[email protected]7 年前WWR, the reason most the players at silver and gold level is because you (mail.ru) fuc-ed up matchmaking after you took over the game with your December 2016 update. Now there is incentive to tank games to keep at a lower levels (bronze 1 to Gold 1). This drop "scheme" will be just another attempt to get the matchmaking to work.
It will fail just like leagues. Why?
Because even with the incentive to get better gear, the actual game experience will still suck! There will still be players with level 9+ heavy bot hangars in silver and gold league beating the crap out of hangars will light, medium or lower strength heavy bots.
The guys at Pixonic who originally developed the game had it right. You need to match based upon the potential of a hangar lineup and not the actual damage inflicted. Your approach to do matchmaking is, to be blunt, stupid.
Example for illustration - HOW MATCHMAKING SHOULD WORK: A one on one battle of a light bot at level 12 with 2 level 12 weapons VS a heavy bot at 6 with 4 level 3 weapons.
Light Bot Damage Absorption - 80,000
Light Bot Damage Infliction - 140,000
Heavy Bot Damage Absorption - 140,000
Heavy Bot Damage Infliction - 80,000
The damage infliction is the total amount of damage the robots weapons can discharge during the entire 8 minute match. This needs to be an assumption you make for matchmaking purpose: that a single robot can last the entire match. Maybe it will, maybe it won't. But that is where player skill comes into play and who you team up with in the match. NEITHER of these (player skill or who you team up with) should be part of the matchmaking formula. This is why the current system of using the amount of damage a player inflicted in the last 50 matches is wrong and why Pixonic (pre mail.ru acquisition) didn't implement it.
The example above would be the perfect matching scenario, assuming a 100% hit rate for each player, the match would end in a draw. This is as fair as it comes without taking player skill into consideration (and it shouldn't be taken into consideration). You have a heavy bot competing equally with a light bot. If you used this system with leagues today, you would see Masters Leagues Hangars with all light or medium lineups. Today you don't (more on that - as it's another example of how you, mail.ru, have fuc-ed up the game). So for each player, we have a total of 220,000 ( 80,000 + 140,000) points. Let's call this the cumulative damage score.
So now you have as evenly matched 1-on-1 battle as you can get. What about other players to make up the team of six? Well, to your point and credit, there probably aren't enough players with a cumulative battle score of exactly 220,000. So you would need to do a bit of analysis of all the current hangars out there to get an idea on the +/- percentage you need to get a match together. I think 10% is probably a bit much (198,000 to 242,000) but 5% might not give enough range to quickly fill a match with players. You need to do some homework to come up with the right equation. Note I say 10% is probably a bit much because the higher amount of variance you allow the more you negate player skill.
Using the baseline of 220,000, you can now find 12 players within the range of variation for the battle. The last step of course is once you have the 12 players, teaming them up so that the cumulative battle score of each team has as little variance as possible.
The above is far superior to your current broken system. It will multiple benefits that will remove the need for the current assortments of schemes needed to address it's flaws.
1. A player will get ZERO benefit to tanking games. They can tank 50 games to get their average battle damage score to zero but they will continue to be matched up against hangars of similar strength.
2. You will have better top to bottom balance on each team. No more 1 player causing 50% (or more) damage to the enemy and carrying the team.
3. You will have better balance to enemy team you are facing. Unless the players are all duds, no more matches being decided in the first minute.
4. League will see more diversity.
Item 4 is directed at my comment on Leagues being biased and why in Masters League you don't see any all light or all medium bot hangars. In fact, looking at the Top 10 players in Masters League, there are only 2 light bots and they are all dashers. In fact, ALL THE ROBOTS EXCEPT 2 ARE DASH BOTS! There is 1 Giffin and 1 Lancelot. Before the dash bots were introduced, the hangars of the top 10 were almost exclusively heavy bots.
Is that the balance you were looking for when you introduced Leagues, Pixonic (mail.ru)? (Oh, and by the way, the current points awarded/deducted in battles going toward leagues is also terrible - I'll explain why you guys missed the boat on this one in another comment). I don't know if you guys are pretending you want to fix the problem or actually want to fix it. Given that the prior system worked better and you refuse to trash your current system to go back to it, I am inclined to believe you are pretenders, using the imbalance created by the matchmaking system and the DASH bots to increase your revenue. In other words: PAY 2 WIN.
If more people enjoyed the game more people would play. If more people sensed the game was fair more people would invest in the game and pay for upgrades.
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