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Rapporter et problem med oversettelse
imagine pretending that UT's bot tech designed by Steve Polge (made famous as a quake mod) is anywhere near comparable to this game's bots just to try winning an argument in a steam forum. those bots were literally designed to dodge projectile weapons, and bots in this game just eat projectile shots until they die. UT bots are STILL impressive to this day.
not only was that a useless "i'm older, kid, so I win" boomer argument with zero substance, but you even gave the worst example of bots that you possibly could.
Fat L
OW2 has these things and they suck. There's a lot of reasons that game has a tenth of the players and overwhelmingly bad reviews, and those are a few of them.
Thought you knew your history.
I am immensely grateful that you listen to the community, and I hope you will notice this post.
There is a significant issue with player matchmaking in the competitive mode. This is mentioned in almost every post. I understand that it’s impossible to please everyone, but I still believe that at least some improvements can be made. For example, I am willing to wait a few minutes for the system to match players of similar skill levels into both teams. For those who are not ready to wait, there is a quick play mode.
I believe that this approach will elevate your game to a higher quality level, and you will gain much greater support and respect from players, including those who are willing to pay for skins and battle passes.
P.S. Let’s summarize everything said above:
1) You will have a quick play mode to satisfy players who are not ready to wait long and just want to relax, have fun, and enjoy the game.
2) You will have a high-quality competitive mode with a different matchmaking method to satisfy professional players who seek challenges and a sense of progression through the ranks.
3) This way, you will attract the maximum number of players to your project. They will all be happy, and I am sure they will support you financially.
I mean, above GM, you better be ready to wait 20-30 minutes for a match pop.
I’ve read most of the posts criticizing the matchmaking system in the competitive mode. People complain that the majority of games end in either a clear win or a clear loss, with no real chance for a balanced match. How did this happen? Judging by the feedback, there seems to be a system that intentionally matches you with either stronger or weaker players (or even bots) to maintain a 50/50 win/lose balance. I don’t mind this approach in quick play, but such matchmaking ruins the desire to play competitive games. In these posts, people mention that there’s little difference in skill between players of different ranks. So why were two modes created that don’t differ in terms of match quality? Personally, I believe that each mode should have its own matchmaking method, primarily to ensure higher-quality games.
How exactly should matchmaking work in competitive mode? I don’t have a definitive answer, but I have some ideas and assumptions.
How do you determine if a player is good or not? I think it’s necessary to gather statistics on each player—not just their number of wins or losses, but their personal contribution to each game. For example, consider stats like K/D/A (kills/deaths/assists), damage dealt/damage blocked/healing, and the completion of key objectives such as defense or escort. Based on these factors, rank progression points (MMR) could be awarded.
A common situation is when you try your hardest to win but end up losing. You open the scoreboard and see each player’s performance, realizing that you were the best in the match because you genuinely tried to win, but lost due to other players being less effective. There should be a mathematical formula that takes into account each player’s performance metrics and fairly distributes rating points accordingly.
Moreover, I believe there shouldn’t be ranks like Bronze, Silver, Gold, etc., but rather a specific MMR number. This way, player skill levels can be more accurately balanced, and matches can be formed within a certain range of this number. Developers could implement such a system and observe how it works. If matchmaking takes too long at higher ranks, they could expand the range, but ensure that the total MMR of both teams remains roughly equal. Yes, this might mean that at higher ranks, a team could include both top-tier professionals and simply good players. I don’t know if this would satisfy the best players—I’m not among them and can’t speak for them. Perhaps they prefer longer wait times for more precise matchmaking at their rank.
P.S. Something definitely needs to be done about the matchmaking system in competitive mode. I see that the developers are listening to the community, and I hope they are working on solutions to these issues.
The only thing I see is criticism towards the developers and a lack of any proposals to solve the problems. So here I am, offering my ideas. You should try too.
What, exactly, do you hope to accomplish by dumbing down the existing algorithm, for example?
What problem are you trying to solve with this?