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There are only 2 functional systems: 

1. Randomized matchmaking. The team you queue with gets placed into team and plays in that team for short period. Matchmaking relies on good algorithm

 

Alliances (Restructuring) tries to do this, but the teams you can queue with are too big and teams dont change regularly enough. There won't be any server attachment or choice in this system, so regular matchmaking (every day or every skirmish) is just more optimal.

2. Server system: You have a stable server with no links and changing your team is expensive and limited to lower population servers (not tier 1). Fair matchmaking relies on your servers tier and your team stays relatively same for even longer periods.

 

If you are older player, you probably remember server system and it was glorious until launch populations dropped and there were too many ghost town servers. It also failed by opening overpopulated servers in middle of night and placing servers 2-3 tiers apart in same matchup. Now with weekly population status updates and 1-up-1-down matchmaking, the system would be perfect as long as server count is halved.

Edited by Riba.3271
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Posted (edited)
On 4/20/2024 at 1:07 AM, Riba.3271 said:

There are only 2 functional systems: 

1. Randomized matchmaking. The team you queue with gets placed into team and plays in that team for short period. Matchmaking relies on good algorithm

 

Alliances (Restructuring) tries to do this, but the teams you can queue with are too big and teams dont change regularly enough. There won't be any server attachment or choice in this system, so regular matchmaking (every day or every skirmish) is just more optimal.

2. Server system: You have a stable server with no links and changing your team is expensive and limited to lower population servers (not tier 1). Fair matchmaking relies on your servers tier and your team stays relatively same for even longer periods.

 

If you are older player, you probably remember server system and it was glorious until launch populations dropped and there were too many ghost town servers. It also failed by opening overpopulated servers in middle of night and placing servers 2-3 tiers apart in same matchup. Now with weekly population status updates and 1-up-1-down matchmaking, the system would be perfect as long as server count is halved.

Megaservers, thats the solution.

Edited by Longpoke.8290
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15 hours ago, Ronin.4501 said:

It's not just the lack of mounts and gliding that make EOTM an awful map. It's the necessity of having STAB at all times on that map so long as enemy players have knockback. If you're in a squad without a lot of STAB or even in a party without permanent STAB you're basically setting yourself up for an easy death. Terrible design flaw.

My and my necro pulls say that's not a flaw, that's a feature 😄 

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