

Pugs, Matchmaking, Battle Values, Third Person Views - A Solution!
#1
Posted 01 January 2013 - 07:29 PM
The tabletop game solved mech (and mech group) imbalances by way of a Battle Value system; that gave each piece of equipment a certain value and weighting recognizing the disparity in item and equipment value.
Also typically, PUGs (more typically also newer players) meet up against some premade group and get stomped.
The solution to our game imbalance problems then... is to have a new Battle Value system devised for MWO. This will be especially pertinent with the release of the Clans.
Ok - here's what should be done.
1. Take the Battle Values from TT rules as a starting point - then modify the equipment Battle Value according to the gameplay testing data that has been collected (after all, the equipment performs very differently in game compared to TT)
2. Then weigh the value of other factors such as heat balance, ammo load and convergence, alphastrike, etc. The trick is to include factors that would affect the in game power of a mech, that would be difficult and tedious to calculate by hand for a TT situation.
You could use this system to up the Battle Value of boating weapons.
(for example) e.g. SRM6 = 50 BV N x SRM6 = 50 x N^1.N... so 1 SRM6 is 50, 6 SRM 6 is 50*6^1.6 = 879.
Additionally, some equipment when paired with other equipment (e.g. ECM with Streaks) would have their own multiplier attached.
3. Take the Elo Player Ranking system and assign a BV multiplier to the Elo values.
4. Multiply the mech BV with the player Elo multiplier to determine the BV of the player.
5. Have a BV multiplier for group sizes as well. The larger the group, the larger the multiplier. Perhaps in future, even go so far as to track player associations - so as to make the groups that work together regularly and do so extremely well, the highest weightings.
So the result would be to recognize that mechs and players and player groups aren't equal, but multiple mechs can be put together to be roughly on par with each other.
Players with less experience and skill are able to take superior mechs, or at the very least are able to be placed in a group where there are superior players in groups to counterbalance the current imbalance.
Matches will actually be 'fair' (at least as far as an aribtrarily weighted number system can manage), while providing variety and options for players.
As for Third Person view: Make it available to non-grouped players only. The assumption is that if you're not playing in a group, you're likely a newer player that needs some help with understanding the mechanics of the game, and that your ability to observe third person somewhat counteracts the lack of communication with your team.
#2
Posted 01 January 2013 - 11:05 PM

#3
Posted 01 January 2013 - 11:15 PM
JP Josh, on 01 January 2013 - 11:05 PM, said:

Or, 3rd person until their cadet bonuses run out, once cadet time runs out they are stuffed into first person and told to suck it up cause they are in the big boys league now!
#4
Posted 01 January 2013 - 11:17 PM
Felix, on 01 January 2013 - 11:15 PM, said:
Or, 3rd person until their cadet bonuses run out, once cadet time runs out they are stuffed into first person and told to suck it up cause they are in the big boys league now!
this one can be abused whats to stop players makin new acounts for competitive play?
#5
Posted 01 January 2013 - 11:17 PM
#6
Posted 01 January 2013 - 11:43 PM
#7
Posted 02 January 2013 - 12:39 AM
JP Josh, on 01 January 2013 - 11:17 PM, said:
well, by the time they can afford top notch gear, and have the elite level unlocks ect they will be out of training mode.
Especially if some of the competitive stuff is like dropship mode where you get 4 mechs, only 1 will be good.
or for competitions they could disallow people still cadet ranked
#8
Posted 02 January 2013 - 12:46 AM
#9
Posted 02 January 2013 - 01:03 AM
Taizan, on 02 January 2013 - 12:46 AM, said:
The beauty is that the BV and ELO systems are complimentary.
From the match making perspective, you have a bunch of BV*ELO values from the current pool of players looking for games. Take BV values, add them together, matchup teams with the best BV matches, within 10-20% of each other.
Worse comes to worse, have a counter for the number of times players have failed to find a match. The more times they fail to find a match, the more leeway there is to them been included in a game.
#10
Posted 02 January 2013 - 01:09 AM
Zaptruder, on 02 January 2013 - 01:03 AM, said:
So for a group of 8 players would it be average ELO * average BV? You might get some pretty wacky ranges for teams, which would be sort of counter productive to the ELO system imo.
#11
Posted 02 January 2013 - 01:59 AM
Taizan, on 02 January 2013 - 01:09 AM, said:
Yeah you would get a large diversity of BV values for groups. But the trick is you get to add a variety of other groups and players together for a matchup.
But like I said before, worst comes to worst - the high skill, well geared 8 player group will just have to wait in queue for longer until they get into a game (because the matchmaking system becomes more relaxed for them the more times they fail to find a match).
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users