30 seconds queue

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Posted by: Deimos Tel Arin.7391

Deimos Tel Arin.7391

1. click “compete” (seasonal ranked sPvP)
2. enters on going 15 seconds timer to form a 5 player team
“finding team” (ignores both division / total pips and MMR)
“team found” (restart 15 seconds timer until a team is formed)
3. enters on going 15 seconds timer to find opponent
“finding opponent” (ignores both division / total pips and MMR)
“opponent found” (restart 15 seconds timer until opponent is found)
4. load map
5. profit !

= pip gains and losses =
1. total pips of players are added up
2. winning team gain half the difference in pips if losing team have more pips
3. losing team lose half the difference in pips if winning team have less pips
4. total pips are divided by 5 and rounded down.
5. profit !
for example,

amber = 15
emerald = 20
sapphire = 25
ruby = 30
diamond = 35
legend = 25

red – blue
amber 10/15 – emerald 10/20
legend x1 0/25 – sapphire 15/25
emerald 5/20 – ruby 15/30
sapphire 0/25 – diamond 0/35
emerald 19/20 – ruby 0/30

red team pips = 10 + (15+20+25+30+35) + (15+5) + (15+20) + (15+19) = 224
blue team pips = (15+10) + (15+20+15) + (15+20+25+15) + (15+20+25+30) + (15+20+25) = 300

so
red 224 vs 300 blue

half the different in pips = 76 / 2 = 38

if blue team wins, each member earns 1 pip, since they have more pips
all red team members loses 1 pip for losing

if red team wins, each member earns 1 pip for winning, plus their team earns extra 38 pips for winning against a team with more pips.

but 38 / 5 = 7 each and 3 extra
so each red team players earn 1 + 7 pips while
each blue team players lose 1 + 7 pips
(amber will not lose pips)
(emerald and sapphire will not lose tiers)
(all will not lose divisions, except legendary)

2 man parties pips are multiplied by 2
3 man parties pips are multiplied by 3
4 man parties pips are multiplied by 4
5 man parties pips are multiplied by 5

since many people are saying pips do not represent skill so why not try something new in year 2 or season 5 ?

discuss !

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Posted by: Deimos Tel Arin.7391

Deimos Tel Arin.7391

hmmm no one likes 30 seconds queues ?

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Posted by: Deimos Tel Arin.7391

Deimos Tel Arin.7391

basically solo queue would be totally random, depending on who is pressing the queue button “compete” at the time so forming teams would be advantageous.

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Posted by: Deimos Tel Arin.7391

Deimos Tel Arin.7391

if pips do not represent skill and MMR may not always be accurate why are we still wasting everyone’s time with 1 hour queues ?

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Posted by: Xanctus The Dragonslayer.2318

Xanctus The Dragonslayer.2318

The win bonus people with low pips get could incentive people to form teams with as low as pips as possible while having higher mmr till thier pips become too much to not be able to cheat the multiplier u set in for teams. Bassically smurfing will be a thing.

U could in theory manipulate matchmaking to increase the odds of having as low as much overal pips possible.

U could set the limit at 40 pips for yourself team up with 5 high mmr smurf account ambers with 0 ideally pips. And so’’ cheat’’ the system. till u cannot evade the high x5 multiplier anymore. Then make a 4 man party, then a 3 man party and rince and repeat. Sure it’s not a flawless system as in a 4 man party the possibility of having an random who is in diamond or legendary division is also there. However the chance of encountering lower division players will be higher anyways. As the populations is more casual. This problem will however not start in the beginning as differences in divisions will not be seen after a week or 2 or so. But once we have our ruby’s and diamonds and legendary’s matchmaking can be cheated.

It might encourage smurfing and shopping for ambers. And take the randomness aspect of the system out of it.

Your system will work for a few weeks and then u will see more smurfs running around.

U’d have to signficantly increase the multiplier for overall party pips to outright discourage partying up with a ’’friend’’.

U could do that. But then u might actually decrease the pvp population even more. As parties will get punished for having higher pips more often then randoms due to the increased multiplier for party pips overall.

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Posted by: Sarrs.4831

Sarrs.4831

the system should always prioritize creating good fights in a reasonable timeframe (<3min, ymmv)

going shorter than that and creating bad fights would just make it unfun

building a complicated system of pip rewards around imbalanced matches is putting the cart before the horse

Nalhadia – Kaineng

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Posted by: Deimos Tel Arin.7391

Deimos Tel Arin.7391

Xanctus The Dragonslayer.2318
aaah thanks for the comprehensive feed back !
hmmm what if people only lose 1 pip from losing and not extra ?
hmm but yeah you are right, shopping for people with less pips (lower divisions) will happen if we base pip gains on pips difference.

well this concept is based on ultra street fighter 4 ’s player points (pp) and battle points (bp) but i guess it is hard to work here since gw2 spvp is 5v5 and not 1v1 2d combat.

Sarrs.4831
but i hate the queue time!
i really miss the < 30 seconds queue time from guild wars 1 random arenas !

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Posted by: Xanctus The Dragonslayer.2318

Xanctus The Dragonslayer.2318

Xanctus The Dragonslayer.2318
aaah thanks for the comprehensive feed back !
hmmm what if people only lose 1 pip from losing and not extra ?
hmm but yeah you are right, shopping for people with less pips (lower divisions) will happen if we base pip gains on pips difference.

well this concept is based on ultra street fighter 4 ’s player points (pp) and battle points (bp) but i guess it is hard to work here since gw2 spvp is 5v5 and not 1v1 2d combat.

I see, not a bad take. You’d simply have to deal with one issue here and that is making it so balanced that parties do not get an advantage but at the same time not discourage them.

If people do not lose extra pips then, U’ve bassically made matchmaking too easy. Like way easier then season 1. Since people can only lose 1 pip, but at the same time will be guaranteed to win extra pips every few battles . It should still be random. Hmm keep the pip difference. But at the same time when a party is involved. Do indeed multiply thier pips. Maby increase it a little bit to your liking. And have them lose an extra pip from 3 people and up. They’d have a bit more risk. If they win and still happen to be the team with the lower amaount of pips. Then award them thier pips based on your formula. This pretty much is an warning for people thinking they can smurf. It puts them at risk irregardless of thier low division as they will lose extra pips if they lose even if they have lower pips overall. It’s kinda like a safety net.

Your system could work in battling the Dunning kruger effect. It’d pretty much shuts down any complainst about matchmaking since everything is litterally random safe for a few variables (such as time of the day etc). There’d be no way for anybody to complain about bieng stucked with idiots constantly. . They’d have no viable excuse whatsoever. It’d be practically impossible to constanty be matched up with idiots.