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Post by Dredd77 on Oct 30, 2017 2:46:13 GMT -5
We were promised changes and fixes to the MM as far back as last April, at the community roundtable.
For many, these promises seem to have been broken, as I still read folks expressing frustrations with the MM.
I'll be doing an article that touches on this (and much, much more) shortly, and wanted to get some more current examples of what the problems are, particularly since I don't experience them for the most part for whatever reason.
Any insight here would be greatly appreciated!
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Post by 7iquid on Oct 30, 2017 3:30:44 GMT -5
Some describe it as an utter pariah. I can't do the same. It's never been a massive problem for me and the biggest development in my game was adjusting my hangar and more importantly my play style. I have occasionally seen the odd mis-match but nothing that some posts would suggest has caused a untenable string of losses. I do wonder if confirmation bias has an enormous amount to do with the MM frustration. So you lose a game - hoping to complete a task and you check the team stats and profiles...there he is! That nasty sneaky Expert 2 player caused all of my loss, so that's why I kept missing with my Tarans at 150m! That's why none of my team capped beacons! Thats why I was too aggressive and got shot, a lot! I think the MM is having to match player to player and match tankers, that makes a big dynamic shift in getting proper match ups. It might match on apparent League but this has absolutely nothing to do with what's in the hangar. How on earth is it going to get the balance correct? Don't forget that it's also trying to adjust win rates to 50%. If I was the Matchmaker I would quit my job over unfair work conditions. So maybe it's not the actual MM that is so badly designed here but simply the parameters within which it functions. Finally I have noticed some very weird effects when I researched win rates. I managed to get my win rate over 68%. I was suddenly finding my match ups were fine - in principle, but the red team had all taken in invincibility pills. My weapons did no damage yet I was getting utterly destroyed by players at the same league. The match maker wasn't at fault here - it felt more like an in game algorithm that was affecting my play. I wonder if that is the really cause of all the MM wailing and gnashing of teeth. Hope those thoughts might be useful.
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Post by Deleted on Oct 30, 2017 3:32:46 GMT -5
I'm in Expert 2 on iOS, and I'm still having issues with the MM. I often have good battles and, to be fair, I rarely have to combat against MK2 hangars; Dash robots, instead, are everywhere and so are maxed Champions (I face them EVERY game I play). Anyway, even with a 9/9 hangar I still enjoy the game a lot so the main problem is not about who I have to face: the MM is not good in this thing, but it's not too bad.
The BAD, BAD thing is the fact that it forces you to have a 50% win rate: when you are in a losing streak, you feel like there's nothing you can do to win and that the outcome of the battle has been estabilished even before the start. When you are in a winning streak, it's like you are clubbing noobs. Balanced battles are not as frequent as they were before the introduction of Leagues.
It has no sense, IMHO: the strenght of your opponents should be determined ONLY by your league placement and your win rate shouldn't have any impact on this. If you are too good for your league and you have high win rate, you should just go up in leagues and then the stronger opponents you face will naturally make your win rate lower. There's no need to FORCE a loss in a league-based MM.
I'm sorry if something I wrote is not easy and clear to understand, but English is not my main tongue so I do my best.
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Post by AVC on Oct 30, 2017 3:44:27 GMT -5
OK, I just re-started the game on FB GR (as I prefer mouse/KB to the iPad). Going from Diamond level on iOS. So here I am in lowly bronze with a Destrier, a Boa (which I won) and a Pinata Patton. What am I pitched against? The works.. Tarancilots, Gold and WP weapons abound, Thunder Carnages, Plasma Griffins, DB Griffins you name it. and that was at about game 15.
As I write I am in Silver III, with 2 Leos and 2 Griffs, with all Au weps apart from 2 Magnums (thanks to the Black Market and the Event), otherwise it would be Pinatas and Punishers. I am pitched against full-on whale clans. I'm talking champion league. Dash bots, Ancilots, Triple Zeus Furies. My last game had a player from TK3 clan, champion league and a score of 35000+. 12/12 Taran Haechi, nothing else below 11. 「whiskey tango foxtrot」? Mine is 1254 FFS and all my bots/weps are like lev 6 max. It's not seal clubbing, it's a rout. It's like pitching T34s up against a Abrahms.
Oh and my next game it's half full of Destriers and Cossacks
The MM system (and I use the term System loosely) should put same level players in game, above 30 it should work off your max Bot or wep level (to encourage levelling up evenly). If theres not enough players to fill a 6v6 game, then start the game with 4/4 or 3/3 if necessary. That gotta be better than the current system. Which appears to be a garage-sale roulette wheel from Star City casino.
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Post by AηɗυηєɗнєƖ [ǀƬA] on Oct 30, 2017 4:01:29 GMT -5
There are, as far I can see, three main issues, but only two inherently due the MM design.
1) The first, and real, issue, is with team MMing. As it always been, when pairing for teams the MM looks for the highest level in a team and then for number of teammembers, and matches with a team with the same top level and members, or the closest. That means that a team with one champion and 3 experts will almost invariably end up against a full 6 champions hangar from a clan. That is, as I said, by design and nothing new, it was the same with the old MM. However, that now breaks "mixed level" (which are still the majority, by far) clans irremediably, as back then a stronger clanner could use a secondary, weaker, hangar to squad with the younger members, now that is impossible because any bots will be meaningless, as tier is what it is looked at. Only way a clanner has to squad with weaker members is tanking down to their level. Huge problem.
2) Worse, the second issue derives directly from the one above and something that happened after the Mm was introduced: with experts-legends being thrown in a single pool, also full expert squads (and also, my experience, a 3 experts-1 diamond squads) will always be matched with full champions, clan squads, meaning that for people with a non maxed hangar, being part of squads larger than 3 is suicidal. "Hugerer" problem still stemming from MM design.
3) And then there is the usual problem of the MM not being able to tell a 12/12 mk2 hangar in bronze (but, lately, I've posted on facebook an example of someone who managed to get to prvate tier) from a real bronze hangar and putting one against the other. That is, of course, due exploitation of the MM system, yet is a flaw that has been there since the beginning, has been pointed out over and over and over and over again, causes immense frustration to the playerbase, probably is detrimental to Pixonic long term bottom line (assuming they consider anything like that, any doubt about it is legit by now) by turning away new playes.. and yet it's still there.
Android here.
PS addendum: maybe the generalized perception of a totally useless MM stems from a special consequnce of n. 3. Besides the bronze tanker, who is very obvious, there is the "intermediate" tanker, meaning a champion that drops to diamond-master. Now, the random MMer has found some kind of balance over time, meaning that, more or less, teams are balanced tier-wise in number of people coming from a specific tier... however, there is so much tier manipulation that often the experts and masters on both sides are, in fact, champions in disguise, hence the perception of a totally screwed MM when the end result is a damage ratio between the two team that goes from 1.5:1 to as high as 3:1
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Post by Deleted on Oct 30, 2017 4:47:12 GMT -5
Tanking: Silver leagues start at 1100 league points, Diamond leagues start at 2300 league points. Unless Pix plans on actually balancing the items in the game (obvious lolno since $100-325 RM releases), or removing MK1 upgrades and starting all bots at their current Lv12 values (HAHAHAHAAHAAHHAA),there is no reason a 9/10 hangar should EVER see a bronze or fresh out of bronze player.
Tofsla: Adding league based rewards, this will sort itself out.
Yep, nine months later, when the gap from newbie to max has been extended by a minimum of two years (after it already being a year for the most hardcore grinder) and/or a couple of thousand dollars. Totally going to sort itself out. -claps-
League mixing: Don't have enough players? I mean, it's not like every public platform War Robots's community can communicate with Pixo has been in an uproar for almost four months.Everyone that looks up the communities and fan content on the game is wowed by how awesome everyone thinks the devs are! We all know this isn't going anywhere, gotta drive those sales kiddies. But the only way they're ever going to fix the level gap issues, is if they revert the upgrade costs/times of all of the bots and weapons pre camelot (Fujin Raijin being the last) to their pre-nerf versions. Manni suggested the funniest thing that isn't going to happen: Release a bunch of decent quality Ag bots. I say make Gep, Rog,Fury, Aphids, Gekkos, Zeus and all of the WSP bots/weapons into Ag purchases when workshop 2.0 becomes a thing. If you're going to unapologetically release new op content every month or two,at least remove the limiting factors on the old content that you are making obsolete. The problem with War Robots, is that items get MORE expensive over time, because their in game value is decreased as they are changed MORE as time goes on, and the new content is obviously of better quality/with greater abilities. Everything except Orkans, and Anciles older than two years should be MORE accessible. You pay for it if you want it when it's spiffy, you get it far easier when its just to have fun when it becomes obsolete.
Score adjustment due to comparative damage ranking in matches: Fine for TDM, but that's all it's good for. I've always advocated that beacon captures should also have a number score addedd to damage by way of a scale of time spent capping, time apent liberating, and time spent preventing liberation/capture. Instead, we have the rite of passage million damage game, which more and more people seem to be getting their firsta of, on losses.
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Post by Deleted on Oct 30, 2017 6:59:10 GMT -5
Mixed league squadding is broken. Gold + Expert gets treated as highest tier player.
Tankers. Not bad on iOS. Don't see any at the upper tiers. I'm in Master.
Cowards. Bigger problem. Leaving games when they see Kbots, when getting spawn raided, when campers abound, when getting bad map, when seeing Ember, etc. etc. etc.
Not big enough pool at top. I don't like playing with Experts. They are really bad and I have to carry my team. I enjoy all Champion/Master games more as everyone is equally skilled.
Unbalanced teams. I see 6 Champion reds with Kbots or top clans. On my side is 3 Champion/Master and 3 Experts. Match is over before it begins. Need a handicap if MM knows it can't balance teams.
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Post by _psychø on Oct 30, 2017 7:10:35 GMT -5
Mixed leagues start from Diamond and all the way up to Champion, playing in there feels like a mini version of LQ with no gold, silver and bronze players, I still get full champion clans vs a team of randoms and it's always been like that since I reached diamond. And the squad battles have always been a disaster since I started playing, if they could only allow cross play, it would really make a difference.
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Post by hyderier on Oct 30, 2017 7:42:10 GMT -5
Maybe 1 in 10 games is actually even and exciting. Other 9 games are decided by MM or by leavers.
This results in loss of faith in MM and people just giving up when battle just looks lost.
Only valid reason for uneven battle is disconnect. That's maybe 2/10 games. So 7/10 games, the MM algorithm fails.
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Post by Koalabear on Oct 30, 2017 8:16:03 GMT -5
I don't really pay that much attention to the profiles of other players and don't spend a lot of time trying to analyze a game. But, I've noticed that the games are like rolling hills. I'll have a good week, with good damage, good match ups, and decent winning streaks. Then I'll have several days of complete annihilation and massive losing streaks.
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Post by TravLar on Oct 30, 2017 8:44:30 GMT -5
I agree with a lot of what above. In short though any MM system that puts me in the same battle as a guy with 2000 more trophies than me, with a 12/12 hangar, 3 Haechis and 2 Bulgasaris is not making good matches. The system is vulnerable to tanking while players are encouraged to tank to by system that provides inequitable bots to whales.
Broadly speaking, 80% of the game comes down to damage, HP, speed and special abilities. 10% is skill and 10% (maybe more) is luck. The MM must address that 80% directly and weigh the results according to skill and experience.
As to squad MM - well that is just hopeless! Is there even one? I cannot remember my last well matched Squad game.
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Post by borisbaddenov on Oct 30, 2017 9:31:05 GMT -5
I'm so ignorant about MM issues that I don't have much of an idea what the problem, or even if there is a problem. I press Battle - chose what type and play. It seems fun to me - so I press Battle again - and again I don't check what leagues other players are in - but I do look at other hangars to get ideas. Now and then there seems to be a hangar that doesnt belong - but those are very infrequent. Peace- Boris
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Post by Jame-thon on Oct 30, 2017 9:32:49 GMT -5
I posted this on reddit when another player was petitioning for suggestions and comments to Pix Dredd. Hope this helps gives some material or different perspectives for your article. GL.
1) Separate farming resources from competitive gameplay I've said this since 8-9 months ago and still saying it now. This is a broad BIG picture concept thing. They are closer with game modes so in my opinion you can achieve this. A huge problem is these two concepts are intertwined. I understand why high level champions want to seal club and make money fast cause upgrades are expensive and not everyone is a pay to play player. It happens in any game: farming for resources. As you level up everything is much more expensive, so what do you naturally have to do? GRIND. What's the problem is there's nothing in this game that separates farming from playing competitively. So you get an end result that hurts newer players and seen as bullying. Also to get down to the lower levels, you get players dropping out of games or not trying so disrupting proper games for them to get to the lower levels. Possible solution? Create one game mode for casual play that has a different reward system that maybe has better resource rewards. (gold, silver,etc) The setup can have games matched up with weapons/bot levels providing different tier's of matching which would be similar to the old MM days.THEN have a more competitive RANKING random play with rewards more league based. You can still provide gold/silver rewards but maybe less and you provide league points here. You'll be able to split who is looking for what type of gameplay SO MUCH BETTER. So once again, click on random battle, next prompt - CASUAL or RANK button. Then next prompt will be same for both your standard TDM or BR/DOM button for both casual/rank gameplay. Then you just need to setup the system and reward system for each type of Game Play. This will solve some of the problems we're having with regards to seal clubbing, MM (you'll at least have players with the same mentalities of what they want to play) as well as farming. Yes, subdividing the player pool will need to be addressed but I think this is ONE way to tackle the club sealing and farming.
2) Combine IOS and Android interfaces I know this may be a long shot, but having a larger pool will give you more options on MM. I know it may be something technical or license issues, but IMO, it's worth the effort now. I dont know how other games like clash of clans and what not can combine, but if there's a way, you should pay the cost and do it imo. It's WORTH IT.
3) Re-invent the MKII system I just read there will be a MKIII recent? OK fine, I'm fine with constantly increasing the cap, but you've also got to understand how you're going to deal with really poor MM AND clubbing. Also why make people re-start leveling their gear from 1-12 again. Just go straight to level 13 and higher as you've already set it up that way from levels 1-12. If you really don't want to seem greedy, this way people don't have to SPEED their upgrades back to level 10 MKII just to match or be slightly better in stats of the level 12 MKI. People will still spend money to get resources to increases those upgrades if you just make them not easily attainable. If you just go to level 13 for example, at LEAST we can still use the weapon while upgrading in the background, and not shelfing it if we don't get it up to par. It's just damn greedy. The price can still be ridiculous to make it tough for any non-wallet warrior player to speed on through. This could have been done SO MUCH better Pix. I know you want to make money, but keeping player base happy both p2p and f2p is important for the longevity of the game imo. A suggestions is after EACH level is acquired on a weapon, you give the option to go to MKII and not only until you hit level 12. So if I get to say level 5 on my thunder, I have a gold payment and ability to go to Thunder MKII 5 right then and there. I'm only suggesting this to help tweak the current setup you have implemented as I'm sure you can't just go back and re-invent the whole thing now that players have spent and committed to it. I think this can be done and help advance and evolve your solution imo. Even my suggestion needs refinement and I haven't thought out the whole solution, but it's a start.
4) Tournaments Hurry up and bring tournaments here HOSTED by YOU pix. Yes there are player hosted tournaments around, but nothing beats what the game developers can do and have on a larger scale. Have rankings too. Having tournaments will always bring healthy competition to show skill not game activity. E-gaming always bring lots of positive aspects to the game IMO. Sponsors will come about and players want to show case to the world their skills. Look at how counterstrike sets up their tournaments. You can also have specialty tournaments where players can have all weapons/bots at the same level without players forcing to buy those things to setup those tournaments. I personally prefer an open tournament using dom so strategy is in play and you can have leagues like no restrictions, leagues like level 10 and lower everything, leagues with one champion only. Etc. Etc. This needs to get here faster.
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Post by AηɗυηєɗнєƖ [ǀƬA] on Oct 30, 2017 9:36:11 GMT -5
Guys, the request was MM specific, not for any possible suggestion on every aspect of the game. Focus....
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Post by Jame-thon on Oct 30, 2017 9:41:39 GMT -5
He didn't say only MM. He also said articles on others coming soon. I voiced in as condensed as I could so I didn't have to repeat multiple thread locations as Dredd probably has a lot of media outlets and I rather not have my information in multiple places for him. I was only trying to help him out.
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inspirace
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Pilot name: inspirace
Platform: iOS
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Server Region: North America
Favorite robot: Rog, Griff, Carn, Doc, Rhino, Haechi, Kumiho, Bulgasari, Mender, Inquisitor, Spectre, Strider,
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Post by inspirace on Oct 30, 2017 9:53:21 GMT -5
I think MM is fine once you reach expert/master leagues, since you are now ready to live with whatever comes. as long as the opponent is not a full-Champ squad, my master3@ios account seems to have both sides with comparable numbers of champs to experts these days. I don’t have a lot to complain.
the real problem is tanker/fader/leavers. very often one of the teams has more of them than the other, deciding the game way before the end, in up to 2/3 of battles on a bad day. I guess these tanker/fader/leavers will make the life of people in lower league miserable.
I think the most urgent issue is to introduce a way to keep people motivated to stay or advance in league standing, e,g, different Ag reward per league or penalizing Ag rewards when dropping drastically from your “legitimate” league standing - either the highest achieved or decided based on your weapon/bot levels or number of wins.
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Post by Ⓑⓞⓑ Ⓓⓨⓛⓐⓝ on Oct 30, 2017 9:55:04 GMT -5
Some describe it as an utter pariah. I can't do the same. It's never been a massive problem for me and the biggest development in my game was adjusting my hangar and more importantly my play style. I have occasionally seen the odd mis-match but nothing that some posts would suggest has caused a untenable string of losses. I do wonder if confirmation bias has an enormous amount to do with the MM frustration. So you lose a game - hoping to complete a task and you check the team stats and profiles...there he is! That nasty sneaky Expert 2 player caused all of my loss, so that's why I kept missing with my Tarans at 150m! That's why none of my team capped beacons! Thats why I was too aggressive and got shot, a lot! I think the MM is having to match player to player and match tankers, that makes a big dynamic shift in getting proper match ups. It might match on apparent League but this has absolutely nothing to do with what's in the hangar. How on earth is it going to get the balance correct? Don't forget that it's also trying to adjust win rates to 50%. If I was the Matchmaker I would quit my job over unfair work conditions. This is my experience as well, I don't mind the wonky MM and I'm usually in expert 1 & 2... i'm outmatched by champions and dash hangers but I enjoy the challenge and I like to change up my hanger in attempts to maximize my damage against them.
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Post by oakwhelie on Oct 30, 2017 10:08:18 GMT -5
I dont feel troubled much by MM but some of my teammates and reds does. In expert 3 its common to get matched up against gold and diamond with a few expert 3 in, sometimes full expert but rarely master and champion.
It starts to change in expert 2 though, everyone are expert and higher, rarely diamond. Master and champion are more commonplace as well but they're never a majority in a team except those champion squad who occasionally appear in game.
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Post by hyderier on Oct 30, 2017 10:09:28 GMT -5
Broadly speaking, 80% of the game comes down to damage, HP, speed and special abilities. 10% is skill and 10% (maybe more) is luck. Oh, skill is much more important. Skilled player in a Taran Cossack L9 will slaughter an unskilled player in any Haechi. But in the end, it's mostly players of similar skill fighting each others. So in a way skill often means nothing, it cancels out. This is what makes the game really P2W, because only by paying you get the better gear. (So not really disagreeing with you. I think.)
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Post by Deleted on Oct 30, 2017 10:19:00 GMT -5
Until they remove tanking the MM will always be fubar. For some strange reason, they believe higher rewards for getting to higher leagues will lead to people staying there. It won't.
The upshot of this, it appears Pix wants Tanking to be part of the game. If not, they'd have remedied it by now.
On another note, the forced 50% rule is bobbins, I managed to get to D2 (yay more bloody experts to fight - better gear, longer played, likely better players) The result of which, either I came low on the winning side, or high on the losing side - frequently. Until the dreaded MM decided, "Hey you're getting giddy at those heights, here's a F.U. sandwich on behalf of Pix".
Now, with the Pay to Win aspect of the game, there will be half hearted changes, token efforts to remedy their cluster「fluffernutter」.
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Post by hi5 on Oct 30, 2017 10:39:16 GMT -5
I’m iOS Expert 2 with a roughly 10/11 hangar of 3 Griffs, a Carnage and a Rhino. Here is my feedback and experience on the MM, because I believe fixing this will reinvigorate my interest in the game. Note: As a F2P pilot I now accept I will not be able to get new equipment (which had been one exciting element keeping my interest), so resolving the MM or expanding the custom match support to find/place pilots outside the MM is all that remains as a possibility to retain me as a player who is admittedly drifting away.
- Expert league is painful. I entered as a 9/9 hangar in May and have remained here until today. I do believe part of the pain is a steep learning curve (skill), but this is compounded by facing max hangars (gear). It is difficult to learn when you face gear you have no hope of overcoming (maxed pilots always lament “why do noobs use so much LR and MR?” - the answer is so we can survive longer than 3 minutes). It is also hard to identify in-game who has a higher hangar. In the all to common back and forth between E2 and E3 you can face anywhere from 8/8 to MKII 12/12 hangars in an Expert match. Different tactics are required for each with no clear way to identify which to use.
- There is no (zero) incentive to climb leagues. In fact the incentive is to drop leagues so you can gain resources over lower players, giving you an advantage to leveling your hangar. But there is then incentive to remain low so as to acquire even more resources for the newest gear. Insta maxing new gear or going to MKII is only possible with stockpiles of AU and Ag or lots of cash.
- Damage focus for leagues encourages narrow leveling of meta gear to that which yields the most damage (and subsequently more resources and league progression). It also encourages damage focus in game at the expense of winning and teamwork - chasing damage vs trying to win.
- New bots have created a significant shift in player placement across leagues, as the significantly greater damage potential certain hangars provide has caused the rapid rise of newer players with specific gear and the drop of older players with older gear. Example: in the two weeks after Dash bots were available for direct purchase vs random BM spins I dropped from Expert 1 to Expert 3 without changing my hangar or play style. I have remained in E2 ever since.
- When exactly were they planning to remove rewards from the LQ? And what is the plan after that when the strategy then becomes to just take a little longer and Fade?
- I don’t squad and am not in a clan. I see no reason to do so anyway until I have a maxed hangar for reasons mentioned already in this thread. I am already thrown into squad matches as a random and can confirm that any non-full-Champ squads always face full champs and almost always lose badly.
- MKII: for all the long/time players with maxed hangars who do not spend a lot on this game - see my first post about the experience in Expert as a 9/9 hangar. This will be your world soon, as it’s clear MKII is part of the E-Champ MM and not excluded from lower pilots.
- Consistency: IMO one out of every 10 matches ends in under 3 minutes (route/spawn raid). I have not had a match that went down to the wire in weeks. My placement as a 9/9 hangar was consistently at the bottom of the damage table and I only maintained placement due to wins (which I often contributed little towards). Now as a 10/11 hangar I’m either top or bottom of damage table but no consistency for win/loss - often I see big streaks one way or the other (but always between 40% - 60%). You really can feel the tug to stay around 50%.
Final thought: I yearn for a “fair” fight so skill can determine outcome. I had previously accepted that I needed to wait a year or so to level a max hangar before that would happen, so I leveled a narrow “meta” hangar to get there. Now MKII doubled the mountain size and increased the challenges to climb. If I’m always at a disadvantage vs opponents there is little or no incentive to play except to grind so I can get better gear. Right now, grinding for new gear is no longer a reasonable proposition - so I have no more real incentive to keep playing.
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Post by Deleted on Oct 30, 2017 10:44:43 GMT -5
- When exactly were they planning to remove rewards from the LQ? And what is the plan after that when the strategy then becomes to just take a little longer and Fade? Removing rewards from the LQ just punishes those who avoid certain maps.
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Post by ᴛʜᴇ ʙɪɢ ᴅʀᴏᴘ on Oct 30, 2017 10:54:42 GMT -5
I'll be doing an article that touches on this (and much, much more) shortly, and wanted to get some more current examples of what the problems are, particularly since I don't experience them for the most part for whatever reason. I guess everything is relative to how the League System ahd MM is designed to work. There seems to be a certain relative vagueness when it comes to Pixonics definition of MM and how the leagues play into creation of a squad and how the myriad of players look at MM and how it should define MM. From person to person, a match may consist of several different leagues... which is regularly seen. However, taking individual pilots league ratings into consideration (rounding to the nearest thousands) with ratings over 5000 just being considered as 5000 then, as a squad, does there appear to be an even match-up considering squad vs. squad? I have found, personally that on a person-to-person basis, many define successful MM as a match being between all similar leagues but it appears when considering the make-up of the whole squad, things are closer (within a margin) of being balanced. Is this squad vs. squad MM actually how Pixonic view a balanced MM? Who knows? As transparent as the MM is said to be, still, there is speculation, doubt and calls for fixing. After all, the squad vs, squad MM would tend to favor players of higher leagues, with optimum equipment... like Dashes or Mk2 equipment to score higher, have a higher league rating and hence be at the top of the battle results. So pkayers without high level or optimum equipment will be forced to a lower league in match results. If an Expert League player is consistantly matched in battles where one or more Champion and Master players are thrown in with them, despite whatever skill the Expert may have, they will probably not score above the Master or Champion except on rare occasions. So an individual Expert player see's this as bad matchmaking where as Pixonic see's it as matcmaking doing its job on a squad level. Basically, everyobe isnt on the same page...
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Post by hi5 on Oct 30, 2017 11:13:46 GMT -5
- When exactly were they planning to remove rewards from the LQ? And what is the plan after that when the strategy then becomes to just take a little longer and Fade? Removing rewards from the LQ just punishes those who avoid certain maps. I agree it will not have much impact on MM, but I do not think you can argue there are zero players intentionally in LQ to farm resources. I raise the issue because the follow up question I pose WILL impact MM because LQ does not impact faders. Once there are no resources to be had in LQ, EVERYONE there will want to get out and create a similar environment within the NQ to continue farming. If you have ants in your house because you leave garbage all over the place, cleaning up the dirtiest room doesn’t eliminate the problem - it just forces the ants to move into the other places where there had been fewer ants because that is where the food is now.
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Post by nocluevok on Oct 30, 2017 11:16:29 GMT -5
I'm fine with the MM for one reason...
I have a non meta hanger. 2 Leo's, 2 Rog's, and a Griffin. Thing is, all my bots are 11's and at last count 17 level 12 weapons. I may be in Expert League, but I end up fighting Champions, or being tossed in with them. Fair fight? I'd say so. I like what I play. If I constantly fought pilots in my league, I'd be labeled a tanker. Under the circumstances, I don't see me leaving Expert anytime soon.
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Post by ManO' War on Oct 30, 2017 12:39:27 GMT -5
MM is the worst aspect of this game IMO but I believe the opinions are related to the players current league position. I started playing about 10 months ago and have been in Expert III or II since July. I cannot squad with my Clan as I am the highest ranked player and my clan mates get crushed because we face full champ squads about 50% of the time. For instance, we played a round the other night and faced the Illuminati Clan which was ranked as the #6 Clan on Android, all Champs, all Dash Bots. Everyone in my clan was Diamond or Gold except me. How they hell is that even remotely close of a match-up? The match lasted less than 3 minutes. Beacon Rush.
I think if you are already in Champions League a lot of the MM problems go unnoticed or - serve as an advantage. Its easy Silver for 12/12 Champs to face off against 9/10/11 guys so why complain? The problem is, it makes it more difficult for us Diamond I, Expert III, II, I to move up or earn the silver/gold required to be competitive with now MKII level bots and weapons. I have had this discussion multiple times with my frustrated clan. Our theory is that Pixonic hasn't addressed it because it is financially beneficial for them to keep it this way. It encourages Diamond/Expert league players to spend more money to remain competitive with the Champions League competition.
Man O' War
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Post by Deleted on Oct 30, 2017 12:54:32 GMT -5
I’m iOS Expert 2 with a roughly 10/11 hangar of 3 Griffs, a Carnage and a Rhino. Here is my feedback and experience on the MM, because I believe fixing this will reinvigorate my interest in the game. Note: As a F2P pilot I now accept I will not be able to get new equipment (which had been one exciting element keeping my interest), so resolving the MM or expanding the custom match support to find/place pilots outside the MM is all that remains as a possibility to retain me as a player who is admittedly drifting away. - Expert league is painful. I entered as a 9/9 hangar in May and have remained here until today. I do believe part of the pain is a steep learning curve (skill), but this is compounded by facing max hangars (gear). It is difficult to learn when you face gear you have no hope of overcoming (maxed pilots always lament “why do noobs use so much LR and MR?” - the answer is so we can survive longer than 3 minutes). It is also hard to identify in-game who has a higher hangar. In the all to common back and forth between E2 and E3 you can face anywhere from 8/8 to MKII 12/12 hangars in an Expert match. Different tactics are required for each with no clear way to identify which to use. - There is no (zero) incentive to climb leagues. In fact the incentive is to drop leagues so you can gain resources over lower players, giving you an advantage to leveling your hangar. But there is then incentive to remain low so as to acquire even more resources for the newest gear. Insta maxing new gear or going to MKII is only possible with stockpiles of AU and Ag or lots of cash. - Damage focus for leagues encourages narrow leveling of meta gear to that which yields the most damage (and subsequently more resources and league progression). It also encourages damage focus in game at the expense of winning and teamwork - chasing damage vs trying to win. - New bots have created a significant shift in player placement across leagues, as the significantly greater damage potential certain hangars provide has caused the rapid rise of newer players with specific gear and the drop of older players with older gear. Example: in the two weeks after Dash bots were available for direct purchase vs random BM spins I dropped from Expert 1 to Expert 3 without changing my hangar or play style. I have remained in E2 ever since. - When exactly were they planning to remove rewards from the LQ? And what is the plan after that when the strategy then becomes to just take a little longer and Fade? - I don’t squad and am not in a clan. I see no reason to do so anyway until I have a maxed hangar for reasons mentioned already in this thread. I am already thrown into squad matches as a random and can confirm that any non-full-Champ squads always face full champs and almost always lose badly. - MKII: for all the long/time players with maxed hangars who do not spend a lot on this game - see my first post about the experience in Expert as a 9/9 hangar. This will be your world soon, as it’s clear MKII is part of the E-Champ MM and not excluded from lower pilots. - Consistency: IMO one out of every 10 matches ends in under 3 minutes (route/spawn raid). I have not had a match that went down to the wire in weeks. My placement as a 9/9 hangar was consistently at the bottom of the damage table and I only maintained placement due to wins (which I often contributed little towards). Now as a 10/11 hangar I’m either top or bottom of damage table but no consistency for win/loss - often I see big streaks one way or the other (but always between 40% - 60%). You really can feel the tug to stay around 50%. Final thought: I yearn for a “fair” fight so skill can determine outcome. I had previously accepted that I needed to wait a year or so to level a max hangar before that would happen, so I leveled a narrow “meta” hangar to get there. Now MKII doubled the mountain size and increased the challenges to climb. If I’m always at a disadvantage vs opponents there is little or no incentive to play except to grind so I can get better gear. Right now, grinding for new gear is no longer a reasonable proposition - so I have no more real incentive to keep playing.
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Post by bronzeknee on Oct 30, 2017 13:01:01 GMT -5
All game issues bleed into one another, beyond cosmetics. I don't really have problems with the matchmaker aside from not punishing tankers hard enough (or rewarding players enough that don't tank). I do have a problem though with how MK2 literally ruins the top of the ladder. As soon as you get level 10/9 weapons and robots and being facing champion players, the game becomes absolutely brutal. To put my level 10 Boa with level 9 weapons into a game with a maxed DB Griffin wasn't ideal, but against a maxed MK2 Dash, it's completely ridiculous. Now I think we all understand that those players who pay to play need opponents and the top doesn't have enough players, so this is really a balance issue. So I think complaints about the MM are going to continue (and even increase) at least from players at the top until balance is addressed. Final thought: I yearn for a “fair” fight so skill can determine outcome. I had previously accepted that I needed to wait a year or so to level a max hangar before that would happen, so I leveled a narrow “meta” hangar to get there. Now MKII doubled the mountain size and increased the challenges to climb. If I’m always at a disadvantage vs opponents there is little or no incentive to play except to grind so I can get better gear. Right now, grinding for new gear is no longer a reasonable proposition - so I have no more real incentive to keep playing. I think the size has more than doubled, not just because of MK2 but because of the new weapons and robots. You don't just need MK2, you also need Shocktrains, Embers, Dash Robots and/or Inquisitors to really be at the top, and that is thousands of dollars. You'll never grind those in significant enough numbers before new content outclasses them. The game is fully pay to win now. Just ~5 months ago or so, you could grind for a year and have a top tier hanger that was just as good as any other.
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Post by shagot on Oct 30, 2017 13:49:48 GMT -5
I'm in Expert 2 on iOS, and I'm still having issues with the MM. I often have good battles and, to be fair, I rarely have to combat against MK2 hangars; Dash robots, instead, are everywhere and so are maxed Champions (I face them EVERY game I play). Anyway, even with a 9/9 hangar I still enjoy the game a lot so the main problem is not about who I have to face: the MM is not good in this thing, but it's not too bad. Android expert, similar situation, except there are lots of mk2 stuff. And dashes, embers.. all maxed. Usually there are only one or two guys from expert (or diamond), rest are 12/12 champs. Looks like MM chooses one or two lucky winners per match, from lower leagues, with lower hangars, to be thrown to mk2 embers. I dont care, I still manage to get 4-5 kills in average, with 7/8/9 low gear, and to have fun , like @dreamweaver said. But without tanking, I can forget about event tasks. tldr; what I dont like about MM - repeatedly being matched with players two leagues above me, and with maxed hangars, higher by one tier. @dredd send my regards to pixo :-)
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Post by Deleted on Oct 30, 2017 14:16:08 GMT -5
Not to derail, but if you're going to be talking to Pix, you should have a side note about the EVILS of a level 8 test server.
One of the biggest things we've heard so far about the new weapons: They do a whole lot more damage than test server! Yep, in the ballpark of 44% more. Because TS isn't testing max values, it's pretty deceptive of what it's going to be on the live server. "The majority of players are at an average hangar level of 8" means squat when that generalization doesn't account for those 8/8 players either bullying low leagues, or getting bullied by MAX level in higher leagues Its like saying "The average income per household is $40k a year, so we did a survey that ONLY includes households making 40k a year. We have come to the conclusion that the purchasing power for households making >40k is just as fair in the marketw as it is for households making $400k." It's fecitious.
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