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Post by frunobulax on Jul 23, 2020 4:02:55 GMT -5
I've been around for a while, but I can't remember a time when games were so bad. Now this may be a bit of a rant, but I wonder what causes it and will try to keep to the point. And the point is: My win rate barely rises to 50% if I run in squads of 5 or 6, and drops like a stone if I solo or duo. And solo or duo inevitably means I'll end up positive in points in the end, with us scoring #1 and #2 in most games and usually taking more beacon than the 4 randoms combined. And this has been consistently the case for a full month. This is not a gut feeling. Yesterday I had a daily task "win 8 games". After playing about 4 hours straight (solo, duo and squads up to 4 players) I was at 2 wins. And this has been a regular occurance in the last weeks.
Now many of my squadmates are champ players that are underlevelled champ (like level 7-9 bots/weapons, 5200ish cups) or Master. We play mostly Domination. Of course, if you run 3 or more in a squad you'll draw full squads. But I'm only talking about games where we get randoms or a duo as reds. No matter how many we are in a smaller squad (up to 4 players), we pretty much always get the random teammates that never go for beacons. They just never try to get the critical beacon, except 3 or 4 of them running for the meaningless side beacon that we'll get anyway. Other times my blue teammates are simply in underlevelled, old bots. The result is always the same: We lose. The other side will have 3-4 top players with l12.2 everything and a l100-l150 titan. Sometimes we lose with 4 in a full squad (on comms) because we have to double and triple up on enemy Ravanas and can't scratch the paint of the enemy titans.
I've played on Steam and Facebook gameroom, with level 6-9 bots against maxed Mk2 champs. This is different. On steam, game outcomes were pretty much random. I would get blown up quickly, but in the end my win rate was always between 40 and 60 percent. On Android, I'm simply consistently losing.
Example 1: Duo. Carrier, everybody hangs back while we have 2 beacons and me and my squadmate(s) are desperately trying to get center. We'll turn center like 10 times, but it's always turned back within 10 seconds as our 4 randoms never cross the line of the second home beacon.
Example 2: Solo. Moon, I'm heading towards the left enemy beacon with a blue Blitz behind me. A Leech sits on the beacon. I think "we've got this" (despite being in an Ares), I almost kill the Leech but die, and see that the Blitz headed towards the blue center beacon where no enemy is even near. 10 seconds later we're 4-capped and my blue teammates start to fold.
Funnily enough, my clanmates complain about exactly the same. We used to win games by getting beacons, getting a lead early on to hold on against enemy titans. So don't give me any "get more beacons" crap. That's what we did. Recently this has become impossible because maxed Ravanas sitting there and killing 3-4 bots. Often we need to fight 2 minutes just to keep a home beacon, having 4 blue bots swarming 2 Ravanas (and losing 3-4 bots in the process).
So I don't get it. If matchmaking is essentially random or cup based (or win rate based), this shouldn't happen. The strong and weak randoms should be distributed equally.
The one theory I have is that matchmaking considers me a strong pilot (with 7500 cups or whatever). With a hangar sitting around l12.1 or barely mk2, pilots between l40 and 50, and only one medium levelled last stand as premium modules per bot I can't really compete against max levelled, max boosted players. And it appears that there are a LOT red players around 5500 cups out there that are much stronger than I am. So perhaps fewer players are playing, and I often end up with Master players on my side to "balance" against 5500ish players.
The other theory is that Pixo wants to push me to spend money again (which I did in the past, including the last operation pass). Screw them. From the last 3 events, I got enough components for the new weapons. But I only got 1 overdrive unit, one last stand (I already had 5) and nothing else from the event chests. Pilots and skins for bots that I don't have. Do they expect me to drop 100 bucks on what will be 30k power cells and a few components for weapons that I don't need, plus a bit gold that won't suffice to advance a single pilot by one level?
Has Pixo gone overboard with the pay to win this time? Less than 2 months after my return to the game I can already see that my newfound enthusiasm is cooling off, very quickly. I might just return to my 1-bot smurf, or check out Mech Battle once more.
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Post by ʂɬɛɛƖ on Jul 23, 2020 6:12:04 GMT -5
Yes, it’s the cups and you’re a lead dog, or one of them depending the rest of match make up. And yes, mm is beyond horrible for all strong and weak because they balance by cups which is just activity. My theory is they should mm by average honor. At least hopefully you get some teammates who happen to have a clue on how to play this way...
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Post by derps on Jul 23, 2020 11:06:42 GMT -5
Yes, it’s the cups and you’re a lead dog, or one of them depending the rest of match make up. And yes, mm is beyond horrible for all strong and weak because they balance by cups which is just activity. My theory is they should mm by average honor. At least hopefully you get some teammates who happen to have a clue on how to play this way... yup! Also, and i dont meant to sound like a broken record or some bitter player. But the forced MM growth purely on amount of activity is a cleaver way to push people into matches that they are heavily unprepared for, and in turn, many players often feel they have to start paying more money in order to compete more fairly. Very shady method of pushing profits, but psychologically effective and it is a heavily practiced mechanic in the gaming industry... specifically in the micro-transaction market. sadly, this hurts players at both ends of the spectrum... those that are leveled well, or payed to level well, lead their teams in terms of capability, and with a very borked MM system, will most often get weirdly mismached balance of badly leveled players or players who literally are so new they should still be at silver rank. *shrug*
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Post by Garbage game on Jul 23, 2020 12:03:43 GMT -5
Yes, it’s the cups and you’re a lead dog, or one of them depending the rest of match make up. And yes, mm is beyond horrible for all strong and weak because they balance by cups which is just activity. My theory is they should mm by average honor. At least hopefully you get some teammates who happen to have a clue on how to play this way... Hangar. Based. Matchmaking.
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Post by [CK]erazor on Jul 23, 2020 12:25:58 GMT -5
Yes, it’s the cups and you’re a lead dog, or one of them depending the rest of match make up. And yes, mm is beyond horrible for all strong and weak because they balance by cups which is just activity. My theory is they should mm by average honor. At least hopefully you get some teammates who happen to have a clue on how to play this way... Hangar. Based. Matchmaking. Will never come (back), as with hangar based MM, there is zero incentive to spend hundreds or even thousands of bucks on some bits and bytes on a server in Russia.
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Post by BB on Jul 23, 2020 12:27:54 GMT -5
This is my fourth summer playing War Robots and I canât remember 「dookie」tier game quality, 「dookie」tier Mismatch Maker, 「dookie」tier lag, and 「dookie」tier bugs. IMO they have saturated the game with so much nonsense that the ACTUAL gameplay is suffering because of it. This latest pilot scheme is by far the dumbest thing theyâve pulled on us in a long time.
I have a vague recollection that summer is always a difficult time for War Robots for some reason or another.
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Post by ʂɬɛɛƖ on Jul 23, 2020 12:34:06 GMT -5
Yes, it’s the cups and you’re a lead dog, or one of them depending the rest of match make up. And yes, mm is beyond horrible for all strong and weak because they balance by cups which is just activity. My theory is they should mm by average honor. At least hopefully you get some teammates who happen to have a clue on how to play this way... Hangar. Based. Matchmaking. This will never happen for the following reasons: 1) their main goal in mm is getting people into games as quickly as possible. Trying to find similar hangars at the same time people are launching would take much too long. And 2) how are the hangars going to be matched? Where is the line drawn?way too complex to accomplish given all the ways people can put power into their hangars.
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Post by balrog89 on Jul 23, 2020 12:35:51 GMT -5
MM is definitely horrible. Ever since the merger, it has steadily gotten much worse. I am NOT saying these players come from other platforms. I have checked. I have had Android Masters League and lower put into my matches. This is no fun for either me nor them.
I wonder what player base looks like right now....
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Post by Big Jake on Jul 23, 2020 12:41:35 GMT -5
I agree. My hanger is composed of 8,9,10 bots with 8,9,10 weapons. one bot has sparks, one has rimes the rest are old school.
My rank has been pushed up to M1 with a sub 50% win rate currently at 44. How do you move up losing more than 1/2 the games?
Figured it out...when I loose I'm usually in first or second place. When I win (because of the team) I'm in the bottom 3. Never loose rank.
When I do get over 50% wins I get thrown in matches against maxed out hangers. Pix throws meat to the big spenders to keep them spending and pads the egos of people that have to buy victories.
Give me a maxed hanger and I'd have a 80% win rate too!
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Post by balrog89 on Jul 23, 2020 12:59:00 GMT -5
I agree. My hanger is composed of 8,9,10 bots with 8,9,10 weapons. one bot has sparks, one has rimes the rest are old school. My rank has been pushed up to M1 with a sub 50% win rate currently at 44. How do you move up losing more than 1/2 the games? Figured it out...when I loose I'm usually in first or second place. When I win (because of the team) I'm in the bottom 3. Never loose rank. When I do get over 50% wins I get thrown in matches against maxed out hangers. Pix throws meat to the big spenders to keep them spending and pads the egos of people that have to buy victories. Give me a maxed hanger and I'd have a 80% win rate too! C'mon man. That is not how it works. They do not throw you to big spenders. They throw you to me. They do this not to stroke egos and to keep the spenders spending. These guys are already spending regardless. They do it to entice YOU to spend. You may not spend, but enough will. You may reach 80%, but chances are you wouldn't. Instead you would join a very active clan and spend most of your time fighting other really good clans.
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Post by zombiewolf907 on Jul 23, 2020 13:04:55 GMT -5
I do think your cups make you a lead dog. I believe I read where that is really a negative thing at the end of a month and when a player received a lot of cups because they play a lot. There is a difference between a mid level hanger with a lot of game time and a high level hanger with less play time. Just my thoughts on the situation you find yourself in. I would be interested to hear if you see a noticeable change, if you are still playing that is, at the turn of the month. That being said I find myself in a similar position; however, I almost only play solo. Pretty much only finish first or second whether I’ve win or lose the match. I have a fairly strong hanger due to rears of playing so many upgraded weapons that have not been nerfed out or existence like Scourge/Spark Ares and a Pulsar/Shredder Nightingale. For me nothing has really changed with the latest updates in that my winning percentage has remained the same. I have been slowly upgrading my Nodens and I do find that my kills and damage are creeping up so I hope I Amat least earning more Ag. I really should perhaps keep track more of what my teammates run or their behavior during the match.; however, I am a bit of a berserker and go hard for a couple beacons and then focus on assisting. Never really take the time to see who is camping or tanking during a match. Just do my best and move on to the next match. The only thing I am really happy with is that I rarely have the lag issues that seems so predominant these days. That issue would bother me the most I think. All the meta, pilot, nerf, buff issues affect us all equally and are frustrating but you just can’t play right when experiencing lag!
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Post by Garbage game on Jul 23, 2020 13:24:56 GMT -5
Hangar. Based. Matchmaking. This will never happen for the following reasons: 1) their main goal in mm is getting people into games as quickly as possible. Trying to find similar hangars at the same time people are launching would take much too long. And 2) how are the hangars going to be matched? Where is the line drawn?way too complex to accomplish given all the ways people can put power into their hangars. They had it before. You missed the main reason: $$$. Can’t pay to win when you’re matched with other Whales
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Post by Deleted on Jul 23, 2020 13:53:04 GMT -5
I do think the hangar-based MM could work (although I accept that it would run counter to what Pix wants). I've written about this a few times.
Each weapon / bot / module / pilot / skill etc. contributes to a hangar total. One number.
Example (the actual numbers are not important for the example, just the process):
Blue 1 sets up the following hangar:
level 3 Cossack with level 10 Orkan = 12 level 10 Ao Jun with Level 2 Nucleons = 24 (Ao Jun and Nucleons double the figures because they are more potent, again, just the idea is important).
If that's all Blue 1 runs then their hangar will total 36 and contribute as much to the team total when MM kicks in. The MM would then seek to match TEAM totals (not individual hangars).
This isn't complicated or difficult at all. It's extremely simple and flexible.
Pros:
1. MUCH fairer matches. You would never be against a much more powerful team. You might well face off against a stronger individual red, but your team would balance this.
2. It would allow COMPLETE flexibility without impacting negatively on your team AT ALL. Want to run your new Atomiser but it's only level 1? No problem! The hangar total will be adjusted instantly. You could run the most randomly levelled hangar between each match and the MM would never allow you to cost your team in the match.
3. It would instantly stop tanking. There would be no point in doing so.
4. It is completely adaptable as a system. Drones would just add to the number. Nerfed weapons would get lower numbers. Running a Blitz with Clive? Clive doubles the number of Blitz (as an example).
5. It would allow for a much more accurate representation of skill with regards to leagues. No matter what gear you were running, you would never have an unfair advantage. You could theoretically get into Champs with a one bot, level six hangar. Based completely on your skill in that bot.
Con:
1. That last point is of course, why this simple system would never be introduced: people would spend less. They wouldn't stop spending, but they would spend less.
The only way PIX would maximise profits with the system I propose is by creating fun builds and weapons / skins etc. I mean content that people would want regardless of the power.
What they currently have is a system which places the burden on the player. It is a power-sell, rather than a fun-sell.
I would happily spend Premium, Operation Passes, skins etc., especially if the matches were fairer and I wasn't punished for running builds I felt like running, just because I felt like running them.
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Post by Cdr. Crimmins on Jul 23, 2020 14:15:03 GMT -5
I do think the hangar-based MM could work (although I accept that it would run counter to what Pix wants). I've written about this a few times. Each weapon / bot / module / pilot / skill etc. contributes to a hangar total. One number. Example (the actual numbers are not important for the example, just the process): Blue 1 sets up the following hangar: level 3 Cossack with level 10 Orkan = 12 level 10 Ao Jun with Level 2 Nucleons = 24 (Ao Jun and Nucleons double the figures because they are more potent, again, just the idea is important). If that's all Blue 1 runs then their hangar will total 36 and contribute as much to the team total when MM kicks in. The MM would then seek to match TEAM totals (not individual hangars). This isn't complicated or difficult at all. It's extremely simple and flexible. Pros: 1. MUCH fairer matches. You would never be against a much more powerful team. You might well face off against a stronger individual red, but your team would balance this. 2. It would allow COMPLETE flexibility without impacting negatively on your team AT ALL. Want to run your new Atomiser but it's only level 1? No problem! The hangar total will be adjusted instantly. You could run the most randomly levelled hangar between each match and the MM would never allow you to cost your team in the match. 3. It would instantly stop tanking. There would be no point in doing so. 4. It is completely adaptable as a system. Drones would just add to the number. Nerfed weapons would get lower numbers. Running a Blitz with Clive? Clive doubles the number of Blitz (as an example). 5. It would allow for a much more accurate representation of skill with regards to leagues. No matter what gear you were running, you would never have an unfair advantage. You could theoretically get into Champs with a one bot, level six hangar. Based completely on your skill in that bot. Con: 1. That last point is of course, why this simple system would never be introduced: people would spend less. They wouldn't stop spending, but they would spend less. The only way PIX would maximise profits with the system I propose is by creating fun builds and weapons / skins etc. I mean content that people would want regardless of the power. What they currently have is a system which places the burden on the player. It is a power-sell, rather than a fun-sell. I would happily spend Premium, Operation Passes, skins etc., especially if the matches were fairer and I wasn't punished for running builds I felt like running, just because I felt like running them. I love it but how can the MM determine which hangar you are dropping. And averaging all hangars runs into the 'one maxed hangar and four L1 Cossack hangars' issue. You would need to keep the highest hangar score. You want to play down? Lower all your hangars to the appropriate level. I would switch to 5 6Pack hangars in a heartbeat.
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Post by ʂɬɛɛƖ on Jul 23, 2020 14:24:31 GMT -5
I agree. My hanger is composed of 8,9,10 bots with 8,9,10 weapons. one bot has sparks, one has rimes the rest are old school. My rank has been pushed up to M1 with a sub 50% win rate currently at 44. How do you move up losing more than 1/2 the games? Figured it out...when I loose I'm usually in first or second place. When I win (because of the team) I'm in the bottom 3. Never loose rank. When I do get over 50% wins I get thrown in matches against maxed out hangers. Pix throws meat to the big spenders to keep them spending and pads the egos of people that have to buy victories. Give me a maxed hanger and I'd have a 80% win rate too! Only way to have that win rate is to run in squad 100% of the time. No chance of doing that in solo
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Post by Deleted on Jul 23, 2020 14:45:34 GMT -5
I do think the hangar-based MM could work (although I accept that it would run counter to what Pix wants). I've written about this a few times. Each weapon / bot / module / pilot / skill etc. contributes to a hangar total. One number. Example (the actual numbers are not important for the example, just the process): Blue 1 sets up the following hangar: level 3 Cossack with level 10 Orkan = 12 level 10 Ao Jun with Level 2 Nucleons = 24 (Ao Jun and Nucleons double the figures because they are more potent, again, just the idea is important). If that's all Blue 1 runs then their hangar will total 36 and contribute as much to the team total when MM kicks in. The MM would then seek to match TEAM totals (not individual hangars). This isn't complicated or difficult at all. It's extremely simple and flexible. Pros: 1. MUCH fairer matches. You would never be against a much more powerful team. You might well face off against a stronger individual red, but your team would balance this. 2. It would allow COMPLETE flexibility without impacting negatively on your team AT ALL. Want to run your new Atomiser but it's only level 1? No problem! The hangar total will be adjusted instantly. You could run the most randomly levelled hangar between each match and the MM would never allow you to cost your team in the match. 3. It would instantly stop tanking. There would be no point in doing so. 4. It is completely adaptable as a system. Drones would just add to the number. Nerfed weapons would get lower numbers. Running a Blitz with Clive? Clive doubles the number of Blitz (as an example). 5. It would allow for a much more accurate representation of skill with regards to leagues. No matter what gear you were running, you would never have an unfair advantage. You could theoretically get into Champs with a one bot, level six hangar. Based completely on your skill in that bot. Con: 1. That last point is of course, why this simple system would never be introduced: people would spend less. They wouldn't stop spending, but they would spend less. The only way PIX would maximise profits with the system I propose is by creating fun builds and weapons / skins etc. I mean content that people would want regardless of the power. What they currently have is a system which places the burden on the player. It is a power-sell, rather than a fun-sell. I would happily spend Premium, Operation Passes, skins etc., especially if the matches were fairer and I wasn't punished for running builds I felt like running, just because I felt like running them. 'I love it but how can the MM determine which hangar you are dropping.'
Your hangar total is always displayed under your hangar, on the hangar screen. It's a running total. It automatically and immediately changes when you make changes to your hangar. It doesn't need to determine anything else at all.
'And averaging all hangars runs into the 'one maxed hangar and four L1 Cossack hangars'
This could never, ever happen. It is mathematically impossible. For example, 4 Cossack hangars would literally be a fraction of the maxed hangar. The system I'm describing means the opposite of what you are stating. It would be completely impossible to get a mismatch like this.
'You would need to keep the highest hangar score.'
Not at all. Say your hangar totals 200. You decide you want to replace a level 8 Orkan with a level 12 one. Your running total simply changes to 204.
Hangars aren't averaged. Your hangar total is exactly that. So that 204 is what is used when you hit 'Battle'. Nothing before or after that is taken into account.
'You want to play down? Lower all your hangars to the appropriate level.'
This would not make any sense at all in this system. Playing down would cease to exist as a concept. If you ran a lower hangar for an hour, you would simply contribute less to the team total when MM is seeking players. You would not contribute less to the team performance. Your opposing team would still, in effect, be the same.
I'll try a more complete example:
Using all one bot hangars, for simplicity's sake:
I decide to run a game with a Level 10 Leo, Thunder and gusts at levels 5 = 10 + 5 + 5 + 5 + 5 = 30 hangar power, displayed always at the bottom of my hangar screen.
I hit 'Battle'. MM adds my '30' to it's usable figures to compose teams. It has a possible red team in the queue at 304, and a blue team at 260. It adds me to the Blue team and starts the match. 304 versus 290.
After this match, I decide 'to hell with Leo', I want to try my Natasha. I switch out my Natty (level 5) with Kang Dae and Arbalests (!) which are at 12 each = 5 + 12 + 12 + 12 + 12 = 53. This is the total that is displayed under my hangar on the hangar screen. Nah, forget Arbalests, my level 10 Norricums are better. I switch them. Now my running total is 5 + 12 + 12 + 10 + 10 = 49. I hit 'Battle'.
MM adds my 49 to its usable figures. (In my previous example, I would not get into the preformed teams, as I would skew the numbers - unless they could be balanced with other figures.) There is a red team which can be made totalling 125, and a blue team totalling only 25. I get added to the blue queue, making 74, and the MM will seek a hangar(s) to make up the loss.
'I would switch to 5 6Pack hangars in a heartbeat.'
And that is the beauty of it. You absolutely could and would gain no advantage nor any disadvantage.
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Post by Deadeye on Jul 23, 2020 15:16:46 GMT -5
Hangar. Based. Matchmaking. This will never happen for the following reasons: 1) their main goal in mm is getting people into games as quickly as possible. Trying to find similar hangars at the same time people are launching would take much too long. And 2) how are the hangars going to be matched? Where is the line drawn?way too complex to accomplish given all the ways people can put power into their hangars. Garbage game is right. They changed it over 3 years ago before the Brit bots showed up (if I remember correctly). This is the era of the Mag Gepard dominance. There were entire clans around this strategy of hanger management and everyone knew where the lines were. If you upgraded (even just 1 weapon or bot) beyond a certain point, you'd get thrown into an entirely different grouping. People had reason to 「female dog」 and moan then, but those same people readily admit now that the problems in that setup were far better than they are now. lol
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Post by ʂωєєтცяєα∂ on Jul 23, 2020 15:30:10 GMT -5
"The one theory I have is that matchmaking considers me a strong pilot (with 7500 cups or whatever)."
Yup, you said it right there ?. Once you get close to 10k cups, you're porked if you run a lot of solo. I've never had such bad games than the one's I've been experiencing the past couple weeks, it's embarrassing. In most games I'm lucky to spawn 2 bots and a Titan before it's over. My win percent has dropped considerably. I had a game last night where I was the ONLY Champion League player on my entire team, the rest being Master. Compared to all Champ and 1 Master on the other side which I've never seen before. There's no doubt that the player-base at the top has shrunk considerably and that the inexperienced are being pushed up well before their time and can't possibly plug the holes. It's a complete mess and I'm sorry I made the investments I once did.
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Post by Joopiter on Jul 23, 2020 15:42:50 GMT -5
With a thinning player base, I'm thinking there's a lot MORE THAN USUAL new players that have been forced into higher leagues that a) just want to shoot 「dookie」 and don't care enough to focus and win b) aren't experienced enough to be playing in that league or c) intentionally don't lift a finger in hopes of a loss to "league adjust" themselves down. There's a combination of these players in every match now. I just played 5 matches and I can't tell you how many times I saw blues 4 vs 1 a red player while the rest of the map goes to 「dookie」. Or just walk past a red or white beacon. Or back up and leave a beacon when a red pushed in.
I'll look at the scoreboard and lower end scoring folks still have decent hangars around mk 1 lvl 10 equipment yet get 175,000 damage and 0 beacons.
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Post by non4me on Jul 23, 2020 16:14:02 GMT -5
This will never happen for the following reasons: 1) their main goal in mm is getting people into games as quickly as possible. Trying to find similar hangars at the same time people are launching would take much too long. And 2) how are the hangars going to be matched? Where is the line drawn?way too complex to accomplish given all the ways people can put power into their hangars. Garbage game is right. They changed it over 3 years ago before the Brit bots showed up (if I remember correctly). This is the era of the Mag Gepard dominance. There were entire clans around this strategy of hanger management and everyone knew where the lines were. If you upgraded (even just 1 weapon or bot) beyond a certain point, you'd get thrown into an entirely different grouping. People had reason to ?female dog? and moan then, but those same people readily admit now that the problems in that setup were far better than they are now. lol Who can possible like MM...but does anyone believe that Pix would come up with a ranking system that would be anywhere near fair or explainable. Transparency is not a definition that PIX understands and the numbers would change to promote whatever Pix's "data analysis" was the way to go....Riiiggghhhttt!!!!!
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Post by [CK]erazor on Jul 23, 2020 16:51:06 GMT -5
Hangar. Based. Matchmaking. This will never happen for the following reasons: 1) their main goal in mm is getting people into games as quickly as possible. Trying to find similar hangars at the same time people are launching would take much too long. And 2) how are the hangars going to be matched? Where is the line drawn?way too complex to accomplish given all the ways people can put power into their hangars. Nah, that would be rather easy. Each item in the game would have to have a numeric value. The base number for a Spiral would be maybe a 2, a Punisher maybe a 5, Scourge maybe be a 20. Then there would be a multiplier for the level of each item. And that's all. So if my hangar would have 3000 points item level, I'd play with maybe 2000 to 4000, ensuring fast match making. At the moment, I play against players with item level 40000 and that's stupid as ?fluffernutter?. If I can make one million damage and the other guy, not playing better than I play but having the better items, does 5 or even 6m damage in a match, it's just ?fluffernutter?ing stupid.
And the match making would not be slower if players with similar hangar strength were paired into a match. Only for the all MK2 + fancy bots players, the waiting time would increase as they are a minority in the game. Which is the reason, why Pixonic won't ever switch back to strength based MM:
- The top spenders would not get rewarded for spending their money. They would be punished with longer match making times
- The top spenders would additionally be punished by not able to dominate master or low champs players when playing random, no, they would have to face each other and that's not what they're spending money for. They spent to dominate
Please, don't tell me item (level) based match making is impossible. It's stupid integer addition and multiplication. A 33 Mhz 80386 from the 80s could do that. ~11 million calculations per second.
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Post by frunobulax on Jul 23, 2020 17:33:28 GMT -5
This will never happen for the following reasons: Garbage game is right. They changed it over 3 years ago before the Brit bots showed up (if I remember correctly). This is the era of the Mag Gepard dominance. There were entire clans around this strategy of hanger management and everyone knew where the lines were. If you upgraded (even just 1 weapon or bot) beyond a certain point, you'd get thrown into an entirely different grouping. People had reason to ?female dog? and moan then, but those same people readily admit now that the problems in that setup were far better than they are now. lol After the britbots and after WW. And at this point games beyond bronze were absolutely great. And even in bronze... You had a MagGep clubber in one out of 5 games, the other games were fine. This was truly the golden age of War Robots. Only issue was that one strong bot on the hangar would get you the league determined by that one bot, regardless of the other 4 bots.
But then Pixo was sold to mail.ru, and on came the agressive monetizing: Events with roulette prizes (WW bots weren't strong enough so players didn't spend), leagues (and a horde of tankers) and finally the cashgrab dash bots. Before dash bots it was unheard of that players would spend $300 or more in a single event.
Back then you got something for your money. I remember spending $100 in the dash event, and winning 3 dash bots (new in the event), close to 10k gold, several Scourges (also new) and more gold bots and weapons that were good at the time (like the Galahad, Zeus, Tridents). I created a full hangar from those bots and weapons at the time. No component bull「dookie」, every spin was either gold, bots or weapons (and probably silver, don't remember). And you got one spin per $1, IIRC.
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Post by frunobulax on Jul 23, 2020 17:34:57 GMT -5
Please, don't tell me item (level) based match making is impossible. It's stupid integer addition and multiplication. A 33 Mhz 80386 from the 80s could do that. ~11 million calculations per second.
With pilots, titans, premium modules factored in? How do you rate last stand? Is a level 12 Nucleon equal to a level 12 Trebuchet? Ravana to Griffin? Players would game the system in a heartbeat, like they did with the MagGep, but much worse. What is a last stand worth? A pilot that gives mechanic?
But it's a moot point. Pixo doesn't want it, so much is obvious.
But a few years ago you could compensate with skill and playing time. Now it's nearly an ante game, the amount you spend or time you play determines the playing strength. Where "game time played" can be translated into money spent, to some degree. (They might need players even more badly than money.)
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Post by ʂɬɛɛƖ on Jul 23, 2020 18:27:46 GMT -5
Matchmaking with lots of cups... doesn’t matter what I do, my teammates are beyond terrible and I lose...
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Post by Garbage game on Jul 23, 2020 18:48:16 GMT -5
Please, don't tell me item (level) based match making is impossible. It's stupid integer addition and multiplication. A 33 Mhz 80386 from the 80s could do that. ~11 million calculations per second.
With pilots, titans, premium modules factored in? How do you rate last stand? Is a level 12 Nucleon equal to a level 12 Trebuchet? Ravana to Griffin? Players would game the system in a heartbeat, like they did with the MagGep, but much worse. What is a last stand worth? A pilot that gives mechanic?
But it's a moot point. Pixo doesn't want it, so much is obvious.
But a few years ago you could compensate with skill and playing time. Now it's nearly an ante game, the amount you spend or time you play determines the playing strength. Where "game time played" can be translated into money spent, to some degree. (They might need players even more badly than money.)
They already have a Tier system set up for upgrades. Just use that.
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Post by Deleted on Jul 23, 2020 18:56:48 GMT -5
Please, don't tell me item (level) based match making is impossible. It's stupid integer addition and multiplication. A 33 Mhz 80386 from the 80s could do that. ~11 million calculations per second.
With pilots, titans, premium modules factored in? How do you rate last stand? Is a level 12 Nucleon equal to a level 12 Trebuchet? Ravana to Griffin? Players would game the system in a heartbeat, like they did with the MagGep, but much worse. What is a last stand worth? A pilot that gives mechanic?
But it's a moot point. Pixo doesn't want it, so much is obvious.
But a few years ago you could compensate with skill and playing time. Now it's nearly an ante game, the amount you spend or time you play determines the playing strength. Where "game time played" can be translated into money spent, to some degree. (They might need players even more badly than money.)
I agree with @[CK]erazor ( I might not tag properly there) on this. I think a hangar based system is infinitely preferable to what we have and very very easy to implement. My post a few up from this goes into more detail (and addresses your concerns here).
Pilots are assigned numbers, premium modules are assigned numbers, last stand is assigned a number. A level 12 Nucleon would be more weighted than a level 12 Treb. Ravana would be more heavily weighted than a Griffin. I suggest double so, given the gulf in potency between the bots. The actual numbers would, could and should be debated and fluid based on feedback. This would be a healthy, active process.
All of the things you mentioned would contribute towards the hangar total, and this would be the only thing considered in MM. Gaming the system would be practically impossible in this system - not if EVERYTHING was assigned a relative number.
As an example of what I'm talking about (although I encourage you to read my aforementioned post):
Please note that the actual numbers I use are purely for example:
Level 10 Griffin = 10. Level 10 Punishers = 40 Legendary Pilot rank 4 = 8 PS = 6 4 Pilot skills Tier 1, 2, 2 and 4 = 9
This bot would contribute 73 to the hangar total.
Lets say this player only has 3 slots open, and they are exact replicas Hangar total when he hits 'Battle' is 219.
Level 10 Ravana = 20 (level is doubled because Ravana is more powerful). Level 10 Orkans = 30 (no multiplier) Legendary Pilot rank 2 = 4 repair module = 2 2 pilot skills Tiers 2, 4 = 6
This bot would contribute 62 to the hangar.
This player has 5 slots all the exact same = 310.
These numbers accurately reflect the hangars. The MM then ONLY uses these numbers to make two teams of equal as possible totals of five. This would be extremely easy to do, especially for a computer.
Say it has 4 players of 125 hangars (500) and adds first player (219 + 500) Blue team would equal 719.
Then it has 2 players queued at 350 and 60 (410) it adds the second player from above ( 310 + 410) equaling 720.
Unless more suitable totals were found, the game would start. You would have 5 blue against 3 red. As you know, this is only a fraction of the story. The actual number of players is nothing compared to the bots, weapons etc. that that player is running. The number based system I'm advocating for takes all of this into account, when it is completely ignored in the current system.
These are fair numbers. You can argue over them (and we should), but at least we would have something tangible to argue with. Pix could change the numbers based on feedback, nerfs, buffs etc. None of that would be difficult.
Gaming the system doesn't seem possible as I've described (please refer to my earlier message). Whatever shortcomings you might think it has (I personally see none), it would be many times better than what we have. We currently have players gaming the system, we currently have a broken MM (from our, the players point of view).
I do agree with you, though, that Pix obviously doesn't want it. It IS a viable and workable solution, but it's a solution to a problem for us, not Pix.
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Post by Cdr. Crimmins on Jul 23, 2020 22:05:45 GMT -5
'I love it but how can the MM determine which hangar you are dropping.'
Your hangar total is always displayed under your hangar, on the hangar screen. It's a running total. It automatically and immediately changes when you make changes to your hangar. It doesn't need to determine anything else at all.
'And averaging all hangars runs into the 'one maxed hangar and four L1 Cossack hangars'
This could never, ever happen. It is mathematically impossible. For example, 4 Cossack hangars would literally be a fraction of the maxed hangar. The system I'm describing means the opposite of what you are stating. It would be completely impossible to get a mismatch like this.
'You would need to keep the highest hangar score.'
Not at all. Say your hangar totals 200. You decide you want to replace a level 8 Orkan with a level 12 one. Your running total simply changes to 204.
Hangars aren't averaged. Your hangar total is exactly that. So that 204 is what is used when you hit 'Battle'. Nothing before or after that is taken into account.
'You want to play down? Lower all your hangars to the appropriate level.'
This would not make any sense at all in this system. Playing down would cease to exist as a concept. If you ran a lower hangar for an hour, you would simply contribute less to the team total when MM is seeking players. You would not contribute less to the team performance. Your opposing team would still, in effect, be the same.
I'll try a more complete example:
Using all one bot hangars, for simplicity's sake:
I decide to run a game with a Level 10 Leo, Thunder and gusts at levels 5 = 10 + 5 + 5 + 5 + 5 = 30 hangar power, displayed always at the bottom of my hangar screen.
I hit 'Battle'. MM adds my '30' to it's usable figures to compose teams. It has a possible red team in the queue at 304, and a blue team at 260. It adds me to the Blue team and starts the match. 304 versus 290.
After this match, I decide 'to hell with Leo', I want to try my Natasha. I switch out my Natty (level 5) with Kang Dae and Arbalests (!) which are at 12 each = 5 + 12 + 12 + 12 + 12 = 53. This is the total that is displayed under my hangar on the hangar screen. Nah, forget Arbalests, my level 10 Norricums are better. I switch them. Now my running total is 5 + 12 + 12 + 10 + 10 = 49. I hit 'Battle'.
MM adds my 49 to its usable figures. (In my previous example, I would not get into the preformed teams, as I would skew the numbers - unless they could be balanced with other figures.) There is a red team which can be made totalling 125, and a blue team totalling only 25. I get added to the blue queue, making 74, and the MM will seek a hangar(s) to make up the loss.
'I would switch to 5 6Pack hangars in a heartbeat.'
And that is the beauty of it. You absolutely could and would gain no advantage nor any disadvantage.
I think you might be confusing hangar slots with hangars. Or I'm confused. But you keep saying that I would setup my hangar(s) and 'hit Battle'. I actually setup my 5 hangars of 5 bots each and then hit Battle (25 bots). And then when I see the map I choose which of the five hangars I'm going to use for that match. And so, currently, I could setup one hangar of maxed Vits with pilots and L8 weapons, another of 5 L6 Destriers, another of 5 L6 Cossacks, another of 5 L6 Gepards and lastly another of 5 L6 Vityazes, all without any pilots or weapons. I have 172 bots in my garage, this is ready to go. Hangar 1 = 24x5 (bots) + 24x5 (weapons) + 25 (pilots and skills, rough guesstimate) = 265pts Hanger 2 = 6x5 (bots) = 30pts Hanger 3 = 6x5 (bots) = 30pts Hanger 4 = 6x5 (bots) = 30pts Hanger 5 = 6x5 (bots) = 30pts So your system should take my strongest hangar and just use that score (265) rather than average my 5 hangars across each other ((265+120)/5=77) because otherwise I would be able to drop my 265pt hangar into games where other pilots are rocking 77pt hangars. That's what I'm saying.
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Post by frunobulax on Jul 24, 2020 0:32:11 GMT -5
With pilots, titans, premium modules factored in? How do you rate last stand? Is a level 12 Nucleon equal to a level 12 Trebuchet? Ravana to Griffin? Players would game the system in a heartbeat, like they did with the MagGep, but much worse. What is a last stand worth? A pilot that gives mechanic?
I agree with @[CK]erazor ( I might not tag properly there) on this. I think a hangar based system is infinitely preferable to what we have and very very easy to implement.
Oh, no doubt about that one. I just pointed out that it's a bit more complicated than integer addition.
I have proposed matchmaking systems like this 3 years ago. Too lazy to dig out the old articles, search my threads if you're interested. But again, moot point.
The irony of that all is this: On Steam you'll run into plenty of fully automated, scripted accounts. (They run Hellburners, self destruct while shooting a few Zenits and Spirals or whatever. Just run left and right, and out of the game after 2-4 minutes.) These accounts often have a winrate that is perfectly at 50%. So matchmaking is able to balance players that contribute nothing at all to the game. But it's not able to balance activity vs. hangar strength.
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Post by Deleted on Jul 24, 2020 3:39:27 GMT -5
'I love it but how can the MM determine which hangar you are dropping.'
Your hangar total is always displayed under your hangar, on the hangar screen. It's a running total. It automatically and immediately changes when you make changes to your hangar. It doesn't need to determine anything else at all.
'And averaging all hangars runs into the 'one maxed hangar and four L1 Cossack hangars'
This could never, ever happen. It is mathematically impossible. For example, 4 Cossack hangars would literally be a fraction of the maxed hangar. The system I'm describing means the opposite of what you are stating. It would be completely impossible to get a mismatch like this.
'You would need to keep the highest hangar score.'
Not at all. Say your hangar totals 200. You decide you want to replace a level 8 Orkan with a level 12 one. Your running total simply changes to 204.
Hangars aren't averaged. Your hangar total is exactly that. So that 204 is what is used when you hit 'Battle'. Nothing before or after that is taken into account.
'You want to play down? Lower all your hangars to the appropriate level.'
This would not make any sense at all in this system. Playing down would cease to exist as a concept. If you ran a lower hangar for an hour, you would simply contribute less to the team total when MM is seeking players. You would not contribute less to the team performance. Your opposing team would still, in effect, be the same.
I'll try a more complete example:
Using all one bot hangars, for simplicity's sake:
I decide to run a game with a Level 10 Leo, Thunder and gusts at levels 5 = 10 + 5 + 5 + 5 + 5 = 30 hangar power, displayed always at the bottom of my hangar screen.
I hit 'Battle'. MM adds my '30' to it's usable figures to compose teams. It has a possible red team in the queue at 304, and a blue team at 260. It adds me to the Blue team and starts the match. 304 versus 290.
After this match, I decide 'to hell with Leo', I want to try my Natasha. I switch out my Natty (level 5) with Kang Dae and Arbalests (!) which are at 12 each = 5 + 12 + 12 + 12 + 12 = 53. This is the total that is displayed under my hangar on the hangar screen. Nah, forget Arbalests, my level 10 Norricums are better. I switch them. Now my running total is 5 + 12 + 12 + 10 + 10 = 49. I hit 'Battle'.
MM adds my 49 to its usable figures. (In my previous example, I would not get into the preformed teams, as I would skew the numbers - unless they could be balanced with other figures.) There is a red team which can be made totalling 125, and a blue team totalling only 25. I get added to the blue queue, making 74, and the MM will seek a hangar(s) to make up the loss.
'I would switch to 5 6Pack hangars in a heartbeat.'
And that is the beauty of it. You absolutely could and would gain no advantage nor any disadvantage.
I think you might be confusing hangar slots with hangars. Or I'm confused. But you keep saying that I would setup my hangar(s) and 'hit Battle'. I actually setup my 5 hangars of 5 bots each and then hit Battle (25 bots). And then when I see the map I choose which of the five hangars I'm going to use for that match. And so, currently, I could setup one hangar of maxed Vits with pilots and L8 weapons, another of 5 L6 Destriers, another of 5 L6 Cossacks, another of 5 L6 Gepards and lastly another of 5 L6 Vityazes, all without any pilots or weapons. I have 172 bots in my garage, this is ready to go. Hangar 1 = 24x5 (bots) + 24x5 (weapons) + 25 (pilots and skills, rough guesstimate) = 265pts Hanger 2 = 6x5 (bots) = 30pts Hanger 3 = 6x5 (bots) = 30pts Hanger 4 = 6x5 (bots) = 30pts Hanger 5 = 6x5 (bots) = 30pts So your system should take my strongest hangar and just use that score (265) rather than average my 5 hangars across each other ((265+120)/5=77) because otherwise I would be able to drop my 265pt hangar into games where other pilots are rocking 77pt hangars. That's what I'm saying.
Oh man, you're absolutely right.
?fluffernutter?ing ?dookie?. You're exactly right - my system only works with single hangars, not the multiple hangars as you stated. I'm honestly a little deflated, but less frustrated than I was before.
There could be a way to adjust it though. What if we chose our hangar after we hit 'Battle', but before the game actually starts? As far as I know, the maps cycle anyway (on Steam this is true), so we could click our mode, the current map would be displayed in the background and we would have to select a hangar and let my previous and painstakingly detailed system kick in?
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Post by Deleted on Jul 24, 2020 3:53:22 GMT -5
I agree with @[CK]erazor ( I might not tag properly there) on this. I think a hangar based system is infinitely preferable to what we have and very very easy to implement.
Oh, no doubt about that one. I just pointed out that it's a bit more complicated than integer addition.
I have proposed matchmaking systems like this 3 years ago. Too lazy to dig out the old articles, search my threads if you're interested. But again, moot point.
The irony of that all is this: On Steam you'll run into plenty of fully automated, scripted accounts. (They run Hellburners, self destruct while shooting a few Zenits and Spirals or whatever. Just run left and right, and out of the game after 2-4 minutes.) These accounts often have a winrate that is perfectly at 50%. So matchmaking is able to balance players that contribute nothing at all to the game. But it's not able to balance activity vs. hangar strength.
I agree (now) as Indricotherium pointed out to me. However, by changing when we select our hangar (before the match actually starts), we could make it work. You're also right about it being a moot point. It's just frustrating because it would fix an awful lot of what's wrong with the game. Not everything, but a lot.
Although not the intent, I think stating that a hangar-based system wouldn't work (or work as well) excuses Pix when we shouldn't give them that. I'd love to see the community get behind the idea and then put pressure on Pix. That's what I feel, granted my head is echoing your sentiments.
Those scripted bots are in almost every one of my matches. I can't tell if they are player accounts or fillers used by Pix. Probably the former.
Kinda' brings me full circle to the OP. I've been having 'crappy' games since I left Bronze. Those scripted Hellburners (and Natashas) have no chance of getting a beacon.
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