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Ben Phongluangtham.1065

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Posts posted by Ben Phongluangtham.1065

  1. @Lascax.2163 said:

    • Considering a dismount trick. Something that can be used with less planning and by players who don't have the mount. The user experience of using consumables during conflict is not the greatest, but it still may be useful for players to have.Have you considered a Special Action button? Usable item which enables it, maybe in a determined period of time like some Sidequest items.

    We're very careful with special action button stuff that isn't tied to a specific map area. We don't want to get ourselves into a position where there are special action button conflicts.

  2. Hey folks!

    I wanted to make an updated version of this post, given the recent release and a few bits of extra info on the progress of some items.

    Short-term

    • We're working on a fix for the issue where people can get stuck on their mount, and still have their 3 evades and such. There may be more than one bug that causes this, but we think we're getting the most egregious one. - Done 3/26
    • We're going to remove the jump on dismount. It's one of the biggest things used to bypass walls/gates and it was faster to remove the jump rather than try to fix each of those individually. - Partially Done 3/26 - We know there are several other bugs that allow people to get a similar effect to the automatic jump on dismount. It's so far been a hard bug to crack, but we're working on it.
    • ~~ Fix to the sitting in box achievement areas so you can mount up in them.~~ - Done 3/26
    • Mounts will no longer be able to be stealthed. We felt mounts provide enough value without stealth and, as many have noticed, there were several visual bugs with stealth involved. - Done 3/26
    • We know there are still several areas people can break in to keeps/towers or otherwise get to places you shouldn't be able to. If you find one, please don't post them on the forums. You are welcome to send them to me in a PM here or discord. We'll be fixing these as we find them. Many will probably be able to be fixed whenever we find a fix for the other ways to jump upon dismount.
    • Adding a 5 second recharge on the Warclaw Mount skill if you're dismounted for any reason. This includes damage, using the engage skill or using the dismount skill.

    Medium to Long-term

    • Working on a dismount trap - Rough prototype is done internally. Still experimenting with costs, area size, fx, etc.
    • Considering a dismount trick. Something that can be used with less planning and by players who don't have the mount. The user experience of using consumables during conflict is not the greatest, but it still may be useful for players to have.
    • Working on a new mounted skill to dismount other mounted players. This will also dismount yourself and put both players into combat briefly. - Rough prototype is done internally. Going to need fx and we're determining how to unlock it. Currently leaning towards a new mastery. Determining if it should have a cost, outside of burning the cooldown on use.

    Even Longer term

    • We're considering adding break-bars to the WvW Mount. It's still a big if, as this requires UI considerations. - We have break-bars working internally with no UI. There is some debate about whether we'll still need this if we do some of the features from above. All this being said, there is a chance that UI considerations stop us from doing this. We could try some other solutions to make CC's usable against mounts.

    Edit: Added info about the dismount recharge

  3. @Faux Play.6104 said:The match maker doesn't try to match you with teammates that are close to your rating. Instead it matches your team's average rating withe the other team's average rating. Teammates can have several hundred points between the best and the worst player.

    This is not accurate. When a match is being built around a player, the matchmaker first looks for 9 other people within 25 points of rating. If it doesn't find enough people after 5 minutes (in ranked) it starts expanding the range over time until it finds enough players. Note: This doesn't mean if you've been in queue shorter than 5 minutes, everyone in the match is going to be within 25 points. If you're in a match with people over 25 points in rating difference than you, it just means whichever player the matchmaker built the match around was probably in queue for 5 minutes or more.

    After those 10 people around found, is when it arranges teams to ensure that each side is close in average skill rating and standard deviation from that skill rating.

    Additional note: We've experimented with making it so that everyone in a match had to have been waiting over 5 minutes before their ranges expanded. It didn't generally result in better matches and people at the higher end of skill rating ended up sometimes waiting in excess of 40 minutes for matches.

  4. @Rufo.3716 said:I've pretty much come down to ranked as being a farm fest and having fun. I seriously just got out of 2 matches as a silver player (been high gold for pretty much ever) got 8 points and 10 points.

    Another question I have is, is MMR and ranked rating the same, or are there 2 different rating for ranked and unranked matchmaking. I seem like I play with higher level players in unranked vs. ranked.

    Your unranked and ranked ratings are different.

  5. @"cptaylor.2670" said:

    @Ben Phongluangtham.1065 said:I asked for numbers for this season to be pulled since people are always interested:

    Average skill rating difference between teams: 11.866Average standard deviation difference between teams: 11.643Average rating difference in a match: 98.203 (min rating vs max rating across all players in the match)

    One thing to keep in mind that end score difference never means that the match didn't start off even. Scores tend to snowball in our game for a number of factors. Some due to map layout/mechanic design. Some due to human nature, as people tend to tilt or give up after getting behind by a certain number. Sometimes people play above or below their potential. That's just part of human performance.

    Im curious about what the average rating difference in a match is when there is a legend tier player in it? This season or last season or whatever

    The sample of games with a legend player is pretty low, so I extended it down to 1700 (plat 3+). Here's the data including last season and this season:Average skill rating difference between teams: 14.16Average standard deviation difference between teams: 13.55Average rating difference in a match: 189.71Percent of games with average skill rating difference >50: 0.4%

    There's a significant increase in rating range at this level, but as seen the skill rating mean and standard deviation differences between teams are pretty similar. The rating range is always going to be higher at the edges of the rating curve as a tradeoff with keeping reasonable queue times , but it doesn't stop the matcher from making fair teams which is the most important.

    As some others have pointed out, the average game doesn't always tell the whole story. So I also grabbed all matches from last and this season and paired it down to the set of games with a rating range over 200 (these account for about 10% of all matches). Here's the data for that set:Average skill rating difference between teams: 19.83Average standard deviation difference between teams: 33.67Average rating difference in a match: 279.42Percent of games with average skill rating difference >50: 7.5%

    While the skill rating and standard deviation differences are a bit higher in this set, these numbers aren't too bad overall.

    I'm not trying to say that the matcher is perfect, but the vast majority of games are pretty balanced.

    I should probably be able to understand what this means, but it's not making a whole lot of sense to me.

    Average skill rating difference between teams being the average of the ratings of the 5 person on one team being a 20 point difference between the other team?Deviation difference between teams? Not sure what this is.

    Rating difference in a match between the lowest rated player and the highest? Is this on the same team or just everyone in both teams? Either way that's a pretty huge difference.

    Percent of games with average skill rating difference? Not sure what this is either, but it's weird that it jumps from .4% to 7.5% just in one season? I know that's still less than 10% but it's huge in comparison to the previous. This might not mean anything given that I'm not entirely sure what it is to begin with. lol

    @"cptaylor.2670" said:

    @Ben Phongluangtham.1065 said:I asked for numbers for this season to be pulled since people are always interested:

    Average skill rating difference between teams: 11.866Average standard deviation difference between teams: 11.643Average rating difference in a match: 98.203 (min rating vs max rating across all players in the match)

    One thing to keep in mind that end score difference never means that the match didn't start off even. Scores tend to snowball in our game for a number of factors. Some due to map layout/mechanic design. Some due to human nature, as people tend to tilt or give up after getting behind by a certain number. Sometimes people play above or below their potential. That's just part of human performance.

    Im curious about what the average rating difference in a match is when there is a legend tier player in it? This season or last season or whatever

    The sample of games with a legend player is pretty low, so I extended it down to 1700 (plat 3+). Here's the data including last season and this season:Average skill rating difference between teams: 14.16Average standard deviation difference between teams: 13.55Average rating difference in a match: 189.71Percent of games with average skill rating difference >50: 0.4%

    There's a significant increase in rating range at this level, but as seen the skill rating mean and standard deviation differences between teams are pretty similar. The rating range is always going to be higher at the edges of the rating curve as a tradeoff with keeping reasonable queue times , but it doesn't stop the matcher from making fair teams which is the most important.

    As some others have pointed out, the average game doesn't always tell the whole story. So I also grabbed all matches from last and this season and paired it down to the set of games with a rating range over 200 (these account for about 10% of all matches). Here's the data for that set:Average skill rating difference between teams: 19.83Average standard deviation difference between teams: 33.67Average rating difference in a match: 279.42Percent of games with average skill rating difference >50: 7.5%

    While the skill rating and standard deviation differences are a bit higher in this set, these numbers aren't too bad overall.

    I'm not trying to say that the matcher is perfect, but the vast majority of games are pretty balanced.

    I should probably be able to understand what this means, but it's not making a whole lot of sense to me.

    Average skill rating difference between teams being the average of the ratings of the 5 person on one team being a 20 point difference between the other team?

    Yeah. Average skill rating of team A is within 20 points of the average skill rating of team B. On average.

    Deviation difference between teams? Not sure what this is.

    Standard deviation is the average of how far is each team member away from the average skill rating. We want the standard deviation from the mean rating for team A to be close to that of Team B. Generally, it should mean that they have a similar spread of skill ratings on each team.

    Rating difference in a match between the lowest rated player and the highest? Is this on the same team or just everyone in both teams? Either way that's a pretty huge difference.

    Yeah, it's a high number at high ratings. However, as evidenced by the previous data, both team are generally dealing with the same type of spread. So it's usually an even match, from a skill rating stand point.

    Edit: also keep in mind that the 280 variance number was obtained when only looking at matches where the rating difference was over 200. This was to show that even though the variance between the lowest and highest player in the match was high, the teams are still usually evenly matched.

  6. I asked for numbers for this season to be pulled since people are always interested:

    Average skill rating difference between teams: 11.866Average standard deviation difference between teams: 11.643Average rating difference in a match: 98.203 (min rating vs max rating across all players in the match)

    One thing to keep in mind that end score difference never means that the match didn't start off even. Scores tend to snowball in our game for a number of factors. Some due to map layout/mechanic design. Some due to human nature, as people tend to tilt or give up after getting behind by a certain number. Sometimes people play above or below their potential. That's just part of human performance.

  7. @mortrialus.3062 said:Hasn't there been statements by developers stating that that average distance in player score between highest and lowest players per game is less than 50?

    No. The average skill rating between teams is less than 50. The deviation is higher than that. Don't have the number off the top of my head though.

    We do our best to get the standard deviation as close as we can though.

    And no, I say it often, we don't rig matches to end loss or win streaks. But many people will never believe it.

  8. @Crinn.7864 said:Just got stuck in queue after getting forciblely DC'ed from the server. (everyone else in the match was also DC'ed and probably bugged as well)

    We have a system in place that should sweep automatically for stuck matches from time to time, so it should auto-resolve. As far as the crashing, we're currently working on a hotfix for it.

    Sorry for the inconveniences!

  9. @Morwath.9817 said:

    @kaine.1984 said:Some of us, including me, are actually starting to decay now and there's nothing we can do to stop it so are we going to get that rank back when this is fixed?

    As far as people told Quaggan, decay doesn't affect your rating, but only badge displayed and your leaderboard placing, what is more, once you play some games your decay will disappear.

    This is correct, decay doesn't affect your rating behinds the scenes. It affects the badge you get and your place on the leaderboard. There is a max of 700 decay and you get back 100 points of decay per match played. So it's pretty easy to get rid of decay once your problem is fixed. And on that note, I'll have a server engineer take a look soon to see if we can get your issue resolved.

  10. @PlagueParade.7942 said:I would have thought with the patch this would have been fixed I still cannot queue since this occurred with the start of the pvp season. And another friend of mine has been apparently experiencing the same thing and he as well has never done anything to deserve this. This "abandoned queue" bug needs to be fixed this is absurd.

    Looks like you had a different issue than the other people. You should be able to queue again soon.

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