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[Suggestion] Arena Matchmaking

nevarineswagyolonevarineswagyolo Member Posts: 56 Arc User
edited September 2013 in PvE Discussion
Arena Matchmaking
My Suggestion
Every day I see people suggesting matchmaking, and I agree with them, we should have matchmaking for Arenas, not coz some ppl have better gear then other ppl but coz it will bring more challenge in PvP, make PvP more "wanna play".

How should matchmaking look like in my opinion:
Should it be based by gear score? No.
Why? I know that many ppl want matchmaking to equal gear score, but if you think a little bit you will understand that it will make the whole PvP one huge joke. Skill =/= equal gear, and it never will.
But then I will still have to fight vs better geared ppl? Only in the 1st few weeks till ppl get their matchmaking rating up, and when that happens stronger and geared ppl will go up in the list and ****ty geared ppl and players will lower skill will stay down.
Should matchmaking be public or private? Public. I think that mmr should be public and displayed somewhere in players page, idk rly where.
Why? Humans are and always will be up for some competition and that will make ppl wanna compete.
But Cryptic always does thing they have a profit on, they rarely do things for players?
This game would not exist if cryptic was not making money, but I do agree that they take wanna always make money to a whole bigger lvl, so my idea for cryptic is to put that Matchmaking Rating can be gained not only by PvP but by Zen Coins also, in that way that for example 50 Zen can buy you 100 Rating and 150 Zen can lower your rating by 100 ( if you wanna play vs nabs and low geared ppl ).

Matchmaking Rating

Glory Rating or Fame or "name is as u wish"

Rating should go from 0 to 3000.


Stage 1 [ 0 - 1000 ]
If you win:
and you had less then 1500 points you gain +5 MMR
and you had from 1500-2500 points you gain +6 MMR
and you had from 2500-3000 points you gain +8 MMR
and you had over 3000 points you gain +12 MMR

If you loose:
and you had less then 1500 points you gain -3 MMR
and you had from 1500-2500 points you gain -1 MMR
and you had from 2500-3000 points you gain +1 MMR
and you had over 3000 points you gain +5 MMR

Stage 2 [ 1000 - 1500]
If you win:
and you had less then 1500 points you gain +2 MMR
and you had from 1500-2500 points you gain +4 MMR
and you had from 2500-3000 points you gain +6 MMR
and you had over 3000 points you gain +10 MMR

if you loose:
and you had less then 1500 points you gain -3 MMR
and you had from 1500-2500 points you gain -1 MMR
and you had from 2500-3000 points you gain 0 MMR
and you had over 3000 points you gain +4 MMR

Stage 3
[ 1500 - 2000 ] <"Some Title">
if you win:
and you had less then 1500 points you gain +1 MMR
and you had from 1500-2500 points you gain +3 MMR
and you had from 2500-3000 points you gain +5 MMR
and you had over 3000 points you gain +7 MMR

if you loose:
and you had less then 1500 points you gain -3 MMR
and you had from 1500-2500 points you gain -2 MMR
and you had from 2500-3000 points you gain -1 MMR
and you had over 3000 points you gain +3 MMR

Stage 4 [ 2000-2500] <"Better Title">
if you win:
and you had less then 1500 points you gain +1 MMR
and you had from 1500-2500 points you gain +2 MMR
and you had from 2500-3000 points you gain +3 MMR
and you had over 3000 points you gain +5 MMR

if you loose:
and you had less then 1500 points you gain -5 MMR
and you had from 1500-2500 points you gain -3 MMR
and you had from 2500-3000 points you gain -2 MMR
and you had over 3000 points you gain +1 MMR

Stage 5
[2500-3000] <"Epic Title"> + option to buy some cool pet
if you win:
and you had less then 1500 points you gain -1 MMR
and you had from 1500-2500 points you gain +1 MMR
and you had from 2500-3000 points you gain +2 MMR
and you had over 3000 points you gain +4 MMR

if you loose:
and you had less then 1500 points you gain -10 MMR
and you had from 1500-2500 points you gain -7 MMR
and you had from 2500-3000 points you gain -5 MMR
and you had over 3000 points you gain -3 MMR

on reaching 3000 MMR some cool reward

When players join arenas they will join with players who have +- 350 MMR from their own MMR.


What if que for arena just get too long sense no1 joins arenas with you own rate?
If player is in que for longer then 10min MMR system should put him in 1st avaliable arena party.

This system should not count for players 0-59 lvl.

Explanation of stages: ( after some play time which players will be in which grps, estamation only)
Stage 1- stage for low geared ppl and new players, by the time you reach 1000 you will be geared and skilled.
Stage 2- For geared casual players or players with lower skill.
Stage 3- Geared players who play game time to time with some skill.
Stage 4- Skilled and Geared Players and ppl who premade in good guilds
Stage 5- Best Players and Best guilds.

PvP Event should make players gain 3x more MMR.
Daily PvP should give players 20 MMR- maybe
Leavers get - ?? MMR - maybe


Thanks for reading, this is just my oppinion how should MMR look like, sense we rly need it, hopefuly Cryptic does something about this and soon. If you like my idea support it somehow.
Neravarine
[SIGPIC][/SIGPIC]
Post edited by nevarineswagyolo on

Comments

  • arabaturarabatur Member, NW M9 Playtest Posts: 778 Arc User
    edited September 2013
    And here was me thinking this was going to be some weird RP event to get players to date each other :p
    Definitely not an Arc User.
  • lobo0084lobo0084 Member, Neverwinter Beta Users Posts: 663 Bounty Hunter
    edited September 2013
    I generally disagree with this. Not with having a hidden skill system working behind the scenes. And not with players having a 'skill rank' of some such to brag about. But specifically on two points you made: gear score is irrelevant, and points-per-game equals skill.

    I've made my case for a split queue system to help divy up a playerbase, which I will repeat here just for a counterpoint. That said, I would like to first give you more reason why I disagree with two of the founding points of your suggestion.

    Gear Score is Irrelevant

    As this is a gear-driven MMO, theres a few common misconceptions. First is that gear doesn't matter. Maybe at a lower rank cap, but at the 60+ division, gear becomes the largest deciding factor between equally skilled players. The second misconception is that gear is all that's important, something I am NOT trying to argue for.

    The truth comes down to this: there are just as many poor players with great gear as great players with poor gear. But the dynamics and math behind the game prove that the gear gives a poor player better odds of survival. And when two equally skilled players come into play ... well, the one with the better gear will almost assuredly win. The stats are on his side.

    Gear is also, regretfully, the easiest thing to judge in this game, due to player skill being a very iffy thing to pin down into numbers. Why? My second point.

    Points-per-Game equal Skill

    As an objective based game, it's very obvious that players in support roles (such as debuffing, buffing, healing, or manipulating the environment in order to surpress opponents) are not recognized or rewarded in the system. Only kills, assists in kills, and flag caps. It's actually rather easy to have your worst player rack up assists and flag caps with simple aoe mechanics and become the highest score. Not that this is necessarily bad, just incomplete.

    Until such things as revives and pushes and singularities and buffs and debuffs and area heals, etc ... until that is quantified, player skill can't be accurately judged. And then you have the ever present amorphous parts of player skill that NO game has truly found a way to quantify, like communication, opponent intimidation (I've literally had players abandon attacking an objective simply by standing near it, especially if they've died to me three or four times in a row), team synergy (not knocking opponents away from melee classes), etc.


    So I offer my arguments, and now to input my suggestions. First and foremost, some form of quantified player score as you recommend needs to be put into place, if for not other reason than our often requested leaderboards. I would love to see what cleric on the server has the most heals and revives, and what GWF spends the most time tanking or controlling the enemy versus the one who has the most kills or assists. For a well rounded and in-depth pvp system, this type of recording is almost a must.

    I propose splitting the queue's into various categories, and allowing leaderboards to determine the capabilities in players of that category. But the queue's are generally voluntary, and instead of forcing players into different ranking brackets, it allows them to choose how hard they want to play. Here are the

    The Open Arena
    This one is essentially the same Arena as we have now. All comers, all takers, any gear, etc. Nothing special, but the place where any and all can play against any and all. (I'm a major supporter of never removing features in the game unless absolutely necessary, because someone, somewhere, prefers the pvp system we have now over any other). In the Open Arena, winners are awarded Glory.

    The Casual Arena
    This mode puts a hard limit on what gear you can bring into the battle. Instead of GS, which is what I normally suggest, I would limit it to T1 gear or lower. Gear is locked when the queue is finalized, not allowing you to switch into uber mode when you get into the match. Weapon and Armor attachments are turned off during the fight. Premade groups are not supported, so queuing with more than two players in your party (you and another) will not allow you to play. In the Casual Arena, palyers are awarded rank 4 enchantments and Glory.

    The Heroic Arena
    This mode limits gear to Purple, T1 and T2 (no T2.5), but reduces all weapon and armor attachments to normal and all enchantments to rank 5. Gear is locked once again. Premade groups are given priority queue to find other premades, only fighting PUG's if no other premade is queued. In Heroic Arena, winning teams are given a random assortment of rank 5-7 enchants and/or lesser attachments.

    The Epic Arena
    This mode requires T2 gear. Gear is locked. Full premade groups are required, and no individual queue is allowed (players can still use LFG channel to build team beforehand). Attachments are allowed and enchantments as well, allowing full use of all the best equipment. In Epic Arena, the awards include rank 8-10 enchants and/or normal attachments to the winners, but no glory.



    Again, I've revised my older proposal simply off the basis that gear score is not definitive for each class as it should (a 12k GWF does not equal in points to a 12k GF, or a 12k TR, etc), reverting instead to the class of loot drops. I believe that players would then build multiple sets of gear for pvp on different levels, maintaining a T1 set for casual PvP, and a full fit T2 set if they want Epic pvp.
    "Every adventurer has two things in common: they don't like dying, and they love getting paid. The rest is just semantics." Brecken, famed mercenary of Baldur's Gate

    "D*mn wizards," said Morik the Rogue.

    Learn what a GWF and GF really are: The History of Fighters
  • nevarineswagyolonevarineswagyolo Member Posts: 56 Arc User
    edited September 2013
    This is just my opinions, no offense intended and I do understand your part just:
    lobo0084 wrote: »
    I generally disagree with this. Not with having a hidden skill system working behind the scenes. And not with players having a 'skill rank' of some such to brag about. But specifically on two points you made: gear score is irrelevant, and points-per-game equals skill.
    That is what makes WoW better then most of the games, not better as a video game but better as more fun, I always hear ppl talking about best WoW players and what they do etc etc etc, Neverwinter needs to have well known elite players basket, and then many more ppl will work harder to get into that basket and beat those elite. Having rating system will make ppl work more on PvP coz only reason to PvP now is gear and fun, and fun dies when boredom starts, and when u have a goal to enter one basket or beat some1.
    lobo0084 wrote:
    As this is a gear-driven MMO, theres a few common misconceptions.
    Skilled players will get gear in 1 month tops, and with my system geared ppl will have higher rating, and skilled geared ppl even higher, so it will be join by gear, and you can also join gearless if you wanna show off.
    And you told "gear is all that's important", and I agree that gear is a big factor and you say that it is the only factor and that is a reason why ppl leave this game, they gear up and thazz it, nothing more to do, unlike in some other games which have higher popularity. At few other games getting close to endgame gear is only the 2nd step out of many steps there are, and if gear here is the final thing so it means that this online game is short if u know what I mean.

    lobo0084 wrote:
    Points-per-Game equal Skill

    As an objective based game, it's very obvious that players in support roles (such as debuffing, buffing, healing, or manipulating the environment in order to surpress opponents) are not recognized or rewarded in the system. Only kills, assists in kills, and flag caps. It's actually rather easy to have your worst player rack up assists and flag caps with simple aoe mechanics and become the highest score. Not that this is necessarily bad, just incomplete.
    On this I agree, I myself would put this formula for points: { (Players Damage) + (Players Heal) } x 0.0001( or some other well calculated number) to be added to the points player alrdy gets. And it would be good if that happens , only then I, or some1 else hopefuly, will have to recalculate my point system.


    Your arena system is nice, but its way complicated to develop in my eyes, Idea itself is good, like those things which sound good at start but then turn into disaster. Cant give you full explanation why I do not like some parts of it, coz some part I do like, but this game needs that elite player base, that is the thing most games fail to see, and I have played a handful of mmo games.
    And even if you system is more original, I give you that, mine is proven working system.

    Hopefuly some1 from staff sees our comments, we have a ****load of good ideas here.
    Neravarine
    [SIGPIC][/SIGPIC]
  • junichiroujunichirou Member Posts: 51 Arc User
    edited September 2013
    Are you aware that support clerics don't get as many points as the other classes? Unless you are running around capturing points and not doing your supportive role? Now what?

    And what if you are a premade? Are you going to sum all the MMR? Then your "high ranking" friends could bully the "low ranking" pugs because they have a "gap" with one or two clerics that usually don't get MMR?
  • nevarineswagyolonevarineswagyolo Member Posts: 56 Arc User
    edited September 2013
    I never told that its perfect, and I am DC also.
    And as for premades I forgot to mention that, sryz, you enter as a premade you do sum MMR and take average one but for example if you premade with 3 ppl who are Stage 3 and 2 of them are lower stage they only get into Stage 2 combat they will have no gain coz ppl from higher Stages should not get MMR from lower stages battle. I forgot about that, well I had idea but forgot to work it out, you will have it fully worked out by this time tommorow.

    Still it is over 50x better then it is now, it gives some balance and it is proven theory.

    And about clerics getting low mmr:
    On this I agree, I myself would put this formula for points: { (Players Damage) + (Players Heal) } x 0.0001( or some other well calculated number) to be added to the points player alrdy gets. And it would be good if that happens , only then I, or some1 else hopefuly, will have to recalculate my point system.
    Neravarine
    [SIGPIC][/SIGPIC]
  • havsbadenhavsbaden Member Posts: 4 Arc User
    edited September 2013
    I agree with both of you on this matter - A new system needs to get implemented to make the PvP competitive and team-balanced.

    Using Gearscore as a factor to determine how one would perform, would not be wise since I think skill is the most important ingredient to success. I play rogue, and I'd say my class has a very high skillcap, possibly the highest, meaning a bad rogue would have a hard time, while a good one would destroy anyone who doesn't know how to play.

    The scoreboard isn't of much use either since it doesn't always tell the truth about who are the best players. To be frank, I do not have many suggestions on how to solve this puzzle. I do think it would be a good idea to split the PvP into two different queues; one for casual PvP and one for rated PvP. No need to make it much more complicated than that in my opinion.
  • nevarineswagyolonevarineswagyolo Member Posts: 56 Arc User
    edited September 2013
    As for Premades:
    If ppl with high rate join preamde, and premade hs much lower MMR then they have they will get no MMR, coz you should be able to join +-350 MMR from your own, and for joining premade it counts grps average, but when u get awarded MMR it will not look for grps MMR it will look for your own MMR.
    Example:
    You have 2000 MMR
    Average MMR of your team is 1300
    which is -700 MMR from your own so on Victory you will gain no points.
    But if you a a guy in the team which MMR is 1100, he will get points.
    I think that this fixes Preamde part.
    PS: even w/o DMG+Heal thingy every1 can easily get 2500 points on a good match, but still I agree that we should somehow count DMG and Heals in point system, but then we should count my point system again.

    When I told that MMR should be public I was not thinking about some online scoreboard, I was just thinking that you can see players MMR when inspecting him, or even better: it should be optional, for example you can have option to show your MMR or u can just keep it private.
    Neravarine
    [SIGPIC][/SIGPIC]
  • nevarineswagyolonevarineswagyolo Member Posts: 56 Arc User
    edited September 2013
    BUMP
    rly some more feedback will be nice
    Neravarine
    [SIGPIC][/SIGPIC]
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