Second Attacker Advantage...


(PixelTwitch) #1

So this is something I am starting to notice more and more but I do not have a solution for…
Honestly, I don’t even know if there is a solution that would be “perceived” as fair…

I would like to point out that I believe that this issue is MORE relevant in public play and LESS at competitive play. The reason where this concerns me the greatest will be in public match making and on the Stopwatch game mode.

Having played hundreds if not thousands of rounds now of Stopwatch/Objective mode, it has become clear that a much higher percentages of completions happen in the final 10% of time remaining, followed by around 20% above par time and the remaining time (around 50%) has the lowest completion rate. Knowing that the rate of completion in the final 10% is higher than at other times you run into the problem that when the first attacking team completes a map it then shifts this top 10% of time. This results in the second attacking team having a higher percentage chance to complete the round in a quicker time.

While many people have likely not noticed or have noticed but do not see this as a problem, I can assure you this will become much more prevalent when a working skill based matchmaking system is in operation. The percentage difference will likely only be very small (5%-10% range) and has likely been hidden from past titles due to imbalanced teams, lack of account based stat tracking and no skill based matchmaking.

With highly driven teams this is likely to pose less of an issue as there will likely be less focus on the time. Saying that, if I was taking part in an event I would likely request to attack second.

At first I was thinking about slightly reducing the time the second attacking team gets to complete but you run into all sorts of issues if the first team sets a really good time. Also the amount of time that grants the advantage also changes from map to map and objective to objective.

Again, this is more of a simple observation…
I just thought it was worth noting.


(tokamak) #2

Competition deals with this through playing two sets Attack/Defense Defense/Attack (ADDA).

For pub it’s a problem. Stopwatch just isn’t fit for competitive play. I believe ETQW’s 3-map campaigns are more meaningful for ranked ladders. At least then there’s a somewhat random factor. You can randomise the map sets and let the outcome of the previous match decide who attacks in the next one.

It’s the best non-perfect solution. A randomised bias is preferable over a systemic bias.


(onYn) #3

So like you said, for teams that take this game and each game seriously, it´s not going to be much of a problem.

For pub play itself, I don´t see much of an issue - after all it´s for fun mostly and won´t cause much of a issue. If it really bothers some people tho, that there own team doesn´t focus as much while attacking first, it can be simply swapped after each game, and for someone who is joining arround on servers also indivudually (assuming that there are enough servers to provide such a service)… After that not much room for complaisn should be left.

For matchmaking in a “ranked” way I would suggest the same solution. As long as you play 50% of your games as first attacker and the rest of your games as second attacker it should nullify any effects of this advantage. Also I think that people usually tryhard in rankeds (what may indeed be not the case for pub games/matchmaking, but does it really matter that much in those cases???), and also will focus on finishing the map as quick as possible.

In the end I would like to point out that there usually are some advantages like this in competitive games. Since LoL is the only one I follow and play much as well, it´s also my only example, but it should be enough. In LoL you can usually recognize a pattern when two teams play eachother in a bo5, where a team is benefiting from starting at the better side of the map or maybe just having the first pick/bann advantage.


(tokamak) #4

It’s not supposed to be just for fun. In the last few years we’ve seen highly robust and sucessful ranked public play in online games.

SD aspires for a similar thing for this shooter. It’s a problem.


(Mustang) #5

It’s not really an issue, just alternate who starts first each map. A few months ago someone was saying that going attack first is advantageous, when I said a lot of players prefer to defend first they couldn’t understand why. I think it’s just an individuals mentality thing though, I prefer to attack first because I like to know how long I need to defend for and dislike not having the full time available to attack in the first place, others see it the opposite way around.


(tokamak) #6

If the ranked system is to be taken seriously then each map needs to be an isolated event. Teams will have to be randomised at the start, no switching.


(Anti) #7

Some data from the last three weeks, psychology is a powerful thing :slight_smile:


There are many things we can do to balance this out, even just by posting this image and having the reasons for it being discussed there is a good chance it’ll level out some more, “well ****, I’ll try harder if I attack first now!”.

As an example, something like an average completion time stat for each map/objective would give the first time attackers a much better target to chase, just as cricket teams in real life know good ‘runs per over’ rates to aim for.

The disparity between the maps is quite interesting, but without ranked matchmaking right now these stats are very prone to being skewed by randomly skill matched teams.


(tokamak) #8

It blows my mind actually. Fascinating. I’m aching to see the heatmaps of first round and second rounds of those maps now.

We have to account for confounding variables here as well. A disparity between the two rounds does NOT make these maps worse than the ones with equal rounds.

What could be the case here is that on Canary and Bridge bottle-necks play a bigger role, what this means is that these maps suddenly allow for a meta-game to develop between the teams. A map where teams are able to make meaningful tactical deciscions allows for one team learning the other’s tricks and adapt to them.

Conversely a map that’s doesn’t allow for these decisions also has no meta-game which makes the second round similar to the last round. Teams can’t make a meaningful difference that the other can learn from.

Can I trade a kidney for some of those heatmaps?


(Mustang) #9

Amazing!!!


(tokamak) #10

Yeah a timer that ticks down to the average time and then goes into overtime. Also announcer messages that warn you at appropriate intervals before and after average.

That would make stopwatch much more acceptable for competitive play.


(Sun_Sheng) #11

Attacking second is just different. Sometimes it’s a help, sometimes it’s a burden. It depends how your team reacts to the pressure.

I remember one ET match we played in UnterElite … I think it was Battery, and we’d been pretty confident of a full hold but screwed the defence up right from the start. When we attacked second we had no choice but to hit as fast and hard as we could so all the tactics went out of the window and at one stage we were running 3 engineers. It worked, because fortunately we had a damned good med to pick us up, but all 3 engineers bumped into each other trying to get the plant down and we got wiped out from the corners we hadn’t checked.

Short time forced us to push and got us the win, but equally without the med to pick us up, it could just as easily have gone the other way

Edit: In a pub context though I agree it’s an advantage. Most of the time on pubs people don’t play as a team so much or they play team deathmatch. That helps the second team because they are more conscious of what they are up against and usually will realise they have to get their heads together from the start.


(PixelTwitch) #12

[QUOTE=Anti;510181]Some data from the last three weeks, psychology is a powerful thing :slight_smile:


There are many things we can do to balance this out, even just by posting this image and having the reasons for it being discussed there is a good chance it’ll level out some more, “well ****, I’ll try harder if I attack first now!”.

As an example, something like an average completion time stat for each map/objective would give the first time attackers a much better target to chase, just as cricket teams in real life know good ‘runs per over’ rates to aim for.

The disparity between the maps is quite interesting, but without ranked matchmaking right now these stats are very prone to being skewed by randomly skill matched teams.[/QUOTE]

Hello Anti, I hope your ready for a long one…

Now there are a couple of things I find instantly interesting when looking at the graphs you provided…

[ul]
[li]1, That order (closest to furthest percentage difference) is the same as how I order my maps from best to worst.
[/li][li]2, That order is also the order of how far attackers spawns is from the action/objective area.
[/li][/ul]

Dome is the one I want to be most careful when talking about as there are a few “unknown” factors in why its balance seems the furthest off. This is actually the reason why I thought that it was a poor decision to make the following thread: Map Preference Poll!. Just like with music peoples initial impressions seem to be highly skewed and later become more refined. Often what will happen is you will HATE or LOVE a song but eventually it will level out. I really hope that Splash Damage did not look at that thread and take it as a sign that the map development process had finally got on track. Dome is actually the WORST map for multiple reasons and the graphs show this in a rather round about way. I will likely do a full thread on “initial map bias” soon, as I think it is very important.

When it comes to Dome and the “Second Attacker Advantage” the issue is not completely the second attacker advantage. The issue is how long and frustrating it can be to attack on! This is causing people to be frustrated, not confident and even absent when it is their turn to defend. You would likely find that the second team to defend (the first attacking team) will start the second round with at least 1 less player a high percentage of the time. Also, Dome has a glitch spot where you can plant the C4 meaning its impossible to defuse. There is a high chance that people that are getting bored of playing the map for 20+ minuets are using the glitch spot to end the map quickly. It is also the easiest map to attack the final objective on, this means it is the most likely map to be effected by the second attacker advantage. Finally, due to the number of new players joining the map. They are using the first round to learn the map and second round to execute on the map.

Anyway, enough about Dome.
I would like to quickly point out one more thing when it comes to the second attacker advantage, its not always down to the attackers mentality. I would actually say that more often than not, the reason for finishing the maps in the last 10% of round is due directly to the defending team. Unfortunately we as humans like competition and as the competition with the enemy starts to wear thin (due to over confidence) you will find the defending teams taking more risks in order to bulk up their scores and kills. That over confidence and risk taking is a much harder thing to fix when compared to “getting your act together”. This is why I would make the guess that adding a “par timer” would actually increase the likely hood of defenders becoming over confident earlier (once par has been reached). This COULD result in simply the desired outcome but it could also increase the number of full holds and spawn camps by the defenders onto the attackers if the defenders skill level is matched by their confidence. However, that said, I would still like to see it implemented.

Terminal and White Chapel are around what I expected to see. Bridge is on the border of what I expected to see (around the 10% mark). Underground and Train Yard show signs of bad map design + new map bias due to the changes on the objectives. They are also the most frustrating to attack on due to the difficulty. This all works to knock the confidence of the first attacking team. I would expect their differences to get smaller over time but I think they will always be more obvious then Terminal and White Chapel. There is also a link between difficulty of the final objective and second attacker win rates. Terminal, White Chapel and Bridge are by far the hardest maps to attack the final objective on and these are less effected by the second attacker advantage. This is simply because the natural difficulty outweighs the psychological effect towards the end of the time limit.

All this is without mentioning the other advantage the second attackers have… The fact that they better know the skill of the team they are facing in the next round. I think this has not really come into its own problem as of yet due to most people that play the game knowing each other. I do however think that when many more people join and public matchmaking is in full swing we will start to notice this having more of an effect.


(Mustang) #13

I find it strange that Canary and Dome have the highest %, because when I’m on defense first I’ll generally vote for either of these due to perceiving them to be easier to defend on, and therefore they will have a higher average completion time, meaning when I attack I’ll actually have nearer the full map time which I prefer (again this is a reason I prefer to attack first), I wonder if voting has skewed the stats at all as a result of knowledgeable players voting for what the map that benefits them the most.


(tokamak) #14

I don’t think Dome is able to yield any meaningful data yet.


(PixelTwitch) #15

Anti, could we get numbers on number of first round map completions on stopwatch compared to map finishes on objective mode?

Technically due to the longer time to complete the first objective in stopwatch you would assume objective mode would be cut short more times then stopwatch. However, on the other hand we have the last 10% of time many more times in objective so I would be interested to see if it levels out…

Part of me wants to say I believe that objective will have a higher percentage of map completions compared to first round stopwatch. But I know how far against logic that seems to be…


(tokamak) #16

Good call. Map completion time and wins vs losses are two different things.


(PixelTwitch) #17

I would love to see if this has got better/worse since the last patch?


(Sun_Sheng) #18

Just to throw a bit of a moan into the equation … I was getting particularly wound up the other night and gave up after a couple of rounds, basically because everyone was playing TDM and nobody was doing the objective. I think it was Bridge in particular where about 10 minutes in and something like 15% of the ev had been repaired and as far as i remember I did that myself. It was pretty much the same on the next map, and then about 5 minutes from the end, everyone suddenly decided they wanted to do the objective because they realised time had run out.

In that context, the problem could be more one of player attitude and the overall game design i:e nobody playing the objective, rather than a problem with the map design or choke points, spawn times, etc


(spookify) #19

Xmas Present? Ranked Match Making?


(Violator) #20

win = (team.ContainsAny({Pixel, Spookify, Inf3rno} || Any(Evac)) && (!team.Contains(Freze));