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[Matchmaking] Match Players By Average Damage Per Ton


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#1 Nonsense

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Posted 27 January 2013 - 07:10 PM

People discuss "pug vs premade" a lot. There are tons of complaint threads about the subject. I think these discussions miss the real point. Most of the time, players on the losing team simply don't do an acceptable amount of damage. The vast majority of the losses I experience, I do 200-400 damage and the rest of the team does 0-100, usually more like 0-50. Many of the wins, I do 600-1000 damage with direct fire weapons.

I think a good matchmaking system would take this into account. You could simply factor in a player's average damage done per ton they take into the field. So, as a simple example, if a player wants to play an Atlas and they average 100 damage per game, they'd have an Atlas pug rating of 1.0.

Of course, this doesn't account for players who get screwed by their team doing very little damage, disconnects, etc. This could be solved by calculating the average twice, once for wins and once for losses. This way, if an Atlas pilot does an average of 1000 damage when he wins and 200 damage when he loses, he'd have two scores...1000dmg/100tons = 10.0 dmg/ton for winning and 200dmg/100tons = 2.0dmg/ton for losing. These could be factored in to whatever rating a player is given.

I realize this idea alone doesn't directly reward players for spotting, capturing points, etc, but the damage/ton idea would only be part of the overall matchmaking numbers.

I say all of this mostly because inexperienced and/or bad players that do very little damage need to be matched up against other poor players so that they have a chance to make mistakes. In addition, excellent players need to be matched against other excellent players so that they are challenged.





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