Why Population Is.. And Is Not... The issue.

Why Population Is.. And Is Not... The issue.

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Posted by: LouWolfskin.3492

LouWolfskin.3492

Maybe they are trying to bring us back to GW1. Haha. God i miss this game.

I’ve been playing GW1 PvE in preparation for PvP. That game is what? A decade old? Yet, it still has a scene in PvE and PvP. That’s pretty kittening good.

I think the devs should take a close look at what was done right. Perhaps allow us core multiclassing?

In GW1 there are literally dozens of builds for each class and at least 2 or 3 that are optimal for any given game mode.

Some nights, there ( subjectively ) are more players visible in GW1 than GW2.

The way elite specs are used in conjunction with the old class lines we already have multiclassing and it is one of the major factors why there is powercreep since HoT was released. Yeah, sure, we need more in that direction.

Why Population Is.. And Is Not... The issue.

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Posted by: crunchyraisin.6054

crunchyraisin.6054

If you assume people play whatever class on whatever build gives them the best chance to win, this whole argument falls apart. Not that many of your matches are being ruined by people playing classes they aren’t experienced with. Getting rid of dailies, and the unique profession requirements for the legendary back piece would do a better job of solving this problem than your suggestions.

This is just a couple of several more items that needs addressing. By all means, list which ever you think has higher priority. The bottom line is that matchmaking needs to be smarter.

The larger the player pool, the better matchmaking will be. This is common sense. You can test this by queueing at different times. Everyone knows matchmaking is better during peak hours.

Not something i’m disagreeing with. My OP is a bit more detailed when pointing out what the “issues” are.

Having specific builds have specific mmr is very exploitable, nuts, and would destroy queue times. Amulet and profession….I could get on board with this, but it’s not going to solve your matchmaking crisis, and it’d still be exploitable. A power warrior or necro could switch between zerker(paladins for necro), marauder, and destroyer and bend their mmr whichever way they wanted it to go.

You’re absolutely right but there’s a smart way to do things. This concept idea would be easier if we had profession based mmr. So lets just assume Class MMR Matchmaking was a thing.

You queue with a class running Amulet/Rune with X/X/X treeline. Queue pops and MM picks you based on class and build. The moment queue pops, you cannot alter your build in any way. Game starts without the ability to alter anything build related.

I think that removes any exploitation but correct me if i’m wrong here.

If you remove a player’s ability to adjust their build/class before the match starts, many more games will be over before they begin due to comp imbalances. There aren’t enough players actively playing to have a system that makes sure each team has 10 similarly skilled players on their particular class, while at the same time making sure each team has a balanced comp.

Imagine team 1: ele, scrapper, necro, warrior, warrior
and team 2: DH, DH, longbow ranger, ele, rev

Both teams have balance, support and damage….but if nobody is allowed to adjust, team 2 can be significantly more skilled than team 1 and still easily lose with all of team 1’s projectile hate, warriors hard contering the dh’s, and the rev/ranger getting destroyed by condi.

(edited by crunchyraisin.6054)

Why Population Is.. And Is Not... The issue.

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Posted by: ResJudicator.7916

ResJudicator.7916

Class specific builds would turn this game into something I absolutely don’t want to play. I signed up for Guild Wars 2, not a video game like OW.

Disagree 100%. Overwatch is considered a “successful game” with a Twitch daily viewership between 20,000 to 25,000. That said, it’s not a Genre to compete against Overwatch. Regardless, I read up on it’s Matchmaking and I want GW2 to be on that level of algorithms.

I don’t think OW uses hero-specific MMR. It’s algorithm is probably pretty similar to GW2’s. I think the OW population is just way larger so you tend to get more evenly matched games.

For example, one thing OW does pretty well (which GW2 tried and failed to do) was that if you queued with a group, you’d frequently get matched up with a similarly sized group. So if you queued as a 4-man, you’d frequently run into other 4-mans, 5-mans, and 3-mans. GW2 tried that, but the pop wasn’t large enough to make it work.

Why Population Is.. And Is Not... The issue.

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Posted by: crunchyraisin.6054

crunchyraisin.6054

Doesn’t matter how good you think OW does matchmaking. If there are only 2-3 high level players playing, and a pool of above average players playing….some of them are going to have to fight the top dogs.

There is no matchmaking system that is possible that can solve that problem in any game….unless the team size was flexible. No, I’m not suggesting that.

And like I illustrated in my above example…there is simply way too much paper-rock-scissors action in this game to lock people into their professions when they queue.

(edited by crunchyraisin.6054)