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Panderus confirms: No matchmaking improve

beatannierbeatannier Member, NW M9 Playtest Posts: 692 Arc User
edited June 2015 in PvP Discussion
panderus wrote: »
This has been brought up before. With our current tech, we could improve the matchmaking further at the cost of greatly increasing queue times especially during off peak hours. We do not currently feel this is a good solution.

Matchmaking always was just random and Panderus now officialy confirms that there will be No matchmaking improve.


EDIT NOTE:
This post is not about queue restrictions, but about already formed teams balance so it won`t affect queue time in any case.
Panderus told why and it is explained well. We have not enough players.



But… please!
When you get the random team (ex. 20 for GG):
  1. Sort them by, respectively:
    1. Role
    2. Item Level
    MM-1.png

  2. Assign the sorted list, respectively teams:
    1. 1
    2. 2
    3. 2
    4. 1
    5. 1
    6. 2
    7. 2
    8. 1
    9. 1
    10. 2
    11. 2
    12. 1
    13. 1
    MM-2.png

  3. Let players enjoy balanced teams!
Post edited by Unknown User on

Comments

  • quspivquspiv Member, NW M9 Playtest Posts: 1,087 Arc User
    edited June 2015
    I think you have no idea how complex it is to make proper MM with premades in solo q and small population. As it is, 5man BIS geared premade go in and they get matched against 5 randoms in random gear, so queues are fast.


    You cannt improve matchmaking without:

    - players being able to access BIS gear easier and faster
    - more players queueing for pvp
    - removing or limiting premade size to max 2 players (it's unlikely they would completely remove it)


    Hence working on better MM system is just a waste of time. They will get better results from creating boolstering system with max and min values, so the difference between BIS and random players will still exist but it wont be as big as it is now.


    If there's not enough dps or healers in the queue you might sometimes end with few tanks, because system doesnt want to make all other players to wait for hours.
  • lirithiellirithiel Member, NW M9 Playtest Posts: 2,482 Arc User
    edited June 2015
    Panderus points to off-peak times but I really wonder how many more Americans play this game as opposed to the rest of the world, where their peak times are sometimes vastly different to America. For instance my peak time in now for the next four hours or so. That's pretty much the same as most of Europe and way before peak times in America.
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  • urlord283urlord283 Member, NW M9 Playtest Posts: 1,084 Arc User
    edited June 2015
    It works a lot... yesterday was a bad day for the Urlord

    other days not so much
  • beatannierbeatannier Member, NW M9 Playtest Posts: 692 Arc User
    edited June 2015
    quspiv wrote: »
    If there's not enough dps or healers in the queue you might sometimes end with few tanks, because system doesnt want to make all other players to wait for hours.

    All I proposed was balance withing match sides ONCE they are formed into match already.
    beatannier wrote: »
    When you get the random team (ex. 20 for GG)

    There is no word about any restrictions so the MM time can`t be affected in any case.
  • halstenberghalstenberg Member Posts: 20 Arc User
    edited June 2015
    Yeah, we already knew that though. Still no excuse for not making Dom a solo queue imho.
  • mjytreszmjytresz Member Posts: 500 Arc User
    edited June 2015
    quspiv wrote: »
    I think you have no idea how complex it is to make proper MM with premades in solo q and small population. As it is, 5man BIS geared premade go in and they get matched against 5 randoms in random gear, so queues are fast.


    You cannt improve matchmaking without:

    - players being able to access BIS gear easier and faster
    - more players queueing for pvp
    - removing or limiting premade size to max 2 players (it's unlikely they would completely remove it)


    Hence working on better MM system is just a waste of time. They will get better results from creating boolstering system with max and min values, so the difference between BIS and random players will still exist but it wont be as big as it is now.


    If there's not enough dps or healers in the queue you might sometimes end with few tanks, because system doesnt want to make all other players to wait for hours.

    As someone who actually writes software for a living...

    The algorithm isn't complicated. It's not even hard to implement. You could write a small script to fill an enumerable list with integers and still fit them into balanced teams. With the way matchmaking works in most other games, it wouldn't be hard to implement it in Neverwinter either.

    Their problem is that it doesn't directly reward them any money.
    As for the population problem, why do you think that is? It was usually less than a handful of minutes to find a PvP match in Mod 5. Now, it could be anywhere between 2 minutes and 20 minutes. This is because they lost a chunk of the population to bad decision making - Mod 6.

    Given the fact that Matchmaking needed an overhaul since powercreep became a problem and this is the only word we've received recently, it's obvious that "population" and "queue times" aren't a concern for them.
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  • ayrouxayroux Member Posts: 4,271 Arc User
    edited June 2015
    As I said in the same thread:
    ayroux wrote: »
    I strongly challenge this. The entire thing is not working correctly.


    Rather than trying to do this complicated "ELO" system of matching, what you REALLY need to implement is a system centered around total item level instead.

    1) Create a system that "captures" a players HIGHEST "total item level" achieved. This is the basis for what they are matched against.

    2) Since tenacity versus non tenacity is a major factor, you would ADD their tenacity value to their "total item level" high water mark.

    Thus a 3,200 player with 1000 tenacity = 4,200. Where as a 3,600 player with 0 tenacity = 3,600.

    3) Que matches players within X points (500 seems fair) and expands for each minute in que. Say our 3,200 player + 1000 tenacity Ques:

    1 minute: 3,700 - 4,700 range.
    2nd Minute: 3,600 - 4,800.
    3rd minute: 3,500 - 4,900 range.

    What THIS system does is "moots" out the benefit of gear, so you dont have to match players "elo" which clearly isnt working AT ALL.

    4) Considering players like to group up, to avoid "boosting" an entire GROUP is "considered" for the sake of match making to ALL have the item level value equal to the HIGHEST player in the group.

    So 3 players que: 3,200+1000 tenacity. 4,500 + 0 tenacity. 3,800 + 800 tenacity. The entire group gets treated AS IF they are all : 4,600. This is the value of the 3,800 + 800 tenacity.




    This is the BEST system you can make given the population and the que system. It allows for the MOST balanced games you can get. It puts PVP players on a different 'level' than PVE players. Given that its very linear with total item level watermarks, the Que times would be very quick and quick to expand the selection given the wait times. You can play with these figures and make it +200 to high and low for each minute or even +/- 1000 range to start with.

    This would REDUCE Que times and make for MORE balanced games.

    It also alleviates the issue of new players getting matched against BIS players (which happens alot BTW).
  • ayrouxayroux Member Posts: 4,271 Arc User
    edited June 2015
    quspiv wrote: »
    I think you have no idea how complex it is to make proper MM with premades in solo q and small population. As it is, 5man BIS geared premade go in and they get matched against 5 randoms in random gear, so queues are fast.


    You cannt improve matchmaking without:

    - players being able to access BIS gear easier and faster
    - more players queueing for pvp
    - removing or limiting premade size to max 2 players (it's unlikely they would completely remove it)


    Hence working on better MM system is just a waste of time. They will get better results from creating boolstering system with max and min values, so the difference between BIS and random players will still exist but it wont be as big as it is now.


    If there's not enough dps or healers in the queue you might sometimes end with few tanks, because system doesnt want to make all other players to wait for hours.

    While this is true the entire way they set up MM is just a cluster F.

    I understand what you are saying however what they TRIED to do is get a "skill value" (ELO) and match players on "skill value" when in reality GEAR is more important.

    The entire ELO thing is flawed because of the impact of gear. ALSO the way it matches teams is flawed as well. Instead of trying to segregate the population, they made it where ANYONE can get matched with ANYONE.

    To put it simply. Lets say players ELO range from 1-10.

    How MM works it is will look for a "balance" between the TEAMS.

    So lets say team A is:
    5, 5, 5, 5, 5

    team B will try and have the elo balance @ 5 but may look like:
    10, 10, 3, 1, 2.

    This is how it works. So guess what happens.

    Team A gets really upset because team B has two "god players" who wreck their entire team when they send 3v1. This is where you get "5s" coming to the forums posting nerf threads and talking about how "TRs were fine last module, nerf GWFs etc" Because its a 5 TR who lost to a 10 GWF who calls "foul".

    Team B gets upset because no matter what, they are only 2 people and their teammates are worthless because that 3 or 1 cant do ANYTHING against a 5 player.

    So both teams walk away frustrated. Both teams loath quing for PVP (this would be a "duo Q") so they end up grabbing another 3 buddies to avoid that frustration.

    Well then you have 5x 10 players and I think there is something in the matchmaking where after X time it allows for an open Que of sorts which is why you THEN get weird games like:

    Team A : full 10s

    Team B: 6,8,7,9,4

    Well obv its not even a contest for Team A.....


    So what is the solution? I have posted it, REMOVE this "ELO" matchmaking. It DOES NOT WORK in RPG games where GEAR makes THIS much of a difference.

    When gear was more a "moot point" like it has been at some points in the past, its a MASSIVE MASSIVE difference today. "ELO" matchmaking only works with a "level playing field" which the WAY they set up MM in this game is NOT a level playing field.


    They need to balance games based on ITEM LEVEL of the player. But that alone has alot of liabilities - gear swapping, boosting etc.

    So making a high water mark solves gear swapping. Then you have the PVE/PVP divide where PVPers have tenacity, so that should be added in.

    then you have boosting - which is alleviated by treating the entire party the same as the highest person.

    So NOW you have a que system that DOES level the playing field since its matching you with the players that have the CLOSEST gear to you, and NOW its skill that decides the win or loss.

    Starting with "skill value" is a fail. Staring with "gear" will GET you to skill being the deciding factor.
  • beatannierbeatannier Member, NW M9 Playtest Posts: 692 Arc User
    edited June 2015
    ayroux wrote: »
    Starting with "skill value" is a fail. Staring with "gear" will GET you to skill being the deciding factor.

    This! +1 at all.
  • nuudlznuudlz Member, NW M9 Playtest Posts: 285 Arc User
    edited June 2015
    Yeah, we already knew that though. Still no excuse for not making Dom a solo queue imho.

    So I'm not allowed to play with my friends in an MMO?
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  • edited June 2015
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  • quspivquspiv Member, NW M9 Playtest Posts: 1,087 Arc User
    edited June 2015
    nuudlz wrote: »
    So I'm not allowed to play with my friends in an MMO?

    Ofc you can mate, but not necessary in the same team ;)
  • misharonamisharona Member Posts: 61 Arc User
    edited June 2015
    ayroux wrote: »
    Starting with "skill value" is a fail. Staring with "gear" will GET you to skill being the deciding factor.

    Get that man a Professions Pack! Spot on!
  • drkbodhidrkbodhi Member, NW M9 Playtest Posts: 2,378 Arc User
    edited June 2015
    Here is an interesting tidbit that I watched unfold.

    'X' player joins group
    'X' player leaves group.
    'Y' player joins group.

    You will never guess where I saw X player next. When I hit X the first time... to see the competition, as is my tradition, X was on my team. After X left and Y joined my team... X appeared on the other side of the battle.

    Some of you may have seen this before... and not noticed it... but I notice a lot of things. How do I know that X, was the same X that left my team? Same name and same @...

    Not to mention... I pay attention to said player for my own reasons.
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  • halstenberghalstenberg Member Posts: 20 Arc User
    edited June 2015
    nuudlz wrote: »
    So I'm not allowed to play with my friends in an MMO?

    You still have GG to play as a team. Alternatively a queue for full premades would be ideal.

    The leaderbord as a single-player ranking needs a single-player queue. Same with tournaments that are based on it and the matchmaking.
  • edited June 2015
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