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Before, everything was fine with the team mmr.
One 5, one 3 and the opponents were like that too.
As I said. They don't want to play with me anymore and it's just as bad for me because I end up alone and losing to the others :)
The new MMR is great the game can't differentiate between invite and randoms.
As I understand it you'll get matched in random teams into lobbies with MMR equal to the highest player in your group (couldn'T confirm that though) and that'S what'S happening right now with invite teams, too. :)
In theory, with a game like Hunt, you should win almost as much as you lose, since the player (bobber) will win pushing up their ranking, then lose and bring it back down and will continue till they get roughly settled with a MMR average.
Problem here lies in the fact Hunt is a ambush type game, so true MMR is nearly impossible to determine and its open world with bosses... Again, can just fortify a area and its now not true MMR. Another Point is Hunt is a Progression game with Perma-Death. So your only way to get a lvl 50 Hunter is to win and if you got a system where you suppose to lose.... Well, it defeats the whole purpose of leveling all together. On top of that, you got the usual cheaters/exploiters and the D-Rankers, all of which Crytek does next to nothing against.
Then there is Crytek itself, that doubles/triples down on any bad, toxic, game breaking mechanic they think is 'Cool' at the time. Bleed rounds need to be adjusted now, not on new engine launch. Scopes have always been a cancer to the game and instead of listening to player disappointment, Crytek decided it was goin to support the 10% long range snipers and 2 streamers with spetizer rounds.
Then of course, we got the more modern problem of Solo-Rez..... I mean, how damn hard is it that you just don't lose anymore MMR after being killed under XX amount of time.... Then the Sole Survivor BS.... Crytek just doesn't care.
Also, they now give bush campers endless means to burn downed hunters without them never having to leave their bush. I mean, the 10 billion lanterns and firebombs wasn't enough, and now they are nerfing chock bombs. Which is only 1 of 2 ways to actually put someone out.
Point is, till Crytek actually focuses on fixing the game and all its problems, this is never goin to be fixed. They need to redo it from the ground up..... The Crytek of today just isn't up to the task i'm afraid.
Srsly when your friends don´t want to play with your for such a stupid reason, i wouldn´t even consider them to be real friends.
I can get the frustration to lose against better players, but maybe they should simply get better then and see it as a practice.
Playing with friends you can have fun with is 1000 times better than playing alone / with randoms just to not get stomped here and there.
Sadly a lot of ppl try that right now. I see a bunch of 6 star with 2-3 star mates in 5/6 star lobbies. And ofc those are 2nd accounts etc...
They play with me, but they just don't enjoy it if they get 1 kill in 10 rounds.
Which I can completely understand.
Why should I play a game in which I only lose.
Fun or not.
But is it fair to let one low player compete against many high players?
If they chose to get into the same team as a far higher ranked player, then yes, yes ofcourse it is.
If you are searching for random teammates, get matched with people with higher rankings and then get thrown to the wolves, thats a different story.
Everyone has their own opinion. Unfortunately, I see it a little differently.
The way I look at it is as follows.
Picture a person or two who make the CHOISE to play with a friend who is two or more stars higher than they are. Let's say the highest rating is five star.
The matchmaker now has two options:
- Fill a server with five star players, +/- what ever the normal difference is.
OR
- Take an average or something like that of the ratings of the above mentioned pre-made
squad, and fill a server with players of this new rating.
In the first case, one or two people may struggle with getting kills and what not. But keep in mind, these players CHOSE to play at this rank by teaming up with their highly skilled friend.
In the second case, nine or ten players find themselves figthing at least one person who is, depending on how the afforementioned averaging works, possibly a far superior player. Now you potentially have nine or ten players who are struggling against one player and their friend(s). Keep in mind, none of these players CHOSE to play against this higher skilled player.
So for me, the active choise players make of who to play with is the differentiating factor. Unfortunately games with potential instant death, be that by headshots or weapons capable of one-shotting players, are probably always going to run into this matchmaking issue.