There is some post that talk about matchmaking, but not really deeply.
Lets talk about how it should be handle.
THIS IS MY POINT OF VIEW, I PLAYED SHOOTERS AND MOBAS FOR QUITE A FEW YEARS NOW, AND THIS ARE MY THOUGHTS ABOUT THIS MATTER, THIS IS NOT AN ABSOLUTE TRUTH, JUST MY THOUGHTS, I AM OPEN TO DISCUSSION AND IF SOMEONE HAS SOME GOOD POINTS AGAINST MY IDEAS ITS OK, I AM OPEN TO CHANGE AGAINTS A GOOD ARGUMENT, KEEP THE DISCUSION CIVILIZED.
First of all, Ranked and Non Ranked queues are a must.
Queues should be different according to the gamemodes. If I want to play just dominion, or X gamemode, there should be a queue for that.
Now I will try to be specific about Dominion since is the gamemode the games since to focus on, and there is the only gamemode we know about.
NON RANKED
· Solo/Duo or Trio queue should be separate from full team.
· The matchmaking system always has to try to match Trio vs Trio, or Duos vs Duos.
· There should be only allowed 1 duo per team, matching always one Duo agains another and 2 Solo players for each team, even though full Solo players vs 1 duo and 2 solo players is fine too.
· Trios never should be allowed agains full Solo players team, there should a minimun of one Duo and the optimal is always another Trio.
· Full premade queue is that, full premade there isn't much to talk about.
· Even is not ranked, there should be a MMR(matchmaking ratio) so games are as balanced as possible, but not as
RANKED
I think btw, that RANKED should used a BO3 (Best of 3) system for dominion.
Same things about how to match players against eachother.
Obviosly if it is ranked there has to be some sort of ELO or League system.
I dont like the idea of matching people based on the average ELO/League/MMR(matchmaking ratio), why? Because it leads to some people destroying some opponents but not all of them, basicly is an unbalanced match where only 1 or 2 players from both teams actually play while the other 2-3 just get rekt.
The system should try always to match people from the same ELO/League, so lets put an example of both cases.
BAD (DONT DO THIS PLS UBISOFT)
TEAM 1 TEAM 2 Player 1: 1100 Player 1: 900 Player 2: 2000 Player 2: 1600 Player 3: 1300 Player 3: 2200 Player 4: 1200 Player 4: 900
The average ELO of the players is the same: 1400
But the actual game will not be balanced for all players, the 900 elo players will suffer a lot, from team 2, but the other 2 players will be quite comfortable, since player 3 from Enemie team will probably win most 1v1 and some 1v2, and player 2 will win most 1v1 except vs player 2 from your team.
This produce a bad game experience and should be avoided at all cost.
GOOD
TEAM 1 TEAM 2 Player 1: 1500 Player 1: 1700 Player 2: 1700 Player 2: 1600 Player 3: 1600 Player 3: 1700 Player 4: 1500 Player 4: 1500
Average ELO from TEAM 1: 1575
Average ELO from TEAM 2: 1625
Even if there is a diference in the Average ELO, even if it hits 100 elo diference, the players will have a better experience. Why?
Well, first of all, the TEAM 2 has better chances to win, but we don't know everything, maybe the Player 1 and Player 3, have higher ELO not because of their good mechanics, but because of decision making, so maybe they will lose a lot of duels vs 1500 ELO players, making them to have the chance to win the game, it is still more possible that TEAM 2 wins, but at least the game will be closer between the 2 teams, and more important, for all the players.
I rather wait 5 minutes for a good game than wait 1 for a ****ty one. If the game gets popular the queues will get shorter and it will be fine, obviosly second method will have longer queues than first one, but as said, I rather wait than playing unbalanced game.
I am the type of guy that get bored if I destroy the opponent or if I get destroyed too hard, if half of the enemy team is so weak that I win 80% of the duels against them, I will get bored.
A good matchmaking system is need for a Highly Competitive game as For Honor is pointed at to be.
I will add that PING is something that the matchmaking system should check when looking for a match, a diference of 70 ping is really high in competitive enviroments, Obviosly is less important than the acutal skill level of the players. A great player with 80 ping will win easy vs a normal one with 20 ping.
And that are all my thougths about how it should be handle the matchmaking system, I am open to discussion.
Very good thread.
"Full premade queue is that, full premade there isn't much to talk about."
Think it'd be alright to have a full premade against a premade trio (and one random)?
The Last of Us had "party ranked" where you could try to hop on even if you were alone, hoping you'd land on an incomplete team. And they had "standard ranked" search which forbade parties from joining. Do you think having these two modes would suffice, in case they can't be as specific as you suggest, perhaps due to the size of the community?
"I dont like the idea of matching people based on the average ELO/League/MMR(matchmaking ratio), why? Because it leads to some people destroying some opponents but not all of them, basicly is an unbalanced match where only 1 or 2 players from both teams actually play while the other 2-3 just get rekt."
Very good point. Nice job explaining it, too. However, again, I wonder if the player base will be big enough so that they can be so picky. I'm also concerned about matchmaking, but my concerns revolve more around the factions.
If you form a duo as Samurai, you can only be teamed with another Samurai Duo, or two randoms. And you can't face other Samurai, so that would cut about 1/3 of potential enemy teams, which will have their own specificities in the composition - cannot be a full party, as you've suggested. I wonder if the games you've mentioned have great matchmaking systems due to their huge player base. I just don't know if this game will sell as well. I hope it will sell very well, but it's a new IP and all.
If they can split the community by modes, factions, equipment/proggression level, and ping and can still afford to split it by party size and player skill, it will be awesome. And your suggestions really strike me as the best way to do it.
A few questions:
- The hell is ELO?
- What happens if a party has players of very different ELOs? Should the enemies be paired by the average ELO, or the highest ELO?
- What do you think would be the best solution to handle the factions, specially in queues without parties? I would love to be able to select ANY faction, or to check the factions I would acept using (if I'd be cool with using two of them, but not one of them).
Originally Posted by Solid_Altair Go to original post
First I will answer the questions you have at the end of your post.
ELO is a system used based on a rating, there is a number based on your winratio against X opponent, to put it easy, if you win against an opponent with more ELO than you, you win more ELO if you win vs a guy with less ELO than you, you win less ELO, same for losing, losing against an enemy with higher ELO will rest you less.
ELO system is used in chess, was used in League of Legends at first, now LoL uses a League system with a hidden MMR(matchmaking Ratio), this MMR is kind of like ELO.
Anyway, here you have the link to the wikipedia page for ELO if you are interested in knowing more about it.
https://en.wikipedia.org/wiki/Elo_rating_system
The second question is good, the thing is, the Team Ranked Queue has to have a TEAM ELO, so the personal ELO of each character doesn't apply, you will get matched with another TEAM with the same ELO of your Team.
The problem is when you DUO or TRIO with friends and there is a high difference of ELO, in that case the system should match you with people from higher ELO.
Example: Lets say you are a 1400 ELO player, and your friend is 2000 ELO, the system should match you with 1900-2000-2100 ELO players, you as a 1400 ELO player are getting the risk of playing with a more much experience player, and you might get more point for winning, so the risk-reward is there, you might get stomped, but is the only way to keep it fair for all players.
For your last question, I think Factions have to be choosen once you are matched with another team, there should be lets say a Coin throw, then the team that wins chooses faction based on a team votation, if it is a draw in the votation there is another Coin for that matter, if not majority wins.
They need to split the community the less they can, either doing Ranked only for one gamemode, or doing a low number of gamemodes, it is too the reason why factions should be selected by team votation, it will mean that you will find matchs faster but you will not play always with the same faction.
That is for Ranked, I think in Non Ranked you should be allowed to select the champion before finding a match.
And the last thing I will talk about is the Full team agains a Trio + Solo player, it might seem like the teams might be balanced, but they are not, the one going Solo will have less comunication with the rest of the team, and it will make really hard in some cases when they are gonig for X objective but that guy doesn't because of not being talking by Mic, in the other hand the full team will have a much better comunication and will have a much more experienced.
Full team should have their own ranked system with their own ELO system for Teams, etc. At least is how I think the experience will be the better for all players.