2 points Competitive Matchmaking could be improved on


(AssortedStuff) #1
  1. [li]When players leave (either in the lobby or during a Competitive match) it doesn’t replace them. I’m of the opinion it should.[/li]There should be a time limit for ‘leavers’ to reconnect, after which the matchmaker would try to find a replacement.
    From the 6* ‘Competitive’ games I played perhaps only 1 of them had the full amount of players.


    [li]The Competitve matchmaking could use players’ KD ratio until it had more data to compute.[/li]I would propose the player to have access to the Competitive matchmaking only after finishing 3(?) quick matches. It might not be enough data on the player for the ranked algorithm to analyze but at least it would have the player’s KD from those preliminary matches.
    Why is it of some importance? Because at the moment (due to the account resets) it seems to be sorting teams randomly, which leads many times to unbalances only justifiable on a quick match or joining through the server list.
    Personally I consider any match where not even the 1st objective gets completed to be very unbalanced (no matter what side I’m playing) and I’ve just had 3 of those (out of the 6*)

*After completing the “6 matches” mission I was prevented of joining any more matches for X amount of time. I assume it is intentionally done by SD.
Those 6 matches were found through the Competitive matchmaker. Before that I did 3(?) matches through the server list (which became unavailable after the 3rd).


(AssortedStuff) #2

Just noticed another point:

It should provide feedback to the player if matchmaking has been cancelled.*
While the matchmaking is taking place the player is notified that they can browse other menus. I had it happen (after clicking all the ‘accept’ buttons) that the matchmaking had been cancelled (or booted me out) and I only find out because I decide to check on it, a while later.

*…unless this ‘cancelling’ is unintended behaviour (a bug).


(INF3RN0) #3

I’m wondering if the MM is skill based or random?? I don’t think anyone is appreciating me being in their games atm… that said 5v5 feels really nice.


(SDStyLeZ) #4

Please implement a minimum Level (Level 5 should be enough IMHO)
It seems a lot of the Players have no Idea what to do


(Njsfirth) #5

For testing purposes, not having a minimum level requirement is fine but when the game goes live there should be one.


(Protekt1) #6

I didn’t even notice it was 5v5 but you’re right, that is really good.


(AssortedStuff) #7

[QUOTE=AssortedStuff;521156]… There should be a time limit for ‘leavers’ to reconnect, after which the matchmaker would try to find a replacement. …
[/QUOTE]

  • If the player had left using the Menu/Disconnect the game should look for a replacement straight away.
  • If there was no sign that the Disconnect command had been used (such as the game crashing, or network problems) there could be a limited wait before looking for a replacement (…or not).

And speaking of which, (in Deathmatch mode) perhaps there would be no point in trying to find replacements if the match is nearing its time limit.
…well, depending on the score.


(Protekt1) #8

No, the MM should not find replacements. That is the whole point of having everyone accept the invite and then ensuring everyone connects before the match begins. If someone leaves, they will get hit by a penalty which when the game goes live will likely have more influence over a person’s decision to stay than right now during a testing phase that doesn’t matter long term. If your team quits out, just accept it and move on. It is more like just conceding a match. That is just life, can’t win them all.


(Silvanoshi) #9

[QUOTE=AssortedStuff;521156][ol]
[li]When players leave (either in the lobby or during a Competitive match) it doesn’t replace them. I’m of the opinion it should.
[/li]There should be a time limit for ‘leavers’ to reconnect, after which the matchmaker would try to find a replacement.
From the 6* ‘Competitive’ games I played perhaps only 1 of them had the full amount of players.

[li]The Competitve matchmaking could use players’ KD ratio until it had more data to compute.
[/li]I would propose the player to have access to the Competitive matchmaking only after finishing 3(?) quick matches. It might not be enough data on the player for the ranked algorithm to analyze but at least it would have the player’s KD from those preliminary matches.
Why is it of some importance? Because at the moment (due to the account resets) it seems to be sorting teams randomly, which leads many times to unbalances only justifiable on a quick match or joining through the server list.
Personally I consider any match where not even the 1st objective gets completed to be very unbalanced (no matter what side I’m playing) and I’ve just had 3 of those (out of the 6*)
[/ol]
*After completing the “6 matches” mission I was prevented of joining any more matches for X amount of time. I assume it is intentionally done by SD.
Those 6 matches were found through the Competitive matchmaker. Before that I did 3(?) matches through the server list (which became unavailable after the 3rd).[/QUOTE]

#1 That’s quite a contentious point right there. Ideally we want to reach a point where the number of dropouts is minimal. The majority of competitive MM games don’t allow new players to join a team once the match has started. Many gamers will continue to feel that this is how it should work. Right now we’re not planning to allow players to hotjoin into a competitive match.

#2 K/D isn’t something that we’re pushing in DB at all. It’s all about the objectives and teamwork. Proper placement becomes much less of an issue once the live service is online and no more wipes are occurring. Competitive will be level locked, so players will have somewhat of an idea how to play the game once they get to it. After a handful or two of matches, players should be relatively well placed in their appropriate skill range and be able to have a blast in competitive :).

[QUOTE=AssortedStuff;521208]Just noticed another point:

It should provide feedback to the player if matchmaking has been cancelled.*
While the matchmaking is taking place the player is notified that they can browse other menus. I had it happen (after clicking all the ‘accept’ buttons) that the matchmaking had been cancelled (or booted me out) and I only find out because I decide to check on it, a while later.

*…unless this ‘cancelling’ is unintended behaviour (a bug).[/QUOTE]
It should indeed.

It is skill based. There’re a couple of reasons why it may not have seemed that way immediately.

[ul]
[li]EVERYONE was coming into the game with fresh stats…MM had to assess the entire player base tand begin assigning skill levels, which can take a little while.
[/li][li]
[/li][li]When MM first came online on Friday/Sat, the skill rating parameters were fairly loose favouring quick matches with less of a focus on skill. However as it became clear that match search times were really very good, we placed a higher emphasis on skill level. So you may have found that MM seemed to be working better yesterday evening.
[/li][/ul]

Exactamundo

This is the sentiment that many players have, yup.