A Few Words On Casual Matchmaking


(Exedore) #1

I thought I’d take a moment to shed some light on why we feel that our Casual Matchmaking work is so important for the future of Dirty Bomb, as well as provide a high level outline of our plan to reach our goals.

Quick Join will be removed entirely in favour of matchmaking for general play, though the Server Browser will still be available. Shifting casual play from Quick Join to matchmaking will mean that rather than being placed on servers via very basic criteria, you’re instead placed into a pool with all the other players looking for a match, and a system then tries to put you all together via a set of criteria specifically designed to provide good quality matches in as timely a manner as possible.

Match Balance

Most critically, using matchmaking to create casual matches means that we can construct games that have a better balance of player skill and experience. A simple way of looking at it is that it blends player XP per minute rates and level. As Dirty Bomb leans towards the hardcore end of the shooter spectrum, it has a high skill ceiling and does not rely heavily on auto-balancing mechanics in its game modes. Therefore, it’s extremely important that players of a high and low skill level aren’t likely to be put together. Otherwise, new or less skilled players simply don’t get the chance to improve, and highly skilled players don’t get to experience a challenge.

Party Play

Matchmaking also lets us have players group up before going into matches together as a team, which is understandably massive for Dirty Bomb as it’s a team and role-based shooter. A key part of having competitive viability in a game is having a path from turning up as a new player all the way to the highest levels of clan play, and this system will help fill an existing gap in this regard. It also allows us to tune a “skill bias” for groups, as they have naturally higher coordination and in effect tend to collectively play above the skill levels of the individual group members.

End-to-End Matches

Using matchmaking in the casual side of the game also represents a sort of culture shift that we think is more true to the heart of Dirty Bomb… a culture that is currently only present in Ranked play. It means that when you decide to join a match you’re making an implicit commitment to your team and your opponents to play from the beginning to the end of a match, and we feel strongly that this leads to better quality matches that are also played in a better spirit. We understand that it shouldn’t be the same level of commitment that is associated with Ranked as the stakes aren’t the same, and will make every effort to tailor the system to player needs accordingly.

But what about…?

We realise that what’s been described here does not suit everyone’s play habits and styles, and we’re sensitive to that. We’ll be leaving a certain number of servers up via the Server Browser that operate as matches do now but without Quick Join, and the number that are available will ultimately be based on demand. We hope that you all will quickly see the benefits to the new approach, but it’s worth stressing that we will endeavour to be flexible should the community not feel that it’s working out.

We have longer term plans for game modes that will better support players leaving and joining during the match, as our aim is to allow Dirty Bomb to cater to the wants of individual players without compromising our team ethic.

Moving Forward

Thanks for taking the time to read this, and as ever any feedback that you want to provide is appreciated. Matchmaking systems are complex beasts that require a lot of iteration and tuning, so this will be an ongoing process. We see this as a journey that we’re all on together, and another leg is about to start!

#playdirteh
[SD]Exedore


(cardinalCook) #2

WOW. this sounds great for all comp. players! i rlly hope that many players coming back to this game when casual mm works. maybe this game got a chance to exist longer than expected!
Good NEWS!+

When will it start? ur project :stuck_out_tongue: i hope soon fuckign soon like NOW :slight_smile:


(Exedore) #3

http://i.imgur.com/yW4SiVH.gif


(Exedore) #4

Sorry cardinalCook, that was a reply to self, not to you.


(yesser) #5

hope the min lvl allowed in ranked would be increased (maybe 15 ?)


(Nibbles02) #6

If players are ranked by average XP gain per minute, wouldn’t that innately put specialist and frontline mercs at a disadvantage against medics and fire support?


(neverplayseriou) #7

[quote=“cardinalCook;191833”]WOW. this sounds great for all comp. players! i rlly hope that many players coming back to this game when casual mm works. maybe this game got a chance to exist longer than expected!
Good NEWS!+

When will it start? ur project :stuck_out_tongue: i hope soon fuckign soon like NOW :)[/quote]

comp players want 5v5 with ff not a 6v6 spam fest.

@Exedore and balancing around xp per minute will be one of the worst ways of balancing, Aura gets tons of xp by simply dropping a station, whilst the player doesn’t even have to be good at the game and some don’t even have a clue as to how they have to revive someone.

And maybe this is just me but what’s the point of getting a new balancing system while leaving the server browser open to play (unbalanced) matches in there without having to queue?


(Yoma) #8

Pretty much this was the first thought i had on my mind aswell. All those Aura-/medicmains easily get 1,3k-2k/min while on other mercs/classes its way harder achieving those values. Because of that it can lead to a bad way of balance.

Good example was the testweek where i was put together with several level<10 in the game. In my team out of the 5 people 2 were <10, one was mid 20, one was mid 30 and me 52. The other team consisted of 4 <10, 1 18-19 and one 27-29. Levels dont tell the outcome everytime but this time it did.(Exec 7-0) All in all i only played 2 matches because the que time was long and the test was canceled quite fast. (The 2nd match was aswell… not that balanced, Exec 7-2)

I know that you cant have every game perfect balanced but well, might just be my expierence.

@Exedore
There is a question i have for a long time already. The game isnt totally new and yet there is no AFK-detect system. I know that a good one isn’t easy but atleast one that kicks people who are afk at spawn or dont spawn at all. It shouldn’t be a big deal to implent after 2-3 years?
That alone would already deal with 70-80+% of the afks. To me thats more urgent than Casual Matchmaking because if an AFK is present, it’s one (if not the) big reason for imbalance.


(GeekyNerd_FTW) #9

@yesser 15 is way to much. I find my self to be a good player (doing bat or second best on my team) and in rank 14 with nearly 200 hours


(Brain_of_Britain) #10

Thanks for taking the time to do this @Exedore I really appreciate it as transparency and information sharing is important to me. As for the content of the post I am really looking forward to casual matchmaking and am wondering whether once it is back (if it comes back) will this see an increase in ranked play as finding a casual match will use the same algorithm as ranked?


(FireWorks) #11

[quote=“Yoma;191853”]
@Exedore
There is a question i have for a long time already. The game isnt totally new and yet there is no AFK-detect system. I know that a good one isn’t easy but atleast one that kicks people who are afk at spawn or dont spawn at all. It shouldn’t be a big deal to implent after 2-3 years?
That alone would already deal with 70-80+% of the afks. To me thats more urgent than Casual Matchmaking because if an AFK is present, it’s one (if not the) big reason for imbalance. [/quote]

I dont know how you get this impression. There is an autokick to afk players since I joined 2013.
Maybe you dont like the time frame to it but I think the current 3mins are a reasonable compromise.

If you find someone with an antiAFK script you can report them ingame since its a bannable offense. I remember a couple annoying cases with the winter event where playtime counted.


(Yoma) #12

[quote=“FireWorks;191860”][quote=“Yoma;191853”]
@Exedore
There is a question i have for a long time already. The game isnt totally new and yet there is no AFK-detect system. I know that a good one isn’t easy but atleast one that kicks people who are afk at spawn or dont spawn at all. It shouldn’t be a big deal to implent after 2-3 years?
That alone would already deal with 70-80+% of the afks. To me thats more urgent than Casual Matchmaking because if an AFK is present, it’s one (if not the) big reason for imbalance. [/quote]

I dont know how you get this impression. There is an autokick to afk players since I joined 2013.
Maybe you dont like the time frame to it but I think the current 3mins are a reasonable compromise.

If you find someone with an antiAFK script you can report them ingame since its a bannable offense. I remember a couple annoying cases with the winter event where playtime counted.[/quote]
I saw plenty of people staying for far longer afk/not spawning in all mods while in Exec some even for several games. (Yes games like back to lobby and back in) If they used some anti-kick stuff, i don’t know.

Well, to be honest, 3 minutes is far, faaar² too much. Best example would be Objective mode, where you only have 7 minutes for the first objective and having an afk means nearly 50% of the time youre one man less. (If youre lucky and its 4vs5 even 2 man less than the enemies)

For the other mods i still think its too much because 3 minutes is a load of time which will loose you the game with both teams being balanced without an afk.

I wouldn’t mind if its 30 seconds but i guess that would be too drastic for most so i would say 1-1minute 30 seconds. Thats reasonable and if you really need to go away for longer from PC, then you shouldnt have joined a gameroom in the first place. If you need to go because doors ringing or whatever then leave by yourself and give the team a chance to get someone instead so they still got a chance instead of having an afk for 3 minutes.

TL;DR: I would change the AFK auto-kicktime down to 1-1minute 30 seconds because 3 minutes kills your chances of winning in a balanced game. (Not that its common but well…, neverless it’s a pain)


(doxjq) #13

@Exedore can you give us a little insight into how the matching is going to work.

If there is no one of similar skill playing, will it eventually pair us up with worse players even if we have to wait slightly longer?

We don’t have a very big player base down here compared to the US or EU so it would be nice to know, because we don’t have many top level players left here, and some of us are often rocking out 1500 xp/min average consistently every game while probably 4/5 people here would be lucky to score 300 xp/min.

So basically I’m asking if there is any kind of cut off point where the system will just say “No, you guys can’t play these guys regardless because the skill gap is too much”


(DarkMatterMatt) #14

I think that a warning should be placed on comp for people under level 15, and comp should be unlocked somewhere between level 10 - 12.

200h in-game or 200h Steam?
I’m rank 34 with 356h in-game and 690h Steam (a lot of idling time because missions used to be bugged unless you were online)


(n-x) #15

I think cmm is the way to go. Sadly, a lot of people will give you shit for the new system, if it is not working properly in the beginning. Personally, I am glad to finally see something that really justifies the beta status of the game. Because up until now, it just feels more like an excuse for an unfinished game.


(BananaSlug) #16

guys with that player base we cant have super balanced matches after 2min


(bontsa) #17

In the 2nd testing, I had 2 ridiculously fun and balanced games in a mode that I despise quite a lot. Which makes me very hopeful towards CMM.

Fiddle and tweak it time and care, as said here already this exactly is good Beta stuff to be tested! To the hell with idiots spouting nonsense mouths on foam for things not working 100% right away. They have attentionspan of a caffeine overdosed fret on amphetamine and intelligence equal to a rock.

If anything I wish this system would’ve been tested sooner already but better near late than never. Also what @Dox asked would be nice to know, what are you planning the limits to be and soso?


(Daergar) #18

We must play different games. If the teams are equal, being one man down for three minutes ruins that game. If you spawn in and you don’t move for 30 seconds, you need to be removed.

We’re not talking one hour matches with a lot at stake; if you need to answer the phone, the door or take a dump and thus unable to focus for 7-15 casual minutes, let someone else take your place and you can get into a new game a few minutes later without screwing (idiotic filter) over a dozen other people (in the sense they are forced to play a lopsided game).

I’m assuming we’re all here to have fun, and games too tilted are not that, at least not in my humble opinion.

As for the matchmaking, anything is better than nothing at this point, so here’s to hoping.


(Exedore) #19

Yes, and this is the sort of thing that needs to be tuned constantly. Matches will be more balanced during peak play times for given regions, and we don’t ever want you to have to wait too long. I feel that it’ll improve things massively, but it won’t stop an all Vassili team getting stomped! :slight_smile:

The XP per minute rating I’ve mentioned is a massive simplification of how it actually works… we’re pretty confident in the algorithm at this point, but again, it’s something that’ll need tuning regularly.


(Exedore) #20

This would be a big reason why the last update had a host of XP balancing changes.