View Full Version : matchmaking idea...
spikevamp84
04-24-2012, 09:50 PM
Just a though, I PTFO in all games, never just going for kills.
How about a system which looks at stats? Are people likely to cap, or just run around like a CoD pl;ayer?
Let the people who want to play properly do so together, instead of being lumbered with useless players who either just sit back for miles and camp (badly) or never put their boots on the point?
Any thoughts guys?
Big_Ghost_Daddy
04-25-2012, 09:39 AM
Seems like a good idea.
There are some problems though. For example: in assault mode (1 team attacks, 1 team defends) I usually protect my team their back by semi-camp (each time I kill people I reposition) at choke points. So I don't really help capping, but I do help my team. It's difficult to separate this from someone camping for kills rather than covering teammates.
One could argue that I could do the same while capping, however if I would die a bit further behind the capture area, I can still warn them and give them some extra time to reorganize.
In addition, some people just have trouble shooting (I often have that) or are new to the game and don't quite have the tactical play style yet.
What could be a good way to check for team play is the duration you are connected to other players (the lines). But then again, I am usually alone and behind everybody (in assault mode). Also assist kills might be a good indicator for team play.
Another problem could be that you get behind enemy lines and you start killing people to clear the area between you and your teammates. It is kinda solo-play, but team-oriented (if you get what I mean).
So it's difficult to say when someone is playing for the team or just to get kills.
Big_Ghost_Daddy
Shackal77
04-25-2012, 09:49 AM
+/- 4lvl range and max 3 same classes each side. Also it would check your score how you have captures, assists etc. Then there will be own games for "newcomers" and lowlvls and own games for those who allready have some experience.
Klaue_
04-25-2012, 10:25 AM
One problem of matchmaking is that you need values that you can calculate on.
And this is where its get realy blurry.
Something like a Elo-Number is fairly easy to calculate for a game thats based primarly on 1on1 situations. You can rate the player by his scroe, the opponents score and the result of the match(lost/win).
In a team based game that wont work very well in PUG situations with mostly random players as some games already shown(League of Legends for example).
So yep, you need more individual input for every player, not only the result the whole team achieved.
But to do i right, you have to make it class dependend. Most of the snipers for example never get a cap or even get a high rate of kills. But they could be unvaluable usefull for the team. How do you rate them as 'good'. Long life time?
Many people thought about that one already and i know not a single well working solution for PUG or semi-dynamic teams(clan) matches.
But dont get me wrong, i dont wanna temper your thought process. The best solutions are simple ones. :)
Big_Ghost_Daddy
04-25-2012, 10:43 AM
Implementing a vote kick so the teams get formed over (a long) time.
This could (and probably will) be abused though...
Big_Ghost_Daddy
spikevamp84
04-25-2012, 11:04 AM
Who knows? Something though needs to be done methinks. The worst of it is, the the game goes open and F2P, there will be more newbs (not noobs ;) ) and clueless run and gunners...meh.
Hopefully Future Soldier won't have this problem as people will have payed cash for it lol
Klaue_
04-25-2012, 11:21 AM
Hopefully Future Soldier won't have this problem as people will have payed cash for it lol
Guess who spends the most cash on entertainment as gaming? :P (bzzzword microtransactions)
spikevamp84
04-25-2012, 04:43 PM
yeah, but they're usually pay to win failures :P