yes i do not know why there is even any discussion any more
i made this post about this because the game will no longer have balance patches so talking about it is pointless but they will delete threads that show this
very straneg!!!!!!! |
Will there be an option to black list shithead players in COH3? |
what are you guys talking about |
That is data for a 10 year old geam!!! PleasE@!
Ok
All you in favor would rather lower wait times so arranged teams can have shitty seal club waste 40 minutes matches and everyone else is in an completely unplayable state, because that is what rank 500+ in 4v4 is at now, it is completely unplayable due to the matchmaking and arranged team seal clubfests.....vs longer wait times and more even matches. |
That's also not data, that's a claim.
Anyway, I think a reasonable one. According to stats that SiphonX posted a couple of years ago, there's huge differences between modes. 2v2 features probably around 40-50% or AT, that mode would absolutely be hit hard unless player counts stably grow to at the very least double the number.
3v3 has approximately 20%-ish of AT teams, although bear in mind that his data is actually biased towards having a higher ratio of randoms, so it could be more. Nevertheless, 3v3 could probably take the hit if the game grows a little.
4v4 surely can take it, there's apparently not many ATs, although I assume there is a high ratio of 4 people just playing a couple of games before being ranked, but overall the majority will be randoms.
Since the majority of my games are AT games, obviously I am biased towards keeping AT games playable. However, claiming that just splitting the playerbase will make it better for the majority is oversimplifying quite a bit.
Most complaints at least here on the site are mostly about 3v3 and 4v4, and not necessarily about AT vs RT. This makes inherent sense, since these are the largest mode regarding player counts, but it is also a sign that the matchmaker itself is the major problem. Second, AT win rates are definitely higher, but not "unwinnably" higher. This definitely needs fixing, but can be tweaked by just artificially upweighting the ELO of ATs so that they get matches with more skilled randoms.
Next, even having only 80% of the player available in the case of 3v3 (assuming similar player counts as current CoH2, and CoH2 has never been in better shape player wise than now), will diminish the player base overall. Matchmaking in 4v4 can be very shoddy already, despite mostly randoms being around there. That's again mostly a matchmaking issue. And finally, it is doubtful if splitting the modes would overall help the player base. You'd likely get more randoms into the games since they are overall less frustrating, on the other hand many players probably would play the game less or not at all if some modes they like are basically dead. At least for me I can guarantee that I would not play CoH3 if I knew that 2v2 and 3v3 AT are functionally dead modes, I wouldn't buy the game for the random games I do.
Splitting consequences of splitting the modes is mostly speculation, but the easiest way to go about it is probably really to just upmatch ATs until their winrate matches the ones of RTs. There will still be odd issues at both ends of the ladder, but those already exist now, so no harm done.
Why are you against longer wait times if it means more evenly matched games?
The only reason people on AT want to play randos is to seal club. |
The problem with splitting matchmaking pools is the wait time. It's already long enough, especially off peak hours, and splitting the playerbase up would lead to longer wait times and more imbalanced games for everyone.
I think a primary issue are an arranged teams first ten games. Especially in 4s, the first 3-5 games are almost always easy stomps. But after that fifth game and especially after a team has a visible rank the games tend to be much tougher as the system has more data to go by.
I think a better system would be to reduce the number of qualifying games to get you a rank or having the system pull from or pull a higher weight from other modes to improve match quality
Looks like the majority of games you play are arranged teams..... |
Elo comes from a desire to match people up with similarly skilled opponents. Is it even relevant in random team mode?
How much worse would it be to have just random matching? Newbies and vets flung together, it's certainly more realistic.
If vets want to be tested they should be able to queue specifically for an elo-rated game, solo or as a team.
If there are more newbies than vets in the population, then probability dictates that, over time, random teams will be a couple newbs and a vet. Not the curb stomping vet Vs newb train that game designers seem to fear.
In short, I hate elo for random play, but like it when I want to test myself.
Elo seems more fashion than science. It's often implemented so thoughtlessly
I think it can work for matchmaking, problem with coh2 is that it was implemented in the worst way possible for multiplayer where it matches teammates of similar Elo first, then after the team is arranged it matches the opponents. This is why you always have things like 2 rank 50 players playing against 2 rank 300 players creating the vast majority of 2v2+ games completely lopsided and shitty. |
The calls to have separate arranged and random ladders just aren't viable. Unless CoH3 is some kind of golden goose egg that attracts insanely high active player counts, we're going to have to pool more people together.
There are other factors or tools that can be made to make random teams fight more effectively. From things like map design, UI popups (coh2 notifies you when an ally is calling in a barrage or air strike, for example), and voice chat. It's possible that the matchmaker could work differently in coh3, too, so everyone has a kind of average score. I know Steel Division has this (because there are so many different "factions") so you just get a single rating.
This is a bad argument.
Most RT vs AT wind up in the match being done and dusted within 5-20 minutes and are not enjoyable to anyone, except those worms that like playing unfair seal clubbing BS.
So add that to 5 minute queue time and you have far, far more time wasted waiting for a 'good match' than if you would just split the player pool into a RT and AT sections, give people that play randoms the choice to opt in to matching against arranged teams if they want. |
This system probably won't work at all, because the only way for randoms would be up. What could happen though is to weight wins and losses accordingly. However, if you already have discovered the needed weight to make it fair, you can just set up a proper match up in the first place (i.e. lower skill arranged team vs higher skill randoms). They should have tons of data of CoH2 to make a decent guess for CoH3, how much stronger an arranged team is, just because they are "arranged" and not random.
There is no way to achieve "fairness" in randoms vs arranged. It is inherently massively unfair no matter the player skill involved. It should not effect a competitive ladder whatsoever. I honestly don't care if this leads to massive drops at the start. Random teams should not have to fight arranged (if they don't want to).
Also, metas come and go, at times you can have severely cancerous synergizing metas dominating that will skew things even farther in the direction of arranged vs random, IE the current state of 4v4 with pathfinder shit. |
yeah a p4 bouncing vs a t-34 more than once is mathematically impossible show us the clip of that
IT HAD HEAT ACTIVE TOO!!! |