Team Balance is the Worst It's Ever Been


(Dr_Plantboss) #1

I have played about 12 games in the last 7 days, and more than half of them were completely imbalanced. Either the defenders had it on lockdown, or the attackers completed all of the objectives in 5 minutes.

Until about 3 weeks ago I would only end up in an imbalanced match occasionally. It felt like it was 1/5 games imbalanced, whereas now it seems to be 1/2.

Have any of you noticed this? Also…

WHERE’S OUR GODD*** CMM SD? WHERE, HUH?


(bontsa) #2

You went to post on Hotfix patch notes thread yet still did not see this?

Who knows how long this bug’s been around, would explain quite a variety of issues like game lobby putting all the honestly high skilled players on same team from the get-go, and shuffle doing actually nothing but switch teams around. Who knows.

Since, as we know, all the stuff functions through invisible PSR (Public Skill Rating) that somehow assesses one’s rating from previous game’s performance, should give it some time like +15-20 matches to see results (25 is number I recall being mentioned when talking about how many matches PSR tracks into past, but don’t quote me on that).

So, reading comprehension, huh?


(Dr_Plantboss) #3

@bontsa The problem is that I have seen just as many one-sided matches after the update as well


(Nail) #4

I’m unsure how this update caused any change in the moron level in the servers


(SnakekillerX) #5

Haven’t noticed any real change at all. I get stomped, I do the stomping or the match is even. It has always been like that and it has always been inconsistent.


(Icecoal) #6

Jeezus the whining about balance is out of control , can we make a stickie thread where all people can make their complaints ? Or can you guys wait a little and give cmm a chance ?


(AlphaUT) #7

@Icecoal

CMM is still being “working on”
We will have “another” test week
Hopefully the rank will be back with CMM in 2020

And yes, we do need one for all the complaints about balance.


(The_N00Ba) #8

the thing with balance is even if you balance individual player skill if their team work is not the same the match will still be unbalanced. I have seen this time and time again. You can tell which team has the upper hand by how organized they are. This is also why I have seen “lower level” players crush a team of “Higher Level” players.
I find it all quite interesting really.


#9

There will never be balance when you guys refuse to play ranked.


(K1X455) #10

I was in a spectacular game in Undergound at AUS Obj 7v7 recently where we got beaten in overtime by five sublevel10s a level 19 and a level 28. We lost the objective because the other team knew how uncoodinated and incoherent we were compared to them. They destroyed the objective in about 4 minutes, but we held them off for the rest of the game until it went overtime.

IT WAS ABSOLUTE FUN!!! Cobalt gaming!!! One front gets taken, another one rises. We took turns in holding off an area until they had a clever way of distracting us while a sneaky player planted the bomb beyond our visual perception. No one hacked, and fortunately for me, it was early in the run of the game where my fps wasn’t achieving it’s glorious 1.16fps.

The level distribution was unfair. It favoured our side as we had significantly more double digit players than they did. Five of them were sub lvl10s, but I believe they had slight latency advantage.

Technology aside, team coherence is a multi-player ability that very few players appreciate. They call it, unfair team balance.


(GatoCommodore) #11

[quote=“K1X455;214243”]I was in a spectacular game in Undergound at AUS Obj 7v7 recently where we got beaten in overtime by five sublevel10s a level 19 and a level 28. We lost the objective because the other team knew how uncoodinated and incoherent we were compared to them. They destroyed the objective in about 4 minutes, but we held them off for the rest of the game until it went overtime.

IT WAS ABSOLUTE FUN!!! Cobalt gaming!!! One front gets taken, another one rises. We took turns in holding off an area until they had a clever way of distracting us while a sneaky player planted the bomb beyond our visual perception. No one hacked, and fortunately for me, it was early in the run of the game where my fps wasn’t achieving it’s glorious 1.16fps.

The level distribution was unfair. It favoured our side as we had significantly more double digit players than they did. Five of them were sub lvl10s, but I believe they had slight latency advantage.

Technology aside, team coherence is a multi-player ability that very few players appreciate. They call it, unfair team balance.

[/quote]

Experience vs Tactics

this thing makes me diamond hard just for reading it
i wish i get see plays like this, i would pay to see new players went tactics and won against more experienced players.

its fucking epic


(bontsa) #12

Problem is not only missing the point in patchnotes threads you also proceeded to completely ignore what I nudged at in mine too.

Just in case that was somehow unclear; give it +20 matches. Since PSR is “personal” thing that would indicate everyone has to individually play quite a few games for updating it properly.

And as said, balance is such a complicated field that this bugfix won’t obviously magically make all games result victory of whoever has made the on-going balance-thread at any given time cough, balanced. But it should sound like something fixing the obviously flawed matches from get-go where all the honestly skilled players are indeed put on same side.

This wont fix stuff like idiotic team composition, newbies overwhelmed by information flood presented by live game, newbies skipping tutorial, people not playing their classroles no matter the experience, etcetc. Heck, people go pubbin’ to have funtimes, maybe ya’ll should play more Ranked (when it’s opened again) if you want better matchmade games and more power over your team’s actions.


(LifeupOmega) #13

What Kaur said. You can’t expect balance in a public drop in drop out setting with zero consequences.


(Xenithos) #14

[quote=“The_N00B;214223”]the thing with balance is even if you balance individual player skill if their team work is not the same the match will still be unbalanced. I have seen this time and time again. You can tell which team has the upper hand by how organized they are. This is also why I have seen “lower level” players crush a team of “Higher Level” players.
I find it all quite interesting really. [/quote]

I’ve said it time and time again that the team with the best medics usually wins… :\
You just elevate it to general teamwork… And we still have the same point.


(Xenithos) #15

It’s probably going to take you at least 10 matches for it to find your skill rating again after them putting it in. So don’t complain until you’ve played for at least another week…
:\


(AlphaUT) #16

Not so sure if you guys know this. I believe in one of SD’s video or comment (forgot which one) says that quick join function is for you to join a match fast. And team being balanced in the lobby, not while finding a match.


([ *O.C.B.* ] Wildcard) #17

[quote=“The_N00B;214223”]the thing with balance is even if you balance individual player skill if their team work is not the same the match will still be unbalanced. I have seen this time and time again. You can tell which team has the upper hand by how organized they are. This is also why I have seen “lower level” players crush a team of “Higher Level” players.
I find it all quite interesting really. [/quote]

[left]I have to say, in honesty, all of these are things that boil down to what I’ve been saying for over a year. Balancing systems and shuffles don’t work in this game or any other similar game, and never will to the extent most expect them to, because there are too many factors that can’t be taken into account and can throw off such a system. To elaborate a balancing system of any form still operates off a set of fixed parameters that by default are forced to assume that the servers players won’t rage-quit or be leavers (which is why its been noted time and time again that this throws it off most heavily).

When you have to operate within fixed parameters that function off the limitations of predetermined mathematics subtle fluctuations are a big problem, as are excessive and unstable variables, and further hinder its efficiency. In a public setting with no real controlled skill range of the players on each team you can’t realisitically balance out teams to the extent people seem to want. Ultimately the players have to take that responsibility up themselves which for the most part doesn’t happen as everyone likes to be a winner.
[/left]

In all honesty, with the majority of each new influx of new players seemingly being unable to grasp this concept, this discussion is not something we will ever see coming to an end. This issue however is in no way unique to Dirty Bomb as it is a discussion that appears in any form of multiplayer medium with player vs player content. So, with that in mind, a stickie thread would definately be nice as it would help to keep all this nonsense to one post. Personally I know I’ve grown tired of seeing a new post on this topic coming up in a perpetual cycle spawned by unattainable expectations for a public setting.