(edited by Pandabro.8743)
How's matchmaking now?
Have you ever consider the option there is actually no rating and ANET is fooling you? No visible rating for us = no rating at all imo. Give us visible ratings and I will trust you ANET till then i dont simply believe you there is some matchmaking
what if…
there were a “tournament training” achievement line which offered rewards and titles for successfully engaging tournent specific needs such as…
- an achievement for 25 wins for each map in rotation (each)
- an achievement for 100 kills vs each profession (each)
- an achievement for time spent within x range of an enemy node under attack
- an achievement for time spent within x range of a friendly node under attack
- an achievement for 250 over all kills while assaulting/defending
- an achievement for 25 revivesonce all achievements are earned, the “tournament ready” title unlocks, and said player can queue for tourneys regardless of rank
this could be a series of challenges offered by a drill sergeant npc, and make a viable platform for progression based rewards
what if…
numbers are a bit too high, but the idea seems nice
Yolo queue FTW [YOLO] – Desolation (EU)
Champion Magus, Genius
give constructive feedback on how you feel the matchmaking is working for you.
Mr. Chapman. How can I give any constructive feedback if all pretty much boils down to a phrase screamed by me and many players in the community since months: SOLO QUEUE. Seriously, how hard this can be to implement?
Unless you want to funnel all players into just two groups.
1) People who have no clue or do not care at all and just want to zerg and kill red things. Hotjoin.
2) People who want to play seriously and are required to form premades or else face the perspective of being farmed by said premades.
If LoL didnt had solo queue I would have never played it as much as I did. If WoW didnt separated battleground queues into solo and premades, I would never spent as much time doing battlegrounds there as I did. I love GW2 but every time I join sPvP and get matched as bunch of uncoordindated soloers vs. an organized team with same guild tag and probably voice communication I want to grind my teeth. And then when said team dance over my corpse and spam laugh emotes I seriously want to shoot a kitten. Good thing I dont have one.
what if…
there were a “tournament training” achievement line which offered rewards and titles for successfully engaging tournent specific needs such as…
- an achievement for 25 wins for each map in rotation (each)
- an achievement for 100 kills vs each profession (each)
- an achievement for time spent within x range of an enemy node under attack
- an achievement for time spent within x range of a friendly node under attack
- an achievement for 250 over all kills while assaulting/defending
- an achievement for 25 revivesonce all achievements are earned, the “tournament ready” title unlocks, and said player can queue for tourneys regardless of rank
this could be a series of challenges offered by a drill sergeant npc, and make a viable platform for progression based rewards
what if…
You single? but seriously thats a pretty awesome idea …. I like it. Numbers can be tweaked of course but yea.
Tourneys without rating changes would be better result. Hot Joins don’t teach you how to play in tourneys, so whole idea of putting this kind of achievment is kinda ridiculous.
you are right, these achievements are not training for a tpvp match but readiness for a tpvp match; that is, at least ten successes on each map to ensure memory of map layout, individual class hunting to force familiarity with tactics vs that class, conditioning for fighting near nodes instead of two zergs rolling around in the dirt, reviving and team awareness: all of these are basic core skills to gw2 pvp in general and completion would ensure that a tourney player, solo join or not, only needs work on positioning and strategy and not map layout and how to dodge.
of course the numbers are mutable.
edit: in fact, a new series of tournament progression achievements for tournament specific skills could then be implemented
Benn E Violence :: 0/20/30/20/0
You kittens don’t even know what the prefix “meta” means.
(edited by nakoda.4213)
As an avid PvP myself, I can understand the wait for Solo Q can be a frustrating process. As we’ve announced in several podcasts now, Solo Q is our top priority. Fixing matchmaking was a necessary process that did not take developer time away from Solo Q and will make our implementation of Solo Q run much more smoothly.
We want to ensure you are not experiencing:
*Drastically longer queue times
*Massive losses/gains of rating per match (check ranking fluctuations)
*Mismatches (i.e. playing a top 25 ranked team as a 400 ranked player)
An example of constructive feedback for this would be:
Response A: “I’m a 300-400 ranked player and I typically play at prime time. Since the patch my matches seem to be much more even unless I manage to face a premade who happens to sit around my ranking (I checked their ranking). My queue times seem to be consistent as to how they were pre-patch and I am no longer experiencing massive ranking losses.”
Response B: “I’m a 300-400 ranked player and I typically play non prime time hours. Since the patch I seemed to be getting mismatched quite often. After checking the rankings of players I was facing I can conclude that I’ve been getting placed in buckets much higher than expected as my team was much lower ranked than our opponents. My queue times on the other hand are quite fast.”
Keep in mind you aren’t required to post feedback. We encourage you to keep things constructive and friendly. Thanks everyone!
Skills and Balance/PvP Team Principal QA
Former active member of Team PZ
Glad to hear that Solo Q is still been worked on.
However, from a solo-queuing point of view I’d say that the matchmaking does actually team me up with equal-skilled players a bit more often than earlier. Despite that, I’ve yet to face anything other than full premades for the past hours I’ve been playing today. I’m ranked in between 350-500.
Also the queuing time is sickening, normally pop-up time for me was about 10-15mins or something, during primetime EU.
With visible ratings it would be so much easy
You will keep getting full premades in that range I’m afraid. Most people who got there don’t solo q because they’ll lose ranking/ run with teams ‘cus it’s primetime. Anyway, let’s hope solo q gets in sooner than later. I don’t think the queue times will get better though.
Bring back: ‘Gamer’ title + MAT’s!
Throw out: Hotjoin!
As an avid PvP myself, I can understand the wait for Solo Q can be a frustrating process. As we’ve announced in several podcasts now, Solo Q is our top priority. Fixing matchmaking was a necessary process that did not take developer time away from Solo Q and will make our implementation of Solo Q run much more smoothly.
We want to ensure you are not experiencing:
*Drastically longer queue times
*Massive losses/gains of rating per match (check ranking fluctuations)
*Mismatches (i.e. playing a top 25 ranked team as a 400 ranked player)An example of constructive feedback for this would be:
Response A: “I’m a 300-400 ranked player and I typically play at prime time. Since the patch my matches seem to be much more even unless I manage to face a premade who happens to sit around my ranking (I checked their ranking). My queue times seem to be consistent as to how they were pre-patch and I am no longer experiencing massive ranking losses.”
Response B: “I’m a 300-400 ranked player and I typically play non prime time hours. Since the patch I seemed to be getting mismatched quite often. After checking the rankings of players I was facing I can conclude that I’ve been getting placed in buckets much higher than expected as my team was much lower ranked than our opponents. My queue times on the other hand are quite fast.”
Keep in mind you aren’t required to post feedback. We encourage you to keep things constructive and friendly. Thanks everyone!
So in essence, everyone please after facing me in tournament pm me your characters names so I can go out of the game and look you all up on the leaderboards.
For solo queue people ranking is often not as important. If the primary focus of playing would be to boost rank, that person would seek to become part of the premade in the first place becouse without that you will not climb far.
If you would introduce solo queue, you could separate the rankings and then they would become more meaningful for both solo and organized players.
The problem with solo vs. premade is fundamental. One side simply will not have fun. Being steamrolled is never fun. Premade may have fun if they like to stomp but there are also teams who get bored when they dont face a challenge. I dont know what some premade teams are doing at lower ranking levels. Maybe they are bad when compared with other premades. But when facing solo it does not matter. I win maybe one game in ten when facing premades and I would not be surprised if even less often. And those premades who our solo PUG manage to beat are either really new to this (you can see they are all level 10 or so) or have some issue. I remember playing a game vs. a premade which ended up with a close win for us. I thought to myself it was a nice effort only to realize at score screen we were playing 5 v 4. They would steamroll us if one of them didnt had connection issues. Steamroll in same way as 90% of premade vs PUG matches work. It is not fun and it drives people away from tPvP lowering the amount of active playerbase even further.
I understand that solo/premade split may increase queue times. And I understand that is an issue. But without solo queue the PvP community of GW2 simply will not be healthy. It is one of those times when you need to make a step with some bad cosequences to save the bigger picture.
the matchmaking is just as awful as before. 3+ of the same class, lvl 1 still teamed up with lvl 40+ and ofc those awful random teams against premades. doesn’t looks like they will be able/care to fix this.
I did 3 matches an hour ago. It felt better for me. I still have to play more and during prime time but its a start. I won 2 with 500-400 and lost 1 400-500. One win was against a premade. All the matches had people from gloryrank 35 too 50 (So I think rating-wise pretty much in the same range).
Anyway, weird team comps will always happen in solo q which isn’t a problem rly. I still think r1 shouldn’t be allowed whatsoever in tournies. And random teams against premades will keep happening until theres a split.
Bring back: ‘Gamer’ title + MAT’s!
Throw out: Hotjoin!
Voice chat would help a lot: being informed what’s gong on in the whole map will help players play more efficiently (no more losing time going on a point to find out is heavily guarded, for instance… or being able to know at once where help is needed).
It should be something like TF2, with the player’s name showing when he is talking. S we can connect player and voice at once.
And I don’t care about the rating. About win/loss ratio and so on. I want a guarantee I won’t see half of my team capturing the same point without any enemy around, just for the points (or-worse- because they think capturing will be faster). If that is not possible, I wish I could have enabled friendly fire. I will still lose, but at least I’ll teach them something the hard way. XD
However, the problem comes if there is ANY chance a new player (rank 1, for example) can have the same rating as an unlucky but more experienced solo queue player. If that is the case, rating system may treat as equally strong two players that are not.
And then most people will have quit before reaching tht rank because of Hotjoin idiocy. This might happen.
I agree something has to be done, though.
I don’t know what you mean by “hotjoin idiocy”, but I doubt new players will know how better or worse tpvp then spvp is, if they don’t have access to tpvp in the first place. Having a rank limit will give people goal of reaching that rank so they can do tpvp. It doesn’t mean they will quit if something is not available to them from the start.
I played League of Legends (before gw2 came out) and non-ranked matches never deterred me from reaching max level so I could do ranked matches. And I bet lots of people thought the same as me, seeing as there a lot of max level people who played the game. It’s not just about one particular game. In Aion my goal was to get max level and best pvp gear, best enchantments so I could have the most advantage I could in pvp. Having a goal and working towards that goal is what makes me want to play a game. A game with no goal can be fun for a while, but it gets boring really fast. Well, I’m just rambling now. My point was that having a rank limit is a goal that people will work towards if it’s not too painful that is (cough Legendary cough). I highly doubt people will quit over some “hotjoin idiocy” if they really want to tpvp.
I was talking out of personal experience: getting in 8v8 fights or trying to duel (= facing 1v1 builds with a build not designed for that purpose) was for me much more frustrating than tpvp. In that case at least you have chance to be on equal numbers.XD
because he doesn’t know it himself
So I decided to give GW2 a try after a 2 week break because they say they fixed matchmaking.
Well they DIDNT fix kitten.
Went on a 5 loss 1 win 1 loss 1 win 2 loss and 1 more loss against rank 143 premade team (I Ak)….. 8 losses and 2 win. You figure solo que is 50 50 chance, but the breakdown is (all my games I solo que’d):
Game1 solo vs premade (PvP) with 1 solo quer…. I LOST
Game2 solo que vs same premade (PvP) with 1 solo quer…. LOST again
Game3 solo que vs solo que 4v5 game, I LOST because MISSING ONE GUY
Game4 solo que vs full premade… I LOST
Game5 solo que vs same premade that’s been destroying my solo que games… I LOST AGAIN
Game6 I solo qued and got paired with (PvP) the solo que team that beat me previous 2 times vs 3 team premade with solo quers… WON
Game7 Solo que vs same premade I won against last game except the other 2 are premade as well (guild TT and LoL)… LOST
Game8 Solo que vs solo que…. I WON
Game9 Solo que vs solo que another 4v5 game…. I LOST
Game10 Solo que vs solo que…. I LOST
Game11 Rank 143 premade vs 71% solo que….. I LOST
While on 2 losing streak (also losing 8 games today out of 10) and then facing a rank 147 premade, its safe to say that Matchmaking is STILL BROKEN.
One of the biggest reasons why I lost 9 games and win 2 games? Facing the same kittening premade team, kittening 4v5 games. Only had 2 GAMES out of 11 that were solo que vs solo que and weren’t a 4v5 game.
They claim that they try to make it so you don’t lose so much? Hahaha funny kitten, I lost 9 games out of 11, that’s 18.2% win percentage (my overall leaderboard win % is 51.8%) but surely I will hurt from this. The only time my win % goes up is when I’m playing with my friends because like you see here, we face a lot of solo que’s and stomp them.
Also another thing, the advantage of the premade team against my solo que teams was that they had bunkers, my team had zero bunkers. So BAD BAD BAD matchups, if you solo que play a bunker to increase you chances of winning, I HAD ZERO bunkers all the games except the one when I was with the 4 team premade (PvP). 1 game of 11 with a BUNKER is sad, that’s why solo que has HUGE disadvantage against a premade.
The only thing I noticed is that I’m not super low on leaderboards so they have tweaked the % a bit, however not sure about how much you go up if you win… Because I didn’t win kitten today, have to see if its harder to go up as well. As always when I play solo que and make my rank look like kitten, they make it extremely hard to go up, because I was at 314-700 before I decided to solo que.
Matchmaking still broken and bad matchups happen 81% of the time while playing as solo que. Yes I had a game at 71% vs a rank 143 team
You should include rank in ur MMR..atleast to some point. Like rank would make your rating smaller UNTIl your r20 or smth like that. It doesn’t really matter to me if they have good rating, have been carried by better players through few matches and still remain without a clue on whats going on. Like the match i posted ele was r1 he literally came from quite long distance away to me while i was free capping a point. Came to cap it with me so i decided f this and go ahead and do smth usefull, after that the ele started to follow me and left point uncapped?! i went back to the point and he came back with me… If that happens already what do u think about other stuff? like knowing when to engage? maybe count enemies if there is a freecap somewhere? knowing what time buffs come on temple? i mean just the basic stuff is lost and they remain kinda useless the whole fight and its 4.5 vs 5. There are alot of other stuff that they just have no clue about or how actually contribute team more. That’s why i’d really like to make rank affect their MMR until they reach maybe r20-r30 cuz at that point they should atleast know basic stuff.
what if…
there were a “tournament training” achievement line which offered rewards and titles for successfully engaging tournent specific needs such as…
- an achievement for 25 wins for each map in rotation (each)
- an achievement for 100 kills vs each profession (each)
- an achievement for time spent within x range of an enemy node under attack
- an achievement for time spent within x range of a friendly node under attack
- an achievement for 250 over all kills while assaulting/defending
- an achievement for 25 revivesonce all achievements are earned, the “tournament ready” title unlocks, and said player can queue for tourneys regardless of rank
this could be a series of challenges offered by a drill sergeant npc, and make a viable platform for progression based rewards
what if…
You single? but seriously thats a pretty awesome idea …. I like it. Numbers can be tweaked of course but yea.
Tourneys without rating changes would be better result. Hot Joins don’t teach you how to play in tourneys, so whole idea of putting this kind of achievment is kinda ridiculous.
unranked tournaments would be good but that may not stop newbies going to ranked matches the idea of having unranked as well as a achievement pre-requiesite sounds like 2 good ideas rolled into perfection to me.
Yeah its still broken, I’m done with GW2 until they do another matchmaking update, tired of this premade vs solo que bullkitten and 4v5 bullkitten.
This is my matchmaking experience (albeit not in the form requested by the dev)
First, I rarely play with a full team of 5. I haven’t since the update actually. When I did play with a full team, my place on the leaderboards would usually rank between 300-600. When I entered tPvP solo, I would immediately drop off of the boards (regardless of my amount of wins and losses earned). I now am currently off the leaderboards, still solo queing, and my opponents are almost always either a coordinated skilled team or a mish-mash of players that frequent the boards at 300 and higher. I play both during prime-times and not, and my que times are very quick (usually less than 5 min).
Just basing off my judgement alone (no numbers to back this up, just my observation), I feel like my quality of games have gone down. Games with large discrepancies have increased in frequency, while good close matches are now a rarity. In fact, the skill level of my teammates has been much lower than what I have experienced previously, and the skill level of my opponents are much stronger than what I have experienced in the past.
Also on a side note, I would like to ask if there are maybe better solutions for gauging the skill of a player other than just wins and losses? This game is very team oriented and I feel like players can ride the wave of wins and losses in tPvP without any true representation of the players actual individual skill level (referring to solo que of course). Could a system not be implemented that took into account multiple important variables that would enhance A-nets evaluation of said player? I dont feel the current scoring system has much validity in judging success so I am not saying points scored in a game would be a good idea. I am more in favor of more complex statistics. Things that come to mind are things like kill/death ratio, lifespan and teammate rez to death ratio, complex node information (time spent assaulting/defending nodes, average caps and decaps per game, deaths/kills in nodes). Much better ideas and examples could be given, but my point is that a more accurate picture of player performance is necessary for accurate ranking and matchmaking (IMO).
The biggest mistake they made in terms of competition was actually the outtake of the 3-round paid-tournaments. From then competition was for 3 months not existing. Seems like reducing the entry fee to 3 tickets was too difficult for them to handle. Instead they brought up 1-round-tournaments, which were more about a grind-fest and which team had more time to play.
At least they recognized that tickets in this system had no value anymore for the 1-round-paid-tournament. And now we have free-1-round-tournaments. Everyday, on and on. It is so interesting, really.
^This ….along with removing decent gems rewards from tpvp too..that goes side by side with this since i agree gems for just 1 match victory it’s indeed too much..
My team was queueing expecting to run into another well-known/high ranked group who were also playing at the time.
Two minutes pop and we get a 500-150 match against solo queuers and a few r20s.
What? Half of us are nearly r60 and in top 10…
Winner of Curse’s NA Masters Tournament
twitch.tv/loljumper
(edited by Jumper.9482)
The biggest mistake they made in terms of competition was actually the outtake of the 3-round paid-tournaments. From then competition was for 3 months not existing. Seems like reducing the entry fee to 3 tickets was too difficult for them to handle. Instead they brought up 1-round-tournaments, which were more about a grind-fest and which team had more time to play.
At least they recognized that tickets in this system had no value anymore for the 1-round-paid-tournament. And now we have free-1-round-tournaments. Everyday, on and on. It is so interesting, really.^This ….along with removing decent gems rewards from tpvp too..that goes side by side with this since i agree gems for just 1 match victory it’s indeed too much..
Gems… The only incentive we had, but will never find its way back into PvP, as stated from Devs. But I’m quite happy about these 200 glory-points and a chest we have now . . . I mean it’s not like I allrdy have about 500k glory and all the armors and weapons for 5 months in the locker, definitely not.
My team was queueing expecting to run into another well-known/high ranked group who were also playing at the time.
Two minutes pop and we get a 500-150 match against solo queuers and a few r20s.
What? Half of us are nearly r60 and in top 10…
I doubt this has something to do with the size of population. At least you can’t be the only premade qeueing up during a certain time.
I seriusly think that as “matchmaking balance” they mean something like “You get screwed once, then other team get r1s, then you again…and so on, so from a balance point of view everyone is screwed” Can’t see any other possible explanation for this kitten…maybe we all just misunderstood what “balance” really means for anet…
Another part of the problem is that the rank is not an indicator for real tournament experience. If A-Net realized at release that something was wrong with it, found a solution like only giving rank-points through tournament play and split glory to only hotjoin while making it viable for something, mabye they could have taken rank as a factor into consideration for the MMR.
Now they can’t because they kittened it up. Mabye they should consider the number of tournament wins instead.
NA player. Mostly off-peak.
Que times seem longer by at least 1.5×. Not a huge issue, but in the future a win-to-stay format should be implemented, or at least a toggle at the end of match to stay with the same group to re-que, thus shortening the time that the matchmaking algorithm has to sort.
Still seems to consistently pit solo’s against partial teams of 3-4 quite often. Full team v. solo que seems to be less frequent, but still happens (and frankly one has to guess if it is full team or partial, but I think I am accurate here). Seems pretty clear that until ques are split the problems will persist in terms of bad matchups, and at that point the premade v premades will either be horrid que times or bad matchups.
I would like to state that when solo que is split it needs to be a true solo que. Allowing 2-4 players to hop on a voip and still solo-que will not fix the problem. It is just too big of an advantage vs. true solo quers of the same skill level.
. . .but in the future a win-to-stay format should be implemented, or at least a toggle at the end of match to stay with the same group to re-que, thus shortening the time that the matchmaking algorithm has to sort.
^
Another part of the problem is that the rank is not an indicator for real tournament experience. If A-Net realized at release that something was wrong with it, found a solution like only giving rank-points through tournament play and split glory to only hotjoin while making it viable for something, mabye they could have taken rank as a factor into consideration for the MMR.
Now they can’t because they kittened it up. Mabye they should consider the number of tournament wins instead.
This please…all those high ranked hotjoin heroes farming bads all day are really ridicolous atm…do you want rank to be an indication of skill? Raise tpvp honor reward and completely wipe honor out of hotzerg, less high ranks and more good players incoming..
I’m pretty much convinced that there is no invisible matchmaking system like Anet mentioned. I qued for a solo game prime time and got an instant match with no wait time against a top pre-made team MIM (EU tourney winners). Its mind blowing that you guys want feedback on something that you haven’t even worked on.
I’m pretty much convinced that there is no invisible matchmaking system like Anet mentioned. I qued for a solo game prime time and got an instant match with no wait time against a top pre-made team MIM (EU tourney winners). Its mind blowing that you guys want feedback on something that you haven’t even worked on.
there’s obviously matchmaking (when matchmaking was first silently released people noticed wihtout any announcement), but its not working well at all
I’d wish the devs acknowledged that the best fix to solo players facing full teams isn’t splitting the queues but a better matchmaking algorithm:(
You can put a level restriction to join tournament games and in addition to that you can match people based on their win/lose ratios. But right now, if you don’t queue in with your team, it’s pure luck to be able to have an equal matching.
(edited by aquel.2178)
I’m pretty much convinced that there is no invisible matchmaking system like Anet mentioned. I qued for a solo game prime time and got an instant match with no wait time against a top pre-made team MIM (EU tourney winners). Its mind blowing that you guys want feedback on something that you haven’t even worked on.
@Tyler:
Response B: “I’m a 300-400 ranked player and I typically play prime time hours. Since the patch I seemed to be getting mismatched quite often. After checking the rankings of players, in this screen shot, I was facing I can conclude that I’ve been getting placed in buckets much higher than expected as my team was much lower ranked than our opponents, not to mention there were only 4 of us. My queue times on the other hand are taking much longer.
Does that suffice?
Are there any plans for a duo queue? I play pvp a lot with a friend, but we’re not that organized at all. It’s frustrating to get matched versus premades, but a solo-only queue would prevent me from playing with my friends casually. Still, soloq is better than nothing, but it would be interesting to get a solo/ duo hybrid queue.
Are there any plans for a duo queue? I play pvp a lot with a friend, but we’re not that organized at all. It’s frustrating to get matched versus premades, but a solo-only queue would prevent me from playing with my friends casually. Still, soloq is better than nothing, but it would be interesting to get a solo/ duo hybrid queue.
i have no idea. i would expect not. however there will be a lfg tool released soon that you can use and i expect that will help quite a bit.
So, as a top ~100 player I’ll give my feedback on the system(s) in question.
First a bit of a backstory – I’m mostly a “freelancer” spamming map chat with “lfg” massages. Made it to around 220 with map pug groups, then formed a team with 4 friends and (a week later) we peaked at rankings 75, 71, 95, 118(me) and 183.
Then, on the next day, the team gathered again and we started playing, first match we got matched and lost against 3 players from MiM and 2 from GANK (not sure if that was their tag), all of them around rankings 10 and 20 at the time. Immediately after that we won 3 (three) matches in a row (in the rankings range of 100-450 in both matches).
After one(!) lose (to much better ranked team) and then 3(!) wins, we… wait for it… dropped with 100+ positions!!! So, let me repeat, after a single lose and three wins I dropped from r118 to r175 ?!
Haven’t played tPvP since then… and not because I care for the ratings, just that I don’t like the idea of being “rewarded” in such a way….
(edited by savov.3712)
So, as a top ~100 player I’ll give my feedback on the system(s) in question.
First a bit of a backstory – I’m mostly a “freelancer” spamming map chat with “lfg” massages. Made it to around 220 with map pug groups, then formed a team with 4 friends and (a week later) we peaked at rankings 75, 71, 95, 118(me) and 183.
Then, on the next day, the team gathered again and we started playing, first match we got matched and lost against 3 players from MiM and 2 from GANK (not sure if that was their tag), all of them around rankings 10 and 20 at the time. Immediately after that we won 3 (three) matches in a row (in the rankings range of 100-450 in both matches).
After one(!) lose (to much better ranked team) and then 3(!) wins, we… wait for it… dropped with 100+ positions!!! So, let me repeat, after a single lose and three wins I dropped from r118 to r175 ?!Haven’t played tPvP since then… and not because I care for the ratings, just that I don’t like the idea of being “rewarded” in such a way….
Yup, I found out a long time ago that there is no hidden points, there system you go up a % and down a %. You win at certain rank on leader you gain certain % of rank.
And it don’t matter who you play against as well. Now I can only speak for up to rank 300 on leaderboard, I don’t know how crazy it is between 1-300 on leaderboards.
For some reason I only seem to play against people that are lower than me on the leaderboards, what’s up with that?
But now they’re hating cause a brotha finally got some buzz
www.twitch.tv/Follidus – Team Absolute Legends
For some reason I only seem to play against people that are lower than me on the leaderboards, what’s up with that?
Because the regions are splitted up . . .
http://i.imgur.com/Sf5Kq3w.jpg
Bit of context on that image, dude with fire hasnt even reached 10 games yet, he hasnt played since october and even in october he clearly did not play much (r10). Whatever his hidden rating was it couldnt be high since we we had only played 4 games with him in total. Matthew was maybe r900 (also very few games played, he just came back from inactivity since November). Me, Dukey and Mikey were somewhere in the r500s at the time, (Dukey and Mikey also just got back to spvp after a long break). As a whole all of us are fairly low glory rank except me (so our experience isnt very high) and our ranks vary from 500-unranked.
So why exactly did we get an instant pop against Onibawan who are all top 60 players on the board? Its not like we waited, I just hit the que button and got the match. Like where do I even begin trying to explain what we should do to win when I have played who are playing a class for the first time or havent spvped in 8 months.
The matchmaking is still broken, that or your game is so dead theres nobody for us to be paired against so it had no choice. Either way it isnt very encouraging for this game nor is it reflective of “competition”.
(Also they found it funny from a balance perspective that an ele could tank for so long with just spamming a bunch of heals and dodges, but I suppose thats a topic for another time. Still, I am going to find it hard to convince people to play this game properly when it is in such shambles some times from balance, match making and lag in tournaments)
GW1 Rank 1 – 2 Gold Capes – [sC] [sup]
Hi there! I’m currently ranked at 94% and I went into TPvP with in a PUG “premade” where everyone else was ranked outside the Top 1000 except for one guy ranked around 800.
While this was quiet late at night at around 11pm-midnight, we ended up facing a Team with top 150 players and then another team with Top 300. While i appreciate the learning experience and the chance to play with the top players from podcasts…i don’t think it made for a very fun match for either team.
I think more clear information on how matchmaking works (even without releasing MMR details) would minimise the frustration regarding seemingly anomalous low PvP “levels”.
Highest Rank: Team Q – 33 / Solo Q – 1 (27/07/14)
Team: Svanir Pushing Lord [solo] / Carried Ace to Rank 1 Esport Guild Leaderboard
Hi there! I’m currently ranked at 94% and I went into TPvP with in a PUG “premade” where everyone else was ranked outside the Top 1000 except for one guy ranked around 800.
While this was quiet late at night at around 11pm-midnight, we ended up facing a Team with top 150 players and then another team with Top 300. While i appreciate the learning experience and the chance to play with the top players from podcasts…i don’t think it made for a very fun match for either team.
I think more clear information on how matchmaking works (even without releasing MMR details) would minimise the frustration regarding seemingly anomalous low PvP “levels”.
In this case it would be better to face an average soloQ-team. And there are a lot of them playing around this time. Mabye the MMR works like this:
-let’s say we have 4 teams (soloq or premades) in the queue. the first team is top100, the second team is top700, the third team is top800 and the forth is in the 95%.
As the MMR sees the second and the third team really close together in terms of rating they match them together. What’s left is the top100 and the 95%- team. I don’t know if the MM-System is intelligent enough to see this or not.
For some reason I only seem to play against people that are lower than me on the leaderboards, what’s up with that?
Troll
Hey all! Let’s make sure to remember that matchmaking is based off your rating and not your PvP rank. Players cannot currently see their ratings but our new matchmaking is much more efficient at pooling players together for matches. You should be experiencing much smaller rating deviations in games without a terrible sacrifice to queue time.
Be sure to give constructive feedback on how you feel the matchmaking is working for you.
Aside from splitting solo and team queue rating (PLEASE…) I wish I could PVE while waiting for matches. As it is between having to go to the mists to queue and that annoying pop up box that doesn’t actually wait when you click “wait” it’s really annoying to try to do that. If players can seamlessly PVE while solo queing and waiting for match to start the wait time would be far less noticeable not to mention get pvpers to pve more. I get that players need to go to the mists and understand their PVP skills/stats before queing so queing from pvp is problematic but that’s easily solved by making that feature “unlock” after a certain number of matches. If waiting for queue is less of an issue longer queue times for better matching isn’t as bad.
So when you first go into the mists you get a “letter” from the pvp trainer that gives some important pvp advice and tells you about how your stats are different and ALSO let’s you know that you have completed five tournament matches you can queue from pve.
http://i.imgur.com/Sf5Kq3w.jpg
Bit of context on that image, dude with fire hasnt even reached 10 games yet, he hasnt played since october and even in october he clearly did not play much (r10). Whatever his hidden rating was it couldnt be high since we we had only played 4 games with him in total. Matthew was maybe r900 (also very few games played, he just came back from inactivity since November). Me, Dukey and Mikey were somewhere in the r500s at the time, (Dukey and Mikey also just got back to spvp after a long break). As a whole all of us are fairly low glory rank except me (so our experience isnt very high) and our ranks vary from 500-unranked.
So why exactly did we get an instant pop against Onibawan who are all top 60 players on the board? Its not like we waited, I just hit the que button and got the match. Like where do I even begin trying to explain what we should do to win when I have played who are playing a class for the first time or havent spvped in 8 months.
The matchmaking is still broken, that or your game is so dead theres nobody for us to be paired against so it had no choice. Either way it isnt very encouraging for this game nor is it reflective of “competition”.
(Also they found it funny from a balance perspective that an ele could tank for so long with just spamming a bunch of heals and dodges, but I suppose thats a topic for another time. Still, I am going to find it hard to convince people to play this game properly when it is in such shambles some times from balance, match making and lag in tournaments)
Maybe for u it was instant, but we don’t know how much Onibawan queued.
Maybe the matchmaking system is broken and bugged, or maybe Oniwaban waited for 10 minutes or so, and finally the matchmaking broaded the search and found some top 1000 dudes to fed Onibawan.
Since matchmaking isn’t rocked science and it’s been around fairly long, i will bet it’s the latter, which is worst, because there is no patch fix to that.
Maybe for u it was instant, but we don’t know how much Onibawan queued.
Maybe the matchmaking system is broken and bugged, or maybe Oniwaban waited for 10 minutes or so, and finally the matchmaking broaded the search and found some top 1000 dudes to fed Onibawan.
Since matchmaking isn’t rocked science and it’s been around fairly long, i will bet it’s the latter, which is worst, because there is no patch fix to that.
Oniwaban probably didn’t wait for 10 minutes or so, because if you scroll up you can see Jumper’s post about their experience, getting matched up against bunch of rank 20s and soloquers in 2 minutes tops when they are one of the top teams in NA.
Today I got matched against a full team of rank 1 people who apparently didn’t even knew they could swap gear and builds…My team lowest rank member was me “Rank 24 almost 25” with the highest being rank 50…obviously we face stomped them to the point I was doing 1 v 3 at their spawn point as the rest of them gave up.
Well, u can patch whatever u want, but if there is only 6 low skill level players queueing, you can either make them wait or put them in som games.
No match-making system can make up for a low playerbase.
Are you kidding me? Even in wc3 you get player accordant to your rank/lvl. And wc3 is pretty old. + there are more lvl 1-20 then 20+ rankplayer in gw2 atm.
I just don’t get why anet is not doing a lvl 10 restriction for tournament games. This way the people would have an idea of how the game works. They know the maps and maybe got a reliable build. That would be an easy change and could be implemented really fast.
Or even better if they do a restriction that you need 30, 50 or maybe 100 hotjoingames with the class you actually want to join a tournament game with
..because even rank 30s often play tournament with a new class and play horrible bad then..
AND you get some kind of new reward for playing pvp. You want to be able to play tournament with every class so you spend time on getting this. This would be an great advantage i think! Because atm you get nothing but a few rankpoints and new armor… and for me i don’t want new armor since rank 30 (tribal :P) and rankpoints are not that important for me.. i play pvp for fun but it would be nice to get something when i start a new class and learn the mechanics.. because in the first time i won’t be as effective as with my mainclass..
From the few games I played last night around midnight uk time, I won half but none were exciting to play (either way).
I just hope Anet is monitoring the scores as well as the results when evaluating the MMR:p
Simple suggestion to alter the algorithm.
Seperate Ranks 1-10 into their own matchmaking que unless they are team queing with higher ranks. Exclude matches played between Ranks 1-10 only players from ladder calculations. This way you aren’t excluding anyone from getting experience, people who have played a decent number of matches don’t get rolled due to new players, inexperienced players can actually have fun/competetive matches against equally inexperienced players and no one has to whine about it either way any more.
It still doesn’t solve pre-made v solo problems, but it is an artfully simple quick fix for the time being that wouldn’t mess up future alterations.