Mid-Game Autobalance System?


(TheDoctorHax) #1
 I have just returned from a one year break from this game, and have come back to find that it is MUCH more polished than it was before. I had barely been keeping track of the updates but didn't realize just how much work they really put into the game, but one thing that surprised me was that there was still no mid-game autobalance system. I mean the kind like Team Fortress 2 (yeah ik insert "you have been autobalanced -- you failed" tf2 meme here). But in all seriousness this really surprises me. 

 I really like the idea that they have with the casual matchmaking (although I haven't played one of the test rounds yet, just started playing again today), and I also know that one of the mods has stated that there is a system in place that does this between rounds in the lobby, but this is when people are leaving and new people come in the majority of the time. So what can we do during the middle of a game? Nothing. For now. Although I do understand the developers need to focus their attention on making casual matchmaking the best it can be, the next thing they work on really should be some kind of a mid-game autobalance. I really don't need to explain why there is a need for this as anyone who has played this game knows the deal and you can go and look at any of the 1000s of other threads that give the same reason.

 Now, a teacher of mine said that talking about a problem without giving a solution is whining, so I'm going to remedy that here. The first solution I had in mind was to use competitive ranks as a basis for determining skill, but then again so few people actually use the competitive mode that this would only be useful for a handful of people. So what can we do for the rest? The simple version of my idea involves taking an average of a player's points during their games and using that average to determine if teams are stacked, not just using the current game's points (although this could be included as a factor as well). One of the more advanced ideas to determine just which player is switched would be both merc availability of players as well as the average points in each of the categories (assult, support, objective). What I mean by that is, say a team is getting decimated and nobody on their team has a medic class, they are down players. The system could prioritize someone on the other team who has medics in their roster and also maybe factor in that player's average support xp per game. The same could be done for all the other scenarios and merc types. 

 Now, exactly how this would be done is beyond me, I have only ever dabbled in Unreal Engine and even that was only basic mapping. I really hope that this post can have some ideas for the devs or at least provide a bit of a clearer, non-rant explanation for why this is needed. If you have managed to read this far through all of my insane ideas then bravo, here's a cookie (or something, idk).

(Amerika) #2

There is already a thread on this topic active on the front page. Please use that :slight_smile:

http://forums.dirtybomb.nexon.net/discussion/31413/still-no-auto-balance-in-sight#latest