Casual Matchmaking won't work, and here's why


(Herr_Hanz) #21

They are trying to build a better matchmaking algorithm than the one currently used by ranked. Also the player base for CMM is bigger than for ranked.

[/quote]

Ranked = Rank bragging rights for competitive people.
CMM = for people who want to play with 1-5 friends on the same team.
Server Browser = people who just want to pub solo.


(SiegeFace) #22

They are trying to build a better matchmaking algorithm than the one currently used by ranked. Also the player base for CMM is bigger than for ranked.

[/quote]

Ranked = Rank bragging rights for competitive people.
CMM = for people who want to play with 1-5 friends on the same team.
Server Browser = people who just want to pub solo.[/quote]

This and only this, I think the very idea has flew over peoples heads!


(blonk) #23

[quote=“Herr_Hanz;205909”]
Server Browser = people who just want to pub solo/shoot their friends in their stupid faces.[/quote]


(Orivar) #24

If Proxy or vassili will be free I am out of here. Stopped reading in that moment.


(grandioseStew) #25

Good point. Most of the game im enjoying in my teammates heads. There is no room with “similiar” lvls. Always end up with 2-4-6 players with lvl 30, 60, 140 was highest i have seen. Meet.


(ClemClem7) #26

Casual matchmaking may work, but I hope the waiting time will not kill it.

The real problem is to balance daily skill of people. I’m not the best player of the community (really not) but sometimes I carry a game with high levels players and I get carried by level 10 (mostly aura, but good one) players the next day.

Imo, a good team (by good I mean a team which play as a team) is better than a very good player in the other team.
Dirty bomb is not Csgo where all fights are on one line of sight and where skilled players (with good aim and reflex) will overplayed you anyway. Here we have a game where some tactical skill (teamplay, flank…) will overplay muscular skill (aiming).

Even if an Amerika or a ragnak on the other team will give you headache, you can win the match because you have a team and they don’t have aimbot.

Apart from that, a good tutorial for every class can be interesting.
Additionally, I think of a tutorial like the assault course, but like a defense. You need to defend a C4 against an army of phantom who try to defuse (like a zombie mode). The the next objective is made of a defense against an army of proxy (then you can see that a player who does his role is better).
No need to implement advanced AI, here I think of brainless bots who run to the objective and defuse it (is that an advanced human tactic of some dirty bomb’s new players ?)
And you can try every merc in this mode (let’s see how vassili can handle 30 proxy bot at time)

BONUS: make it with limited ammo, but if you spam v22, you have a random chance of a skyhammer appears and drop ammo (based on RNG, it’s always better). If he doesn’t drop ammo, make him look at you for 5 second and write “nope” in the chat. Then emphase his name (his name is “badteammate” or something like that).
He can also drop ammo for himself while you look at him and then goes AFK.

Tl;dr
CMM can work if well implemented, and very good players will not unbalanced it as they will be matched against a good team or against a premade team. The real problem of balance is not average skill of players, but daily fluctuation of it (because sometimes you’re tired or godlike).

Some new tutorial is needed.
Mostly all that @FrostyVampire said (rewards…)

New offline mode with brainless bot to try different mercs and to see how important it is to defend objective.


(n-x) #27

Why not getting rid of ranked and casual all together. Make cmm for lobbies of 5. Get rid of the 6vs6 Servers. If you queue with a full Lobby you can only be Matches against another Lobby of 5, ff will be switched on and those games will be ranked.


(AlphaUT) #28

There will never be a perfect balance game, never, one game must be either win, lose, or draw. AND Draw does not means perfectly balanced, since the fact that one team will archive the obj with less time or more time compare to other team. Moreover, many factors will effect the game, such as ping, fps, if the player is playing seriously or not, maps, and etc.


(Dysfnal) #29

@ClemClem7 that bonus made my day


(KUST__LunarTM) #30

TL;DR We need higher retention of skilled players or games will continue to be mostly unbalanced.

[quote=“Watsyurdeal;32474”]Second, there is NO WAY to quantify any of this, at least not in setting such as this. The only way it will work is a ranking system, where will climb and fall depending on our performance, and even then, we need a HEALTHY PLAYER POPULATION for it to work.
[/quote]

This is what I believe to be one of the majour problems. There are significantly more new players than there are old players, and when new players play against new players, they don’t really learn anything.

Mandatory tutorials, like you mentioned, will definitely help with understanding how the game works and amassing common game sense, but in the end, if players don’t stick around long enough, you’re not going to get a lot of “balanced” matches for the higher tier players.

I forsee that once CMM comes out, four things are bound to happen:

  1. Low tier players get matched with other low tier players quickly and have a generally balanced match.
  2. High tier players get matched with other high tier players slowly and have a generally balanced match.
  3. There aren’t enough high tier players online at one time and matches are either roughly 3v3, give or take, for those players or never actually get to play a match and give up due to horrendously long wait times.
  4. The system tries to balance out a game of low tier players by adding a high tier player to one or both sides, causing the low tier players to be completely outmatched, resulting in more balance complaints.

I don’t know how well DB’s CMM is going to work with matching players of similar skill, so I’m taking from my experience from playing Battlefield Heroes. If a game was unbalanced towards one side, the losing side would get someone with a higher ELO to try to balance it out, but then that player would dominate and then the other team would get a high ELO player, and slowly over time, the server would change from players under level 10 to players over level 20 to level cap (30).


(grandioseStew) #31

[quote=“KUST__LunarTM;210311”]TL;DR We need higher retention of skilled players or games will continue to be mostly unbalanced.

[quote=“Watsyurdeal;32474”]Second, there is NO WAY to quantify any of this, at least not in setting such as this. The only way it will work is a ranking system, where will climb and fall depending on our performance, and even then, we need a HEALTHY PLAYER POPULATION for it to work.
[/quote]

This is what I believe to be one of the majour problems. There are significantly more new players than there are old players, and when new players play against new players, they don’t really learn anything.

Mandatory tutorials, like you mentioned, will definitely help with understanding how the game works and amassing common game sense, but in the end, if players don’t stick around long enough, you’re not going to get a lot of “balanced” matches for the higher tier players.

I forsee that once CMM comes out, four things are bound to happen:

  1. Low tier players get matched with other low tier players quickly and have a generally balanced match.
  2. High tier players get matched with other high tier players slowly and have a generally balanced match.
  3. There aren’t enough high tier players online at one time and matches are either roughly 3v3, give or take, for those players or never actually get to play a match and give up due to horrendously long wait times.
  4. The system tries to balance out a game of low tier players by adding a high tier player to one or both sides, causing the low tier players to be completely outmatched, resulting in more balance complaints.

I don’t know how well DB’s CMM is going to work with matching players of similar skill, so I’m taking from my experience from playing Battlefield Heroes. If a game was unbalanced towards one side, the losing side would get someone with a higher ELO to try to balance it out, but then that player would dominate and then the other team would get a high ELO player, and slowly over time, the server would change from players under level 10 to players over level 20 to level cap (30).[/quote]

New player need TIME to learn the maps, movings, shootings, guns, mercs abilities. The tactics came at last place. No reason to know the tactics if you cant hit a shit or get lost on map or blow yourself with that nice sticky. You cant learn literally anything in respawning mode (maybe the map by specting the veterans), which is for sure going to hapenned, when lvl 10 will face lvl 30+ (or 140). New players are only the side easy kills for veterans.
This discourage the new players, mostly they ragequit. I can understand that. As the result - with bad matchmaking system the game is loosing potential players. How many players - should be the question for Nexon analytics team. If any.


(hawkeyeguy99) #32

I can get behind the idea of making the tutorial mandatory. I think that needs to happen. Casual matchmaking will help, but it’s not the balance savior that many make it out to be. It’s not going to get instantly fair every match, we don’t have the diverse player base to do that.
I don’t think that more mercs should be made free from the get-go though. I think they should be “free trials” of sorts during the tutorial and then after as many times as you want to play through that specific tutorial or weapons course, but if you want to use them in a match you have to buy them.