Weight Based Drops
#41
Posted 11 February 2013 - 01:10 AM
#42
Posted 11 February 2013 - 01:37 AM
Anony Mouse, on 10 February 2013 - 11:49 PM, said:
Thats basically Battle Value you're describing, and as for Elo adjustments, it needn't be inclusive to BV but rather a BV modifier. Elo is comparative, so a 0.X multiplier would be applied to a high Elo player vs a low Elo player, alternatively a 1.X multiplier could be applied to a low Elo vs High Elo. Think of it as handicapping.
haha great i reinvented the wheel
i think it is no secret that we badly need a BV system in this game .... matching weight classes against each other does not work very well ( yesterday i had a match with 3 Awesomes on my team ... the other team had 0 Awesomes ... guess the result
ELO is a nice start ..... but i think it will not be the"solution"
as far for the ELO modifier
my thought was that:
average ELO (the starting ELO) = x 1
a mech will be more valuable the better the pilot is (everythiny above the average ELO) --> so a 1.xx multiplier
a mech will be less valuabe the worse the pilot is ( everything with less than the average ELO) --> so a 0.xx multiplier
so i do not see ELO in this "BV" system as a handicap where players are compared with each other
i see it as an optional BV modificator
optional because ELO is meaningless in 8 v 8 or 12 v 12 games so you can ignore it there
#43
Posted 11 February 2013 - 01:45 AM
#44
Posted 11 February 2013 - 02:01 AM
Fred013, on 11 February 2013 - 01:45 AM, said:
Thats good as a baseline, but I can see that stagnanting. With a battle value system (as in a numerator based on how useful a unit actually is) we can see 2-1 odds, with assaults versus lights, that kind of stuff.
#45
Posted 11 February 2013 - 02:04 AM
#46
Posted 11 February 2013 - 02:26 AM
Having lobbies where one can select tonnage floors and ceilings, maps, player size, game mode, etc would be ideal. But for now, I'd prefer a BV system.
But I'll take this next phase of MM. Anything to prevent the "death blossom" or the need to PUG wrangle.
#47
Posted 11 February 2013 - 06:50 AM
JohanssenJr, on 11 February 2013 - 02:26 AM, said:
........
Having lobbies where one can select tonnage floors and ceilings, maps, player size, game mode, etc would be ideal. But for now, I'd prefer a BV system.
....................
A Lobby is an ABSOLUTE MUST HAVE imho .... nearly endless options to keep the same old 4 maps interesting, setting up groups or lances before the match starts, a leader before the start, etc.
I realy can not understand why it is at a low priority for the developers .....
#48
Posted 11 February 2013 - 07:10 AM
Thats why BV is a much better way of balancing. Because then you can play that low BV hunchback with a bunch of flamers and the game will balance it out by giving the other team a lower BV.
A BV system really wouldn't be that difficult to implement.
1) assign BV values to weapons based on a preset formula like: ((dps/tonnage+heat)*rangemod*miscmod)
2) assign BV values to equipment based on what "feels right"
3) use ELO stats to figure out a 1.X modifier for player skill
4) Use a formula like ((weapon BV + equipment BV) * player skill modifier) to determine someone's BV
5) Matchmaker then just tabulates the BV of one team and tries to match them with another team with BV within +/- 10% or so.
6) Team with disadvantage in BV gets some kind of advantage in game to help offset the BV imbalance (like maybe they start with more resource points for using command console abilities or something).
Edited by Khobai, 11 February 2013 - 07:17 AM.
#49
Posted 11 February 2013 - 07:14 AM
Edited by jay35, 11 February 2013 - 07:33 AM.
#50
Posted 11 February 2013 - 07:15 AM
#51
Posted 11 February 2013 - 07:22 AM
240 tonnes won't stop groups of four 3Ls after all.
#52
Posted 11 February 2013 - 07:23 AM
There is something called battle value in tabletop. It is how they make sure a match is balanced. Bv wont work here though. Since heavy and assault mechs can boat multiple weapons that all hit the same spot at the same time. Alpha strikes dominate in a way that is not possible in TT.
Now with a max tonnage limit, you can limit the amount of damage on the battlefield. Giving a place for meds and lights to have a place.
#53
Posted 11 February 2013 - 07:32 AM
#54
Posted 11 February 2013 - 07:36 AM
EvilCow, on 11 February 2013 - 07:15 AM, said:
That includes selecting the map they want to play on before choosing mechs. This current random map thing is silly.
HRR Insanity, on 11 February 2013 - 07:32 AM, said:
The limit should be adjustable by the host or by agreement of a majority of the people planning to play the match, as some people would like to play heavier matches and others would like to play lighter matches. Forcing everyone to only one or the other only turns people away and creates a negative experience.
Edited by jay35, 11 February 2013 - 07:36 AM.
#55
Posted 11 February 2013 - 07:38 AM
jay35, on 11 February 2013 - 07:36 AM, said:
The limit should be adjustable by the people planning to play the match, as some people would like to play heavier matches and others would like to play lighter matches. Forcing everyone to only one or the other only turns people away and creates a negative experience.
Of course, and possibly other conditions too.
It should be noted that being able to select a map beforehand would encourage players to seek configurations optimized for specific environments, this could translate in more potential sales for PGI (mech bays, hero mechs).
Edited by EvilCow, 11 February 2013 - 07:39 AM.
#56
Posted 11 February 2013 - 07:51 AM
jay35, on 11 February 2013 - 07:36 AM, said:
You misunderstand. Most implementations of weight limits involve a 'weight trading' system.
Example: Everyone starts with a default of 55T. If someone selects a 'Mech that is lighter than 55T, the remaining tonnage is freed up and put into the team pool. Anyone else can then select a heavier 'Mech using that free tonnage until the free tonnage is used up. So, if some people on your team want to drop down to a 25-35 ton 'Mech, other people on the team can use that 20-30 tons to upgrade to 2x65T or one player could upgrade to an Assault.
This was the mechanism in MW4 and worked quite well to limit the # of assaults while still providing a fair way to distribute the tonnage. Light pilots were very much loved because they 'donated' tonnage to other team members regularly.
EvilCow, on 11 February 2013 - 07:38 AM, said:
Of course, and possibly other conditions too.
It should be noted that being able to select a map beforehand would encourage players to seek configurations optimized for specific environments, this could translate in more potential sales for PGI (mech bays, hero mechs).
Exactly. Matchmaking should be:
1. Match the players.
2. Select the map.
3. Give everyone 20 seconds to select a 'Mech from their DropShip or 'MechLab (potentially selecting paint/camo as well if they ever allow us to save those things). Weight trading would occur here potentially.
4. Drop.
#57
Posted 11 February 2013 - 08:25 AM
Zylo, on 09 February 2013 - 11:02 PM, said:
1) Weight matched using class - A team with 2-3-1-2 (AHML) will be matched against a team with the same number in each weight class. Same system used at the end of closed beta before matchmaker phase 1.
The problem with this is that the previous matchmaker could select from all players currently awaiting a match, whereas with 8v8, 12v12, 4v4 or whatever, you would be trying to find a team that happened to have the exact same make-up. You'd really just end up with teams of all Assault other than the teams running specific stuff for fun (like 4 Ravens).
The problem with any forced restriction of weight or class is that there will always be an optimized set-up. It will quickly be discovered and everyone wanting to be competitive will play it. Everyone. If you just want everyone playing the same thing, there's no point in changing anything. What that set-up is would shift as people built teams specifically to face it, which would spawn teams specifically built to face them in turn, ad nauseum.
A point system of some kind is the only way to encourage true diversity, and only if it can be very, very well balanced. This would require months of intense testing by a large group of people smart, devious and skilled enough to win, but willing to take losses for the advancement of the system.
BV wouldn't work as it's based on TT where the relative usefulness of various items is vastly different. But it might make a decent starting place.
Edit: I would add, having scanned a few more of the posts herein, if they ever choose to add what people are referring to as "lobby matches" where you get to pick you opponents, those matches would have to be entirely off the books or they would would quickly alienate a large part of the playerbase.
Edited by OneEyed Jack, 11 February 2013 - 08:29 AM.
#58
Posted 11 February 2013 - 08:40 AM
Quote
If you determine BV based upon usage of mechs across all games, then you'll get a BV system which directly and dynamically reflects the actual usability of mechs and weapons in the game. My sig contains a writeup on a proposed system for achieving this, and I suspect it would be better than any kind of statically defined balancing mechanism.
#59
Posted 11 February 2013 - 10:45 PM
If you have come to the back to read posts, thank you for your votes: - page 3 of the replies has some very good ideas.
#60
Posted 12 February 2013 - 01:12 PM
We really want to see Atlas' be omfg an Atlas when we play.
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users





















