The biggest issue that needs addressed immediately


(HoopleDoople) #1

My friend introduced me to this game a week ago and I’ve been having quite a lot of fun with it. However, there is one massive problem that has rapidly been reducing my enjoyment. This is the fact that massively unbalanced teams are quite common and the game has no system in place to deal with this occurrence.

Imbalanced teams are without fail THE biggest challenge to solve for every single team pvp game, particularly those that require strong teamwork. That said, a bad team in Dirty Bomb is a lot more punishing than in most games due to the reward structure. Earning experience, quest progress, and (I think) credits is significantly easier when on a balanced or superior team. So far I’ve found being on a superior/balanced/inferior team to reward XP in a 3:2:1 ratio, which is incredibly steep.

To make matters worse, in competitive you are stuck on your team for far too long. It seems the standard way players deal with this is to flame each other or go AFK, both of which create an incredibly toxic experience. In quick match you can leave a bad team, but the catch is the longer you wait the more time you’ve wasted. As leaving results in no experience or chance at a case, you are strongly encouraged to immediately leave any match where your team appears suspect. This only exacerbates the problem as a bad team has little hope of better players joining and rescuing them.

Fortunately, this is a problem that can be solved, but it will take a lot of work. Here are some suggestions I have on how to go about this:

  1. Create an internal metric that tracks and quantifies player skill. Perhaps in each match the game would track a player’s points per minute and then scale the resulting value up or down based upon the quality of the competition. Only the past 10 games or so would be considered, otherwise players with a long history of mediocrity wouldn’t be properly rated when they finally became good.

  2. Do not allow players to switch teams unless they are switching to a team that is short 2 or more players.

  3. Implement an AFK manager that detects AFKs and either moves them to spectate or kicks them after ~30 seconds of inactivity. Players moved to spectate should not occupy a server spot (to ensure both teams can have even numbers). When the AFK player returns they can rejoin their original team if a slot in the server is free. Ending a match AFK would be considered the same as having left the match, and no rewards would be given.

  4. Allow players to queue for quick match in groups if they so desire. When placed into a match these players would be preferentially placed on the same team, but only if balance allows for it. Otherwise they’d be put into a match together but split up between the teams.

  5. Try to create modes/maps that allow a stacked team to win quickly. Currently playing Stopwatch or as attackers in Objective mode is horrendous when on an inferior team. Players have to spend far too long on a hopeless team before the match ends. Compare to this as playing defenders in Objective mode on an inferior team - the stacked team will quickly overrun your defenses and the match will swiftly come to a merciful end.

  6. In the meanwhile, have the game detect and end severely stacked matches early. I cannot stress enough how important it is for this to be out of players hands, as I’ve never seen allowing players to vote for a scramble or surrender work as intended. Perhaps if one team holds a 2:1 points per minute advantage for 3+ minutes AND the inferior team has made no progress on the objective in this time, the match is declared a victory for the superior team and ended. If necessary, the case drop rate and credits awarded can be scaled to time played to prevent exploiting this system for farming (if this would be possible; I don’t fully understand the mechanics of the rewards system).


Well that turned into quite the wall of text. Thank you to anyone who took the time to read all that. Please let me know what you think about my suggestions and feel free to share your own ideas.


(CCP115) #2

Wow first thread… and what a first thread it was! Great ideas, excellent punctuation and whatnot, and actual coherency.

As for your points, I gotta agree with most, except:

There already IS an AFK kick thing, it just takes a while to actually boot you out.

Casual party matchmaking is in the works, coming very soon.

As for an Elo system, it will probably only ever exist for competitive. It’s a lot of work to implement it into pubs, and as you say, a steamroll will either be over quick or last a while. Usually doesn’t happen though.


(neverplayseriou) #3

Btw people in spectate actually take up a spot for a team in this game xD


(empT) #4

A simple solution to this would be to just filter the games by level so that you have games of people from level 1-10 and games of people leveled 10 and upwards. This would remove the potatoes from the situation and make teams more fair. It’s not a 100% flawless way of doing things but, imo, it’s a step in the right direction


(HoopleDoople) #5

[quote=“CCP115;91167”]There already IS an AFK kick thing, it just takes a while to actually boot you out.

Casual party matchmaking is in the works, coming very soon.

As for an Elo system, it will probably only ever exist for competitive. It’s a lot of work to implement it into pubs, and as you say, a steamroll will either be over quick or last a while. Usually doesn’t happen though.[/quote]

Glad to hear that AFKs are in fact kicked. I would like to see it react faster, as I wasn’t even able to notice its existence.

Regarding the ELO in pubs, perhaps the competitive ELO could simply be applied to pub matchmaking. Any player without a competitive ELO could be assigned a quick and dirty ELO based upon their level and/or recent win rate.

I’m aware of this; it is a standard practice in most games and I’ve never understood why. This guarantees that a full server with an odd number of spectators has balance problems. Not only is one team short a player, but when players are allowed to switch teams the extra player will always be on the already better team.

I think the solution has to be a flexible max player count. After ~1 minute of a player in spectator the max server count increases by one, while the player limit per team is held steady. Every time a spectator leaves or rejoins a team, the max player count goes back down by one.

The only downside to this is that short term AFKs who intend to rejoin may find there is no spot left for them. To mitigate this perhaps non-AFK spectators could still receive their earned experience and credits.


(Amerika) #6

There is already a system that tracks how well you’ve done. When pubs sort into teams it uses a system that tracks how well you’ve done in your last 10 games and tries to even the average of that score on both sides. However, it doesn’t account for the mercs people are using or how good they are with them.

Ranked MM uses your ranked MM games to give you a public rating (your rank badge) and most likely a hidden rating for potential rank.


(Enzo) #7

If you see my posts I’ve always said Dirty Bombs biggest flaw it’s matchmaking at the moment. I cannot agree with point 2 because at the moment there is no party mode. Once implemented I’m all for point 2.

I hate shuffle because some teams which are balanced I’ve seen the losing side vote for a shuffle to just screw the side that is winning. Luckily shuffle doesn’t work nearly 95% of the time so I’m not too perturbed by it.

AFK system and also spectate taking a spot should be fixed. I still don’t understand how hard it is to make spectate not take a slot. AFK system is a bit harder to implement because people just move their character a bit or even put a placeholder on their keyboard so their character moves forward non stop into a wall.

Now listen as I said the new matchmaking for me personally is awesome because now me and my friend just use it to maphack and call out targets in Skype and decide who is going to win a match. It’s been awesome countless people raging, hating and spectating. Personally since we are such thick skinned people we could care less what people think because am tired trying to explain to Splash Damage how important a good matchmaking system is for a FPS game.

Now either me or my friend sits behind and just gives callouts to where people have positioned themselves and spawn camp. As I said fix the matchmaking or don’t I’ll make sure your current matchmaking is going to make a lot of people hate us and the game. If you go to Asia and ask people about me and my friend nearly everyone on the server knows us. Sorry but we are not carrying.

It’s a dick move I know it but solutions have been given 2 u to fix it or please be my guest and continue because unlike others I love the new matchmaking and hope it doesn’t change.


(K1X455) #8

Welcome:to:the forums.

Git gud, git out