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Ideas for Matchmaking System!


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Interesting, I was just thinking how it would be nice to have this when I was playing an hour ago. Good idea.


I Know that it is not allowed to add picture 

Who said it's not allowed to add pictures? If your picture is relevant and helps us understand the idea better, then by all means do add the image. You can post pictures anywhere on the forum, as long as they are relevant to the topic and do not violate forum rules.

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We need filters for battle modes in the main lobby. Those filters would remove mode buttons, I'd turn off DM, CP and ASL modes, so I don't have to scroll looking for RGB or Battle List.

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Matchmaking map upvote system

 

Let us upvote a battle after it finishes which will put it in priority over the other maps in the next matchmaking. If not upvote it can be a star button that will be visible and accesible in the score tab while pressing the tab button. If you click on the star then the map you used on the battle will be put in priority over other maps. There is a limit to 5 upvotes per day and they are being reset everyday :)

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The issue is that MM battle map variety will turn into the current PRO battle map variety: 90% of the battles played on the same 2-3 maps and only one or two battles on the remaining, unpopular ones. If your favourite map is one of the unpopular ones, then you will rarely get a chance to play it, so this feature wouldn't be that great for many players.

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you will just have to wait longer actually, everyone will be playing only the map he upvoted in the day and the next day he has to go through maps othere people upvoted till he can upvote ten (or five) and get in the machine again

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Any change which would split the one large MM layer pool into two dozen different player pools will never occur is my guess. Players would face longer waits and more lag.

 

MM is one big common set of conditions for everyone.

The Pro section if for choosing maps and all other battle variables too.

 

TO is not going to change this basic structure.

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Mini-games while waiting for battle

 

While waiting for Match Making, I think that there should be a few mini games you can play for crystals (about 10 a turn) It'll make the time go faster while burning peoples money. A win win situation. Perhaps you could also buy some special mini-games from the shop for a dollar or two each.

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New Matchmaking fair mechanism

 

Definitions:

 

 

MMS: Match Making System

DM: Death Match

W/L: Win/ Lose (as K/D)

All the details and calculations will be under a spoiler.

 

 

 

The goal is to make the MMS more fair and balanced, decrease the waiting time without much coding complexity.

 

The idea will be demonstrated in two steps, first one is to define the mechanism/functions, and second one is to put everything together.

 

Part 1: Introducing the new mechanism/functions: 

1st - The score mechanism: GetScore(*userID);

 

The score will be calculated by the items the player have on his garage, from drugs, turrets, hulls and drones.

It's gonna be the main way for dividing the players between the teams! (in case of team match) And selecting players for the DM!

Calculations 

 

For hulls:

 

The score for each item on the hulls must be calculated by the total health of the hull, so we don't have to make complexity on the calculation, we shouldn't worry about if it's m2 or m3, and also we know that m2 full micro upgraded = m3, means the system will see it only as m2 and not m3 (in case we take in consideration only the Mx), and if we calculate by the health, it will be more judicious, means health(m2 full micro) == health(m3).  ;) 

 

Turrets:

 

Same way as the hulls; means the total damage.

 

Drugs:

 

The sum of drugs except the gold boxes!

 

But each one of the turrets/hulls/drugs must have an individual multiplier. Let's say: Drugs x 1; Turrets x 2; Hulls x 2.

Well do 1st calculation of some examples and find the perfect multiplier to use.

 
Repeat the calculation each time the player will try to play a new battle would be waste of memory, so the score most be stored on the database of the player, and it would be changed each time the player buy drugs/upgrade hulls||Turrets, so for example when a player buy 100 boosts, the system send an information (addBossts(100)), now it will just be like (addBoosts(100);addScore($1xMultiplier)) - $1 reffeers to the number of the bought item.
 

 

 

 

Well till now, we can get a good garage and a less powerful garage, but having a good garage doesn't mean the player is "pro", so we must add a new way to select player's skills level.

 

 

2nd - The win/lose mechanism: GetWL(*userID);

 

Already the system can know if the player is on a winner team or in a loser team (the function used at the missions, f.e get 1st player at the winning team), using this function we can add W/L ratio for the player, and it will be used for selecting the players!

 

 

Calculations

 

After the battle end, the function will perform like this:

if ( PlayerIsInWinnerTeam) increase(winning); 

Else increase(losing)

 

 

 

Now we are fine with the selecting the right players, but the issue is about the time!

 

3rd - The map Selection mechanism:SelectMap(*userID,score,wl);

The server won't create a map until looking if there is a place already available for the player, if not then the map will be created, but the system will be using a FIFO (first in first out) mechanism, means there is gonna be a pipe with the list of the players on the queuing at the same tier, and the tier will increase each 10 seconds.

 

Calculations

 

When a player will click on play, the server should

a=get(score)

then See_If_There_Is_Free_Map(a, player's rank)

if yes > add to the list

else > make new map

To avoid the system from making many maps, we can force it to merge with an other battle, so each 10 seconds we increase the tier.. if none found > add to any good* map after 2/3 minutes

 

 

If the player click on the "quick battle" the server will see his missions, and try to put him on a game mode that would have a relation to do with the missions, it would be great!

 

Part 2: Main function: 

 
Now we have all the requirements so let's put pieces together.
 
 
Calculations
 

score=GetScore(userID);
wl=GetWL(userID):
NewScore=score*wl: 
SelectMap(*userID,NewScore,wl);
 
 
Now let's say we have 4 players at the same rank
player a: 3000 pts , 
 
player b: 400  pts 
 
player c: 1000 pts
 
player d: 2500 pts
 
So the algorithm work like this:
======================
X= number of players/2
 
i = 0
 
while i < x {
1st team > add max pts > remove player from quee
i++
2nd team > add max pts > remove player from quee
i++
}
 
while i< x*2{
1st team > add less pts > remove player from quee
i++
2nd team > add less pts > remove player from quee
i++
}
start the battle
=======================
So in our case:
x=2
i=0
    1st team > add max pts (player a) > remove player a from quee > i=1 so continue
2nd team > add max pts (player d) > remove player d from quee > i=2 exit
i=2 < 4 so enter
1st team > add low pts (player B) > remove player b from quee> i=3 so continue
2nd team > add low pts (plyaer c) > remove player c from quee> i=4 out
start the battle
 
Results: 1st team: 3000 pts + 400 pts = 3400 pts
2nd team: 2500 pts + 1000pts = 3500 pts
:) way better
 
(you can find a better way to divide the players :x)

 
I hope that was clear :x If you need more explanation lemme know ^^ 
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Matchmaking won't put you in a battle that is about to end

 

Right now I end many times in a battle with 3 minutes or less left.

Most players will prefer to wait 30 more seconds for a battle than entering a battle that is about to end,

So I suggest that matchmaking will not put you in a battle that is about to end (3 minutes or less left).

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I don't get it. Doesn't the MM system do this already? And the map selection thing is totally confusing.

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This could be added as an option in settings. Those who really hate being put into near-finished battles would be able to disable that, but the setting would be on by default, so battles would still be filed with players who don't really care where they end up, or don't know about the setting.

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Also, to add on, when you are dominating the other team in the middle of the battle, MM brings in OP players with very high rating to compensate for the losing team, I think this should be banned. 

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So I suggest that matchmaking will not put you in a battle that is about to end (3 minutes or less left).

The idea is irrelevant because this is how matchmaking is supposed to work from the beginning.

Putting players into near-finished battles is a subject to be fixed.

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Already implemented in the mobile version - you can play tic-tac-toe with a bot while waiting. Thing is, most of the time the wait is less than 20 seconds, so I don't see a reason to add mini-games for less than 20 seconds of waiting time.

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Then why don't they implement this in the PC version too :P

Because the game engines are completely different. Something that's simple on mobile might be very complicated and time-consuming for the PC version. And vice-versa.

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Because the game engines are completely different. Something that's simple on mobile might be very complicated and time-consuming for the PC version. And vice-versa.

What's so complex about Tic-Tac-Toe? Anyway, I get your point. We have physics, Match-Making, Goldboxes, Equipment etc. But we can't have Tic-Tac-Toe.

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