtrot

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Posted 09 February 2012 - 04:45 PM

Do you know the chaos theary..................(bad spelling )

#10 ManDaisy

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Posted 09 February 2012 - 04:56 PM

hmmm hes saying rounding error will always lead to uneven matchup. I say that throws in some spice.

#11 Outlaw2

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Posted 09 February 2012 - 08:03 PM

View PostAegis Kleais™, on 09 February 2012 - 04:14 PM, said:

But wouldn't a BV system have the same draw backs?

I understand what we're trying to do here. In essence, we want to match people on the combined overall value of what they are bringing in to the battlefield. But I think there are just too many variables at play (pilot skill, mech chassis, weight class, teamwork, roles, class specializations, perks, etc.) for us to ever really balance things.

Yeah, nobody likes joining a server and finding out your team is getting decimated by a coordinated enemy, but that's just one of the facts of life when pubbing. You're usually only more apt to see a balanced and closer fight when organized competitions are played between 2 groups of talented players. And even THEN you can have 1 team just be so much better than another.

...I can't see any feasible way we could balance teams. My auxillary concern would be to ensure that I can play on the side of friends, merc corp players, etc.

I mean, depending on what world your fighting on, didn't they say only certain player archetypes can join (lone vs merc vs house) So if a game is House only, it's easy for the game to say "Those from House X on this side, those from House Y on this side"

But when you allow multiple archetypes on a side, you need to be able to help better ensure that friends of one another can get to the same side. Sometimes I feel I don't do enough matchmaking play to have even familiarized myself with the whole process. :D

Well yea, there is never going to be a perfect system. Ther is never going to be a perfectly balance pub match. But you do the best you can.

This might be a shot at the dark, but what we will probably have is a system that calculates your mechs overall quality (calling it BV for now..and WoT does something similar.) and also calcualtes the players relative skill levels with a Elo rating system simiar to LoL. It will also most likely take into consideratation modules so that there is a good balance of scouts/commander/assault/defense. Won't ever be perfect of course

Edited by =Outlaw=, 09 February 2012 - 08:04 PM.


#12 Aegis Kleais

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Posted 09 February 2012 - 08:30 PM

View Post=Outlaw=, on 09 February 2012 - 08:03 PM, said:

Well yea, there is never going to be a perfect system. Ther is never going to be a perfectly balance pub match. But you do the best you can.

This might be a shot at the dark, but what we will probably have is a system that calculates your mechs overall quality (calling it BV for now..and WoT does something similar.) and also calcualtes the players relative skill levels with a Elo rating system simiar to LoL. It will also most likely take into consideratation modules so that there is a good balance of scouts/commander/assault/defense. Won't ever be perfect of course

True enough. As long as we have people like Paul designing the balance system, we're going to run into these kinds of problems.





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