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Matchmaking System Structure.


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#1 ExTraCe

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Posted 20 February 2013 - 02:07 PM

1.The current matchmaking system leaves too much to chance-- with the inclusion of the new map, Alpine Peaks-- it makes obsolete many builds and play styles due to of lack of player options (map selection).

2. A selector screen for choosing maps or mechs (or both) needs to be in place ASAP if map size, and variety is going to increase.

Rationale: The current result rewards a very narrow play style, and removes the option to employ a wider variety of equipment strategies for mechs (close range builds). This current system will now favor snipers, or mechs that are more 'one size fits all' builds that aren't truly effective, but simply a response to the minimalist matchmaking implementation, and inability from players select either what maps they choose to play, or what mechs they choose after a map has been found. A single map, when you have no controls over what mech matches it, can imbalance the entirety of the maps you have previously created.


Action for Devs to Take:

1. Implement a list of maps from which to search (review Starcraft/warcraft III matchmaking.) You can do this almost exactly the same as Blizzard (who set the standards) implemented matchmaking in their games-- with a list of maps, and a check box that toggles whether or not they will be included in the search. (you already have this option available for game-modes-- why not maps?)

2. Implement a Mech Selection Menu when a map/match has been found. This would take place after matchmaking has found a game, and would include Information including the map, the game mode, and other relevant information, BEFORE the game starts-- (review League of Legends Champion Selection Menu). This would delay the start of the game for 30 seconds to a minute, but would ensure that all players have agreed to play, and have selected their Mech for the map.

These are basic, easy to implement features that will ENHANCE the game, which will keep current players more engaged, and may also improve repeat business from players looking for more control.


Why this matters NOW:
*better experience for players and a more organized, competitive feeling in matches
*more faith in the existing community.
*Retain current competitive-minded players who are getting bored with the current, unorganized structure.
*incentivizes robust and intricate player builds and load outs.
*Meet current industry standards in competitive matchmaking eg. League of Legends, Blizzard IPs.
* drive more business/moeny to this game by virtue of higher quality production values and a more robust player experience.
*Ease of implementation VS. High overall value.


Conclusions:
The current, 'choose a mech for a randomly selected battlefield' only works when you have a balanced pool of maps to draw from. Alpine Peaks destabilizes the previous balance. Players should be able to select Mechs for a battlefield, rather than blindly hoping that their mechs suit the randomly selected map. This is a CRITICAL issue for the longevity of this game, and the retention, and growth of the player base. Matchmaking and elo additions were a start, but further implementation of matchmaking controls is essential, and needs to be addressed ASAP; Especially before other content such as pre-game Mech startup animations. (Not that these aren't beautifully rendered animations; but they provide no real content other than an immersive quality for hardcore fans.)


This post does not attempt to deal with 'custom matchmaking,' which I wholeheartedly agree needs to be implemented too. However, custom matchmaking is less important than overall matchmaking options being implemented.

Edited by ExTraCe, 20 February 2013 - 02:59 PM.


#2 Redmace

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Posted 20 February 2013 - 02:14 PM

Read other topics before you post. This is one of many many threads saying the same thing but differently.

Quote

These matchmaking approaches are currently standards in the rest of the gaming industry and need to be addressed immediately, before additional content should be implemented.


Short version. We need custom matchmaking. NOW

Less eloquent but I basically said the same here
http://mwomercs.com/...control-please/

also you will see that it shows why they aren't doing it in that post, and could have saved you long hand above that I'm sure they won't even bother reading.

#3 ExTraCe

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Posted 20 February 2013 - 03:03 PM

I completely agree with your post-- but it addresses a slightly different (maybe harder to implement) issue than the one I am addressing here. I support custom matchmaking, and believe it should absolutely be implemented as soon as they can, it's a less critical issue than providing players with basic matchmaking tools, such as map selection (they already provide game mode selection, why not have a list of maps to check or uncheck?) or a mech selection screen like league of legends provides. (the second is probably harder to implement as well) but seriously, a list with a check box aught to be very easy to implement right this second.

#4 Stringburka

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Posted 20 February 2013 - 03:20 PM

View PostExTraCe, on 20 February 2013 - 02:07 PM, said:

1.The current matchmaking system leaves too much to chance-- with the inclusion of the new map, Alpine Peaks-- it makes obsolete many builds and play styles due to of lack of player options (map selection).

2. A selector screen for choosing maps or mechs (or both) needs to be in place ASAP if map size, and variety is going to increase.


Strongly disagree. If you can select which map, a certain kind of build will rule on that map, everyone will play that 'mech on that map, and variety will decrease. Now, for example, if you want to build a sniper 'mech you can build all-PPC, all-Gauss or PPC+Gauss. If you go all-PPC you'll be very strong on cold maps and weak on hot maps, the reverse if you go all-gauss, and if you build 50/50 you'll be quite good at all temperatures.

Getting to chose which map means that half the time sniper players will play all Gauss on caustic valley/forest colony/river city and half the time they'll play all PPC on Alpine/frozen city/forest colony winter. The last build will disappear completely.

Getting to choose map will drastically increase cookie-cutterness.

Up until now, brawlers has been the end-all be-all of builds, basically. Almost every build that has been seen as OP has been OP mainly because it has ruled in close combat - including the gausscat in closed beta (now when you can't gaussbrawl effectively anymore it's not considerer OP at all). Now we have a bit more varied maps, which means people have to build more balanced builds or get better teamwork.
Right now, the primary builds that people claim are overpowered is the craven (close combat), the splatcat (very close combat) and AC-40 cat (close combat). Now on alpine, they'll have a hard time, and the craven will have to play more defensively, and the splatcat and AC-40 cat will have to have better teamwork to protect them until they reach the close combat.

Edited by Stringburka, 20 February 2013 - 03:24 PM.






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