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Ideas for Matchmaking System!


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So in short, to solve balancing problem when low ranking tankers are put in same battle as high ranked ones in matchmaking, if there was a system which reduced this difference, would solve this problem. The idea is to boost low ranking players GS based on its rank, GS, opponents ranks and opponents GS.  For example lets say warrant officer 1 with 3k GS joined battle with legends(rare battle but it stands its point) where most people are legends and have lets say 9999 GS, the system would activate at 100%  and low ranked players GS(it may be equally distributed between weapon/hull/drone/protections and it would be good if it showed player how much what increased) of low ranker by 6k and making it 9000. However if Commander with 3k GS joined same battle, system would activate only on 20% and increase its GS by only 1k making it 4000. And if legend has 3k it won't activate at all and leaving it at 3000.

This system mostly should be based on ranking and activate if rank difference is high. The way it calculates how much GS should be increased can be calculated by difference of player GS and that of average of teams or there may be many more better ways which may need better analysis and it will be up to developers but general idea is such.

This change will bring difference to ranks too and will help new players to get used to game by not getting wrecked at the go.

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Forum mods, is there any way we can get proper confirmation from the devs or elsewhere in the Tanki team about exactly how the MM works? Then perhaps we can make constructive suggestions how it might be improved. Does one of you guys have someone to speak-to?

I know how I THINK it works, but that's not good enough.

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On 12/26/2022 at 3:28 PM, TheWolf said:

Forum mods, is there any way we can get proper confirmation from the devs or elsewhere in the Tanki team about exactly how the MM works? Then perhaps we can make constructive suggestions how it might be improved. Does one of you guys have someone to speak-to?

I know how I THINK it works, but that's not good enough.

You can always ask the developers and they will answer it in a vlog https://en.tankiforum.com/forum/457-questions-to-the-developers/

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Implementing a skill-based matchmaking system: This would ensure that players are matched with opponents of similar skill level, leading to more balanced and fair matches.

improve report and ban system: This would allow players to report toxic or cheating behavior, and potentially have those players banned from the game to improve the overall quality of the matchmaking pool.(already have but need to imporve)

Implementing a role-based matchmaking system: This would allow players to select a specific role (e.g., support, tank, damage dealer,  Planner, etc) and be matched with other players who have chosen the same role. This could lead to more cohesive team compositions and better team play.

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The most frustrating part of playing the game today for me is when I get put into an endless loading cycle. Meaning I try to enter a battle, but it can't seem to put me into the battle so it'll keep trying to put me into that battle instead of just looking for another one or immediately returning me to the lobby. This cycle takes a long time to either manage to put me in the battle or return me to the lobby.

I'm not sure if other players are having this issue as well or not.

 

But I don't think it'll hurt to do one of 2 things if the system is having trouble putting the player in the battle.

 

1) Find another battle for the player to be in.

 

OR

 

2) Immediately return the player to the lobby.

 

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The trouble currently is that you can enter a battle, change your garage to suit what you see and are then stuck with it for the rest of the match. Meanwhile, not ONLY might players change their turrets but players may leave and then new-ones arrive.

Being unable to adapt throughout the battle:

1) Encourages people to leave instead

2) De-values the time and money/cry spent on making a full and upgraded selection of modules

3) Removes yet another element of intelligent gameplay.

Using your brain should be an advantage, as should spending coins/cry on modules. Or why bother?

 

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We often meet that there is an advantage of one team in strength or number of players, I suggest that the weaker team have an advantage in statistics, e.g.

2 loss flags + 10%

3 loss flags and/or 1 player less + 20%

4+ loss flags and/or 2+ players less + 30%

 

Of course, the bonuses should be movable depending on the current situation.

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There's a problem where the outcome of matches can sometimes be predictable depending on GS, skill level or players leaving during the match. It's then tempting to give up as a player and leave the match, which of course makes the outcome of the match even more certain - a downward spiral essentially.

Wouldn't it be nice if there was some sort of surprise that can come after a while in a match that can shake things up, makes it possible to break the predicable tendencies that was seen early in the match?

My idea is that the inferior team can spawn 1 player as a Juggernaut, depending on factors that should be balanced of course. Inferiority could be measured by score, mean GS level, uneven amount of players, etc.

I'm sure that a superior team with a huge lead in scores would also enjoy this, as it can shake it up and keep them on the edge of their seats when the Juggernaut suddenly spawn without warning.

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It gives one player who is instantly going to camp (let's be real) super annoying and very hard to kill hull/turret. Horrible idea it will not make it any more competitive bcs JGR is going to camp or if he attacks he's instantly dead (play SJGR and you'll realise thats the truth). Give everyone on the losing team same equipment as winning team and then you'll see the most competitive match in your life. I played a lot of MM and when people have almost same equipment you get insanely fun to play match.

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On 1/21/2023 at 9:03 AM, Kimura said:

It gives one player who is instantly going to camp (let's be real) super annoying and very hard to kill hull/turret. Horrible idea it will not make it any more competitive bcs JGR is going to camp or if he attacks he's instantly dead (play SJGR and you'll realise thats the truth). Give everyone on the losing team same equipment as winning team and then you'll see the most competitive match in your life. I played a lot of MM and when people have almost same equipment you get insanely fun to play match.

But if the Juggernaut can't use repair kits besides picking them up on the map, will it be that difficult to kill if it's camping? It can heal itself with its OD but that takes a while to recharge.

On 1/21/2023 at 8:40 AM, NikmanGT said:

You mean Juggernaut can spawn in a losing team in any gamemodes like CTF/ Rugby ?

Yes that was the idea.

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On 1/21/2023 at 12:19 PM, frederik123456 said:

I think if the goal was to help the losing team, speeding up the od recharge rate of the entire team would be the simplest way to go about it.

Good idea

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On 1/21/2023 at 12:03 PM, Kimura said:

Give everyone on the losing team same equipment as winning team

Makes sense but MM is also about displaying the equipments that you took care and time to upgrade. 

Edited by Assasin-TO

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The problem why team lose is bcz there are alot of campers, a camper in 1st in every match by getting good amount of kills but those who don't camp they can't get a good score and k/d. Mostly I have seen campers in top 3 in most of losing teams. Whenever the team is losing it mostly bcz of campers. Seige is full of scorpion campers. Fix camping issues to fix everything. 

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I completely disagree because players tactically wait for enemies to change their prot modules and then change their turrets accordingly. And What you gotta do is wait for them to change their turret, which they always will, and then change your prot modules. 

Edited by It_Aint_Too_Late
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So I watched a video where they complained about low rank battles being slow and boring mainly because you start with smoky and a medium hull. They even suggested changing the starting hull to wasp.

 

So instead of that, why not suggest randomized starter hulls and turrets for recruits?

So here's how it might go:

 

• 2 turrets and 2 hulls.

• 1 turret that is either melee or short range and 1 turret that is either mid or long range.

• 1 track hull and 1 hovering hull.

• the starting hulls cannot both be the same weight class.

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