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match making system feedback

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Posted by: darres.8203

darres.8203

I wish i could show my match history

losing streaks with over 200-300 point difference

premades or solos ( specially premades)

my team is completely out gunned 9 times out of 10

I don’t care about your point system, i just want to have fun
the game is made in such a way that it seems to be OK to put mediocre players against high level
players because they don’t lose as many points

games are suppose to be played for fun, and you’ve managed to make it very frustrating

I know there aren’t many players in this game but for the love of everything holy please take a look at where you’ve put me

one glance and u can tell there is something very very wrong

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Posted by: Kharr.5746

Kharr.5746

The problem is not the matchmaking system. It’s the lack of players. PvP is filled with mainly two groups of people: Those who have 4k+ pvp matches, and those who are just starting out. If you are an intermediate player, you will get paired with one of the two groups since there aren’t enough intermediate players around to make “fair” matches.

Maybe once HoT comes out, the player base will grow and the problem will decrease a bit (all the skill changes will also reign in the massive lead the regular PvPers have since they’ll have to re-learn new builds and class mechanics).

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Posted by: vorpal.1497

vorpal.1497

It’s a bit of a myth that there aren’t many players. When I finally broke into this season’s leaderboard a week or two back, it was saying I was in the top 95%. Therefore the leaderboards represent about 5% of the pvp population, meaning there have been on the order of 20,000 unique accounts that have participated in pvp this season.

Ok, it’s not breaking any records for player activity, but a significant portion of that 20,000 are VERY active. Most people on the leaderboards have 200-300 matches, which is on the order of 50-75 hours to achieve!

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Posted by: darres.8203

darres.8203

the match making is still messed up
i watch pvp streamers all the time
they consistently find players who are very close to my level
i’ve never seen those players before!

I should be paired/matched up with THEM

but some how, the game keeps sending me to these players who have 4k+ games
while give me a team that double or even triple cap a point

I wish an admin would take a look at my match history
he/she will realize there is something horrible wrong here

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Posted by: naphack.9346

naphack.9346

It’s a bit of a myth that there aren’t many players. When I finally broke into this season’s leaderboard a week or two back, it was saying I was in the top 95%. Therefore the leaderboards represent about 5% of the pvp population, meaning there have been on the order of 20,000 unique accounts that have participated in pvp this season.

Ok, it’s not breaking any records for player activity, but a significant portion of that 20,000 are VERY active. Most people on the leaderboards have 200-300 matches, which is on the order of 50-75 hours to achieve!

20.000 unique accounts?
Not all of them play each day. For the sake of the argument, let’s just assume they are playing an average of 1 hour a day. 1 Hour a day is already pretty generous, considering, a lot of the players might only play on weekends. Distribute that over the day and we have 833 players playing the game each hour. Queue times range on average between 2 and 8 minutes, Let’s say 5 minutes for the sake of the argument. That means for every 15 minutes spent voting for a map, loading the game, waiting for players, playing the match and deciding whether to play another one, we have 5 minutes of waiting. That means, we have to take 25% of that number. That makes a pool of 208 players to pull from on average.
Let’s narrow it down more. For the sake of the argument, let’s assume 10-15% of the players search in full 5-stacks, which are preferrably matched against other stacks of 5 before considering other options. This makes the pool to pull from for matchmaking a mere 180 players.

Now we have to consider that of those 180 players, not every combination is possible due to groups of 3-4 players.
You are now stuck with the problem of making groups of 10 players from a pool of 180 with the following restrictions:
-two groups of five
-there shouldn’t be a lot of skill difference between the players of each group
-the overall skill of both group should be about equal
-preferrably you should avoid profession stacking

180 players is sufficient to create matches, which have some semblance of balance, but it’s just not enough. Especially when you consider that that number isn’t constant. The number of available players fluctuates heavily and sometimes, the matchmaker will have to make a match from a pool of 30 players.

The only crime, turrets committed, is being good against the celestial meta.
The mob has spoken and the turrets shall be burnt at the stake.

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Posted by: vorpal.1497

vorpal.1497

Sure, I’ll concede that there are off-times when the queuing population is low, but it’s a solvable situation. The algorithm could be made to wait longer, or to compress the MMR range it allows, and do so dynamically based on the queuing population (I know this won’t happen though due to dev perceptions and majority player perceptions on “how long is too long to wait”, but still…)

And then there’s quality of life issues that have the potential to increase the population, like being able to queue while outside the Mists, or unique pvp rewards, or elimination of hotjoin (but leave custom arenas the way they are), re-integration of solo queue, skill-based leaderboard ranking instead of time-based, and so on.

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Posted by: darres.8203

darres.8203

Sure, I’ll concede that there are off-times when the queuing population is low, but it’s a solvable situation. The algorithm could be made to wait longer, or to compress the MMR range it allows, and do so dynamically based on the queuing population (I know this won’t happen though due to dev perceptions and majority player perceptions on “how long is too long to wait”, but still…)

And then there’s quality of life issues that have the potential to increase the population, like being able to queue while outside the Mists, or unique pvp rewards, or elimination of hotjoin (but leave custom arenas the way they are), re-integration of solo queue, skill-based leaderboard ranking instead of time-based, and so on.

good ideas but skill based on leaderboard is…not the best factor atm

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Posted by: mistsim.2748

mistsim.2748

they gotta get more people into pvp by making smart design decisions, and by not wasting resources on bad ideas. after 3 years, I hope it’s that time. im very excited for the xpac, trait overhauls and elite specs.

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Posted by: Laraley.7695

Laraley.7695

I think the problem is the bad design. ’’It’s okay to lose because you’re supposed to lose, but you get rewarded for not getting completely destroyed.‘’ No one enjoys losing streaks and it’s really not motivating. You might see your points going up, but is it really fun to gain from games you can’t enjoy?

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Posted by: darres.8203

darres.8203

I think the problem is the bad design. ’’It’s okay to lose because you’re supposed to lose, but you get rewarded for not getting completely destroyed.‘’ No one enjoys losing streaks and it’s really not motivating. You might see your points going up, but is it really fun to gain from games you can’t enjoy?

exactly!!
thank you!
some times I don’t care about points any more and just want to win!

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Posted by: Mogar.9216

Mogar.9216

I think the problem is the bad design. ’’It’s okay to lose because you’re supposed to lose, but you get rewarded for not getting completely destroyed.‘’ No one enjoys losing streaks and it’s really not motivating. You might see your points going up, but is it really fun to gain from games you can’t enjoy?

exactly!!
thank you!
some times I don’t care about points any more and just want to win!

pretty much it, I care about fun a lot more than pts. If you are going to put me in a match with 0 chance of winning I don’t care how many pts you award me at the end.

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Posted by: mistsim.2748

mistsim.2748

we cant have leagues if we keep rewarding, or not punishing people for losing

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Posted by: Kyle.9523

Kyle.9523

You know what they say darres, you are the common denominator to those losses

#1 Ego NA

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Posted by: Xom.9264

Xom.9264

They killed pvp at the start of the game by sticking with conquest….. people hate it.

Deathmatch at the start 3v3 and 5v5 rated would of had more people playing.

Xomox ~Human Necro/Engineer ET

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Posted by: darres.8203

darres.8203

You know what they say darres, you are the common denominator to those losses

that just means you are valued too high as a member of the team
need better teammates or more equal opponents

1 or 2 losses, is expected

but when u go on a 18 game losing streak, something needs to be changed

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Posted by: Abazigal.3679

Abazigal.3679

What’s not good is that builds have a bigger impact than skill usually, especially on maps such as legacy of foefire.. What i noticed is that i’ve had many close matchs with mirror builds, but it’s way too easy to lose when having a bad setup

Let’s be honest, if you get 3 thieves and 2 rangers, all #100 against guards engi eles all #95%, i’m pretty sure the second team would win most of the time

It’s hard to complain about team compositions in a random system, but still, it shouldn’t be so easy to lose in some situations