Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
rank match
always getting unbalanced teammate
didnt know how to knock enemies
T T
4 times playing
always getting noobie
teammates
stupid rank system
I mean, they could use headshot percentages, avg synergy levels and skill scores to match people together. I think it's hard when matching parties and solos. You could also use win / lost ratios in the match making metrics.
One area of matchmaking that could be improved on is not rematching everyone just because one person didn't enter the matchmaking. Why not just find one person to add to the match, instead of disregarding it all. You would think that would be more efficient for the servers.
I've been thinking about this off and on, and this game really needs a matchmaking system based on skill. I think that if you gave rewards for playing deathmatches, like more deathmatch events, then you can use the damage, skill, and synergy scores to match people in future games, but with damage scores highly dictating it.
So, if you are playing deathmatches and getting top 10% all the time, then you are matched against others who get top 10%. If you are bottom %, then you are matched with others who are bottom %. If you are middle, then other middles.
I think over time, this would create a better matchmaking system. Of course, people can smurf or do bad to play with worst tiers and smurf, but the system could also flag accounts that are bouncing between other tiers too often, or it could prevent you from going to a lower tier when you elevate to a higher one (especially after bouncing between tiers too often).
There is the idea for all it's worth.
Yeah, I think that's a good idea. I definitely think that the damage, skill, synergy, and ability usage could create a better matchmaking system, but I wouldn't hold my breath on my ideas being implemented, lol.
Yeah, I also think (now that I think about it), that they could track how fast it takes someone to kill someone else upon engagement. Like, when two people are in combat shooting at each other.
If they were to factor in how much time it took on average to kill other players, that could be theoretically used to match-make people together.
I hit Emerald recently (Emerald IV to be precise). I played 6 escort games today and I decied to check the team balance. I did not think much of the methodology and I taken into consideration mostly ranks (levels) not skill, because I don't have time for scrapping every player profile and inventing fancy equations. Anyway, these are the results.
Assuming:
bronze=1
silver=2
...
and
V=+0.0
IV=+0.2
III=+0.4
...
game 1 (defeat, 8:19)
- 1 x emerald IV
- 1 x silver II
- 1 x bronze I
- 1 x bronze IV
- 1 x ? (3rd place, 8/3) - assumed silver III
mean K/A: 5.8/6.6
vs.
- 1 x legend III
- 1 x master III
- 1 x platinum II
- 1 x platinum IV
- 1 x silver I
BALANCE(5.2)
mean: 2.64 - 5.48
median: 2.4 - 4.6
game 2 (victory, 11:31)
- 1 x emerald IV
- 1 x bronze I
- 1 x bronze II
- 2 x ? (3rd and 5th place, 6/13 and 1/15) - assumed bronze III and bronze V
mean K/A: 10.2/13.8
vs.
- 1 x diamond II
- 2 x platinum III
- 1 x gold III
- 1 x silver I
BALANCE(5.2)
mean: 2.2 - 4.32
median: 1.6 - 4.4
game 3 (defeat, 7:53)
- 1 x emerald IV
- 2 x bronze II
- 2 x bronze III
vs.
- 1 x gold II
- 1 x gold V
- 2 x bronze I
- 1 x ? (4th place, 9/2) - assumed silver V
mean K/A: 6/7
BALANCE(5.2)
mean: 2.24 - 2,44
median: 1.6 - 2
game 4 (victory, 5:52)
- 1 x diamond V
- 1 x emerald IV
- 1 x platinum III
- 1 x platinum V
- 1 x gold V
vs.
- 1 x emerald IV
- 1 x gold II
- 1 x silver III
- 1 x bronze III
- 1 x bronze IV
BALANCE(5.2)
mean: 4.52 - 2.76
median: 4.4 - 2.4
game 5 (defeat, 11:40)
- 2 x emerald IV
- 1 x gold V
- 1 x silver IV
- 1 x bronze II
vs.
- 1 x platinum II
- 1 x platinum V
- 1 x silver III
- 1 x silver IV
- 1 x silver V
BALANCE(5.2)
mean: 3.44 - 3.04
median: 3 - 2.4
game 6 (defeat, 12:34)
- 1 x diamond V
- 1 x emerald II
- 1 x emerald IV
- 1 x platinum IV
- 1 x silver IV
vs.
- 1 x platinum I
- 1 x platinum II
- 1 x gold V
- 1 x silver V
- 1 x bronze II
BALANCE(5.2)
mean: 4.64 - 3.2
median: 5.2 - 3
As you can see, maybe 1 out of 3 games is balanced at most. But the balance between two teams is one thing. Balance inside the team is also important. Last 3 games I was paired with all bronze or bronze/silver players (literal newbies if you will). This is ridiculous. I don't know if the matchmaking algorithm is just that bad or the game has too small playerbase to have good matchmaking, but this needs investigation. Right now, as I said, maybe 1 out of 3 games feels balanced enough and the rest is just one team obliterating the other, either way.
Again, this is a very basic analysis on a really small sample. But the purpose was just to point out the problem, which undoubtedly exists.
-There needs to be a better balancing in ranked and causal stop punishing people who get off work and want to run causal and not have to carry the team and lose cause of no life's
2. chat censorship is so strict to the point where it's impossible to communicate at all.
Escort is pretty bad to check balance on considering attackers have extreme advantage and should win every single time, unless you got so unbalanced teams that the defenders can hold.
Matchmaking is cooked. Everyone is Copper, no one will ever get out. Either you get cooked by your opponents or you cook them yourself. Nothing inbetween, its horrible.
MM in Challenge is fine, but Ranked needs to split players in different ranks before people start climbing the ranks. This way its actualy fun for everyone involved.
Challenge should not based skill with ''damage scoring the highest'', since thats not a good measurement.
Some characters are better at dealing damage than others, and sometimes when you have a decent team(mate) who is playing an agressive character, you can help get knocks but dont get much damage in. If anything they should consider headshot percentage and if you finish your own kills the highest. Dealing a lot of damage but killing noone is not going to help you win the game most of the time.
This would be a decent way to do this, although a bit simple most certainly effective.
If the flagging for ''smurfing'' is too strict, it would result in a lot of bans and punishments, especialy at the higher player skills. High skilled players bounce between skill level a lot normaly, based on how tired they are, or other factors. You cant always be ''locked in'', not to mention not giving 100% when you are in a losing team. Or not trying to beat the enemy team even harder when you are already winning by a landslide.
I normaly dont give it my all, unless i think it would change the outcome of the game. So if the system punishes that too quick, ill quickly get banned over and over again.