Post by BlackGrouse on Feb 4, 2017 6:30:29 GMT -5
PS. To moderators, this can be moved to Developer Suggestions, but I wish we can first discuss here to see if this is total crap after all
Let it be stated at first: I'm not a any kind of expert about new MM, but as a former "trash-gold" tier player and about 7 month experience from game I have some sort of view from it. My idea is just a theory and it can contain some major flaws what I did not "see".
So everybody knows how new MM has affected the game and I'm not going to repeat it.
Instead of creating restrictions, penaltys etc. MM can be (in theory) modified so, that player pre-selects from menu his desired winning chance. Pre-select can be made with the slider that has values from 0% to 100%. Zero point means that player has almost 0% chance to win: enemies matched against player have average damage output double times greater than player has. When selected 100% chance to win then all will be other way round: player has average damage output double times greater than enemies.
When MM starts to match blue team it finds players with the same pre-selected winning chance desires. After that MM narrows down player pool until average damage outputs for all players are in - let's say +-20% - range. After that MM calculates one average damage output for blue team. Same routine goes for red team as well. Then the major difference with few examples (easier to explain):
- if blue team winning chance desire is 100 % and average damage output for team is 200 000, then red team winning chance desires has to be 0 % and average damage output for team should be 100 000.
- if blue team winning chance desire is 62 % and average damage output for team is 350 000, then red team winning chance desires has to be 38 % and average damage output for team should be 217 000.
- if blue team winning chance desire is 17 % and average damage output for team is 205 010, then red team winning chance desires has to be 83 % and average damage output for team should be 375 100.
(percentage values should have some limits where to move ie. +-5 %)
Note: my percentage calculation skills are low, so I'm not sure is the above calculations right, but I hope you get the point !
In this way player can select how to compete: like 50% / 50% to match against almost same level/skilled players, 10% win desire to face against more stronger players (to challenge itself) or try to sealclub selecting 95% win desire. What I try to imagine this sealclubbing in this idea, it won't be so big problem: if some players want to challenge itself then let them do it and sealclubbers are happy. However, if anyone is not willing to compete hard, sealclubbers don't get any match because MM does not find appropiate players.
And one more addition with this idea to implement. To make harder tanker to lower his damage average, game should require at least 30% damage score (from completed match) from his previous damage average. If less than 30%, affect to damage average should be very minor, like 1-2%.
When playing with squad the above can't be used directly because players are selected by player. I think that best solution for this would be to use averages from winning chance desires and same for average damage scores.
What do you think - is this kind of MM even possible to create ? There might be some ways to exploit this. If you find a way, let us know !
Let it be stated at first: I'm not a any kind of expert about new MM, but as a former "trash-gold" tier player and about 7 month experience from game I have some sort of view from it. My idea is just a theory and it can contain some major flaws what I did not "see".
So everybody knows how new MM has affected the game and I'm not going to repeat it.
Instead of creating restrictions, penaltys etc. MM can be (in theory) modified so, that player pre-selects from menu his desired winning chance. Pre-select can be made with the slider that has values from 0% to 100%. Zero point means that player has almost 0% chance to win: enemies matched against player have average damage output double times greater than player has. When selected 100% chance to win then all will be other way round: player has average damage output double times greater than enemies.
When MM starts to match blue team it finds players with the same pre-selected winning chance desires. After that MM narrows down player pool until average damage outputs for all players are in - let's say +-20% - range. After that MM calculates one average damage output for blue team. Same routine goes for red team as well. Then the major difference with few examples (easier to explain):
- if blue team winning chance desire is 100 % and average damage output for team is 200 000, then red team winning chance desires has to be 0 % and average damage output for team should be 100 000.
- if blue team winning chance desire is 62 % and average damage output for team is 350 000, then red team winning chance desires has to be 38 % and average damage output for team should be 217 000.
- if blue team winning chance desire is 17 % and average damage output for team is 205 010, then red team winning chance desires has to be 83 % and average damage output for team should be 375 100.
(percentage values should have some limits where to move ie. +-5 %)
Note: my percentage calculation skills are low, so I'm not sure is the above calculations right, but I hope you get the point !
In this way player can select how to compete: like 50% / 50% to match against almost same level/skilled players, 10% win desire to face against more stronger players (to challenge itself) or try to sealclub selecting 95% win desire. What I try to imagine this sealclubbing in this idea, it won't be so big problem: if some players want to challenge itself then let them do it and sealclubbers are happy. However, if anyone is not willing to compete hard, sealclubbers don't get any match because MM does not find appropiate players.
And one more addition with this idea to implement. To make harder tanker to lower his damage average, game should require at least 30% damage score (from completed match) from his previous damage average. If less than 30%, affect to damage average should be very minor, like 1-2%.
When playing with squad the above can't be used directly because players are selected by player. I think that best solution for this would be to use averages from winning chance desires and same for average damage scores.
What do you think - is this kind of MM even possible to create ? There might be some ways to exploit this. If you find a way, let us know !