possible matchmaking fix
i've seen a lot of talk about the way our teams are formed and that they are skewed. i.e. a team with 5 snipers etc.
maybe there could be a local option on the client to set what he would prefer as a team composition. for example he could set it to 2-3 snipers on his team etc for the other clases.
this is only for his team and has nothing to do with the enemy. (they are the enemy, you have no control over what they want to do)
also there could be further options that sets the affinity level to how strictly these constraints are followed.
the only downside to this would be a longer matchmaking time, but it would hardly be anything drastic and means a better overall experience. when the game goes live, the player base will multiply and the amount of people looking for a match will too as a result.
a third thing that should be introduced is a counter or bar graph showing the current amount of people logged online and the total amount of players for each class, so you can see how your team restrictions might play out.
any ideas of thoughts on possible issues or further refinements to this are welcome and would be interesting to read.
I think they should just limit the amount of recons per team, im sick of joining a team and everyone is a recon and im the only assualt pushing points.
Dont get me wrong recons are a good class and can turn the tide of the match, but 90% of people just sit miles back doing nothing but waiting for someone to walk into there scope.
Agree, fair option as well. But you have to consider that some kind of limiting a class per match can turn the hole think bad. Lets think of a group of friends that plays 4 reacons in a very efficient way in close combat. They and their style to play the game would be exluded from any match.
Originally Posted by harmesy
I think, as mentioned in another thread already, try to balance the teams to an "optimum"/balanced allocation of classes of 3/3/2, 3/2/3 or 2/3/3 would be realy nice and help alot to avoid frustration in public matches.
Limiting player choice reduces the number of players.
" If I can't play recon, I won't play " ...leading to empty servers or slow matchmaking.
I tried Recon last night, and the problem lies with attitude.
THere is an SMG, that's never used by Snipers. It's as good as the assault class, if not better ( Little recoil, could use a looking at ).
My solution - Let there be as many Recons as choose to be BUT the actual sniper rifles aren't unlocked until, say, level 5.
THis way, they have something to aim for if all they want to be is a sniper, BUT, until that level, they only have SMG's and might discover a more productive role in the game.
Just a thought.
i'm not saying to make the system that strict, all it does is follow that set of rules first with the players available, by allocating them as needed. once that can not be done anymore, it can just insert players based off it's own previous system.
all it is is just a small amount of instructions at the begining of player allocation, rather than no preferences at all. .
this means a team of 4 recon can still find a match easily as the system will just allocate two other people to their team and give them a balanced enemey or skewed, by what is available in the player base
i doubht it's a hard thing to do and it causes no problems that i can think of