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Deadmoose.6594

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Posts posted by Deadmoose.6594

  1. If matchmaking wasn't kittening kitten, then why the hell am I always 40%+ of the team damage out of a team of three kittening people?!?!?!?!?!?!?!?!?!

    • Haha 1
  2. Additionally, the matchmaking system should show a grade of how well it matched up players. If there's not enough players to queue, it'll do the best it can and it should show a grade to reflect that it won't be a good matchup. If the underdogs win they should get an increased reward.

  3. One thing I wanted to add, if more time and effort were placed on spvp, more people would play it, which would mean the algorithm would become smarter and the matches would be overall more fun I think. Anet would want to sort of communicate that they were revamping their matchmaking algorithm to entice players that it can be a fun and enjoyable experience (I have fun but I like competitive play, being salty from time to time is just part of the experience imo).

     

    The algorithm could also learn from negative-experience matches, and really it should be learning from those matches. If there was a stomp match, it should get flagged and it should review more in-depth data to try to ensure that the next match involving the players in question is more balanced.

  4. What they should do is start out by looking at the community rankings of class/specs. S-tier, A-tier, etc. When it comes to matchmaking, there should be an algorithm that factors in the spec ranks. This clearly isn't being done right now. The game should then start recording overall win/loss ratios of all of the specs to verify the community rankings. The game should look at individual win/loss ratings. Lastly, the rock-paper-scissor affect of classes should be factored in if possible. I'm not smart in this area but someone posted about it recently, all I know is thiefs take out mesmers (because I player mes). Memsers take out warriors, etc. etc. So in summary you would get:

     

    -Community-influenced spec tiers being factored into matchmaking, because clearly Anet needs help in this area

    -Matching an S-tier spec on both teams, circumventing the constant need for nerfing OP specs. Additionally, you could have things like two A-tier classes matched against an S-tier if two S-tier's aren't available. If only one S-tier is queueing and no A-tiers, pair S-tier with the lower ranking specs and have medium specs on the other team. There's a lot of balancing that could be done here

    -Machine learning win/loss ratios of specs after each balance update, with past balance data being deleted to allow the process to start over again

    -Factoring in individual win/loss ratios which can be used to validate player skill. Example, a B-tier player that tears it up in spvp can be factored higher than an A-tier that underperforms

    -Factor in rock-paper-scissors affect of class specs.

     

    I was thinking about this when looking at my game history (I only play Conquest), ideally I would think you want to have a match be at least 500 vs 300+ when all is said and done. Ending a match with at least 300 points means everyone tried, but they were bested for whatever reason. Tbh, you really want to aim for 500 vs. 400+, those are the good matches that could've gone either way. 300+ just means one team was clearly better, there was an MVP, or the other team just didn't play together well or the matchup wasn't great. If the matchmaking were better, we could avoid stomps where the outcome is 500 vs <100. Overall I would say it succeeds in this area, but there are some games where you're like, this is complete bs and it leaves you salty about everything: Anet's matchmaking, OP specs, your incompetent teammates, and your underperforming class for whatever reason.

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