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You can read on how MatchMaker works on dedicated wiki article here: https://wiki.warthunder.com/Matchmaker
all im saying is that EA claimed similarly that XYZ and was never true in their games despite enormous testimony to the contrary. Developers and moderators alike denied it all, until it was finally revealed that EA was lying. For all we know, people in EA lied to other people in EA, so even though some of those moderators told untruths, they really believed what they wrote.
I think further research is required into WT's MM. No one needs to claim anything, but investigating things independently should always be encouraged. Let's prove these moderators correct!
I love my prop plane fighting jets, and my tank made of structural steel fighting a tank with 400mm of composite armour.
In reality, matchmaking is absolutely the biggest weak point of this game. I have stopped playing WT for a long time several times because of this. It is absolutely crazy if you get a 10.3 BR 11.3 machine where there are already machines of a completely different generation or already in tanks and planes where you have only a very small chance of success. And now realize that you will take a premium machine, consider its abilities, BR, etc. and suddenly find out that you are 70 perc. the game is completely down tier and everything you thought when you bought a premium machine is suddenly gone.... That will definitely please, especially the numbers on the premium machines that Gaijin wants.
I understand your point of view, and nothing I can say will change your mind.
However, I would like to state that we do not use a skill-based system for random battles. For over 10 years, no one has provided any evidence of such "hidden MM", despite the fact that data miners are able to detect any tiny change in the game code.
My counter-point is that the data miners can't prove the MM's design. Even if client-side WT had deconstructable or source-code, the issue is that the actual server side stuff involving who is getting paired with whom is not possible to data mine in a conventional sense. No matter what we see on our ends, when we click the "Battle" button we're at the whim of Gaijin server-side logic for matchmaking pairing, which THEORETICALLY could differ from any code we can decompile on our ends with no way for us to prove it in the usual ways or without you revealing it for some reason (or someone breaking in physically or virtually and proving it illegally).
It is not impossible to reverse engineer the matchmaker's design with a lot of effort across many players collaborating with a serious research endeavor, but i also dont think that's worth it. For now its easier to say its unproven but so far we're at the word of Gaijin that they dont do anything funny with the MM, its literally only who is queuing up at what time running what BRs. I just, honestly, a little bit, kind of, doubt. I feel like theres some anti-seal club elements, and also anti-lose streak elements hidden somewhere. I cant prove this and wont, im just saying its a difficult to shake feeling. I also know that theres a lot of studies that say this is the correct business model, keeping players in just the right spot (never too easy, never too hard) helps them keep coming back, and Gaijin needs the playerbase, even us FTP leeches who whine on the forums
Well, official forum (where you can post screen with no fuss) got a lot of topics where players show, they have lose(or win) streak with +10 battles. It's nothing unexceptional.
Our mm is "focused" on making the queues as short as possible (as you already know), that's why it's simple and use clear rules.
If we start including skill (and other things), queue times will go from a few seconds to minutes most probably? That's really bad for massive online game like WT.