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Time to dicuss the matchmaker?

STAR WARS: The Old Republic > English > Galactic Starfighter
Time to dicuss the matchmaker?

HrRav's Avatar


HrRav
12.12.2017 , 04:24 AM | #1
With the balancing updates in 5.5, the server mergers and the new map, I would say that GSF is now more fun to play than ever before. It is great that Bioware is giving some attention to this part of the game and I hope that they will continue to think of us. My top priority would be a new game mode; however, a more realistic request would perhaps be to have a look on the matchmaker, as this is something that could also be beneficial to ground pvp as well.

Although the share of balanced matches has increased after the mergers, it is still common that you play a sequence of matches like this:

1. Republic crushes imperials in team deathmatch (50-10).
2. Republic crushes imperials in domination (1000 - 150)
3. Imperials crushes republic in team deathmatch (50 - 5).
etc.

I think that the problem could be that the matchmaker gives too much priority to start a new match. Sure, it is nice that a new match pops directly after you have queued again from your last match, but I would not mind waiting a few minutes for another ongoing match to end if that would improve the balance of the matches.

ALaggyGrunt's Avatar


ALaggyGrunt
12.12.2017 , 05:59 AM | #2
The time to discuss a matchmaker was in beta. We don't have the playerbase for it to work meaningfully any more.

Danalon's Avatar


Danalon
12.12.2017 , 08:04 PM | #3
It's the same unbalanced-ness as in ground PvP. I don't expect anything to happen. Especially not for GSF with only 1-2 simulataneous matches on most servers.

Stellarcrusade's Avatar


Stellarcrusade
12.13.2017 , 09:41 AM | #4
Your problem of most wars being meaningless face-rolls is not so much from the lack of a match-making algorithm, and more a product of people who do not want a fair fight loading one team. I don't mean premades are bad, but when you get a premade of super veterans on any 1 team, they will almost never lose - why play? So if you are suggesting a matchmaker algo, the only way it would work is if it worked on an individual level and split up premades in cases where the premade is too buff compared to the rest of the players in the queue. But those who do not want any challenge or competition would whine and complain with that type of mechanism.

What would be nice, is if the game had a built in war voice channel, and true individual match-making. Every war would be balanced somewhat closely and you'd be put automatically in the voice channel of your team (making each team sort of a premade). And for the complainers, you'd still get matched with your buddies, but sometimes against also.

So, never going to happen, call it lack of quality developers, call it limited resources, or whatever. So the best you can hope for is that the uber-veteran premades grow a pair and split sides (2 on each side) when they are dominating. (it happens, there are a few that want to keep the matchups close to actually have a challenge, those people are the absolute best).

Flusssaeure's Avatar


Flusssaeure
12.13.2017 , 10:52 AM | #5
[QUOTE=Stellarcrusade;9495051]Your problem of most wars being meaningless face-rolls is not so much from the lack of a match-making algorithm, and more a product of people who do not want a fair fight loading one team. I don't mean premades are bad, but when you get a premade of super veterans on any 1 team, they will almost never lose - why play? So if you are suggesting a matchmaker algo, the only way it would work is if it worked on an individual level and split up premades in cases where the premade is too buff compared to the rest of the players in the queue. But those who do not want any challenge or competition would whine and complain with that type of mechanism./QUOTE]

You got it backwards, not Premades are the problem people only showing up with no intent to actually playing the game are the problem.

Get a game where five team mates of you select a bomber in a TDM just to hide in a corner and do nothing. Do you really think that anyone is good enough when in a 8 versus 8 only 3 people a really fighting so that the opposing team only needs to focus this three players down can win a 3 versus 8? After I primarily fly on the week side of my server I was often enough one of the three that I can tell you that games where the opponent has the time and room to send two scouts to look where an individual player is and as soon as they find you you have the attentaion of the three opposing gunships because there is nothing else to shoot at are basicly unwinable.

Then get four to six people on your team that can't do 5K damage in a TDM but consinder anyone doing more than 10K damage a cheater and start to leave the game when they saw people that can do 10K+ damage regualary so that you spend half the match with fewer people because you waiting for backfills. Don't beleave that those people exist? Ask Despon who had a run off with some of this people on T3-M4.

And these are just two examples I could go on and on with self-destructors, people who instead of playing complain half the match in OPs chat with big wall of text that I anounced tensor at the beginning of the game and they don't know what a tensor is, or people that defend a satelite afk with a five man group when our team has only one satellite and needs a second to win the game but then lose the satelite at the first opportunity because they were afk.

Premade are not the problem, premades are the solution to reduce the number of the kind of players mentoined above on your team. And no I don't play in Premades most of the time, I solo - Q most of the time, thats why I have seen things like the ones mentoined above first hand. Of course every one was new at some point and made some mistakes back then but there is a difference between makeing mistakes because you are new and not showing any efford at all. And at least on my server the number of players not showing any efford at all outnumbers the number of players in premades by far.

caederon's Avatar


caederon
12.13.2017 , 11:02 AM | #6
Quote: Originally Posted by Stellarcrusade View Post
But those who do not want any challenge or competition would whine and complain with that type of mechanism.
Or maybe the ones who do not want any challenge or competition are the five players per match, on average, who cannot add a single kill to the ledger?

I've been performing a statistical analysis of GSF matches, recording stats from every match I played from 11/30 until now. So far I'm at 119 matches recorded, spread out roughly evenly over all five servers, nearly all of them solo-queue. The numbers aren't moving a whole lot at this point, so despite wanting a bigger sample size (which I will continue to record) I think it's valid to discuss them.

You cannot matchmake in a game where a large percentage of the players do not care to learn the game or even whether they are playing the game. When they can get their non-GSF points through not playing, you end up with numbers like this:

(for the purposes of this discussion, I will refer to the scoreboard leader in Damage or Kills as the Ace)

Average Damage done...
64397 - Ace
19308 - Average non-ace

Average Kills scored...
11 - Ace
02 - Average non-ace

Average number of Zero-kill players per game: 5

Win % when Enemy team has more Zero-kill players than Allied team...
89.66% - Domination
93.10% - Deathmatch

When teams are populated by multiple players that cannot manage a single kill, they usually lose. A basic game skill like 'shooting the enemy' turns out to be very consequential. If your team lacks people who can shoot the enemy, you are very likely to lose.

The great part of this is that anyone can learn to shoot the enemy. You don't have to possess catlike reflexes to exceed 20k damage or land more than 2 kills in a match. You do have to care enough to actually play the game you're participating in, and I am sure CXP farmers and other anchors are not reading this... but to those that are, focus on improving your individual skills and tactical awareness.

The only way 'the matchmaker' gets better is if there are more quality players to place in matches.

- Despon

RickDagles's Avatar


RickDagles
12.13.2017 , 01:41 PM | #7
Yep Despon is right. It's often the feeders that determine who wins the game.

I think this is most obvious in 4v4 premade vs premade games. I've played in so many of these games where the aces on each side are relatively similar in skill and yet the game isn't close. One player makes a huge difference.

LasagnaSurfer's Avatar


LasagnaSurfer
12.14.2017 , 09:00 PM | #8
It would be best if groups were not prioritized.
Zwoop <Harbingers of Valhalla> & <Raiders of Valhalla> Satele Shan twitch.tv/zwoopity

HrRav's Avatar


HrRav
12.15.2017 , 11:30 AM | #9
My point was simply that if there are around twenty pilots playing on each side---which is not uncommon on my server (Darth Malgus)---it should be possible for the matchmaking algorithm to set up fairly balanced games. But the algorithm seems to have too much emphasis on short queue times and giving priority to premades and the result is that there can be one game with a republic premade crushing an empire team with one or two solo-queuing veterans and bunch of zerokillers at the same time as there is another match going on where an empire premade is crushing a republic team.

Sure, other nights there is only one side that has a premade and there is not enough skilled pilots on the other side to match them and no matchmaking algorithm in the world can solve that. It is just disturbing that the matchmaker frequently failes to create good competitive fights even when there are enough players to choose from.

HrRav's Avatar


HrRav
12.15.2017 , 11:43 AM | #10
And yes, 4v4 matches with a counterpart to the ground game grouped rank would probably help as it would give the best players a queue of their own.