As for skilled vs non skilled; that’s really not the cause of our issues.
The problems with BG’s right now are not because “experienced” players are being matched with “inexperienced” ones, that’s not the trend in BG match data we’re seeing.
The problems are mechanical based not experience based.
MincMincMinc wrote: »The first step in solving any problem is recognizing its existence, but we can talk about them later. Regarding your mmr idea, how many ranks?MincMincMinc wrote: »MincMincMinc wrote: »Let's slow down a bit. You do realize that even if you could somehow find 16 players of the same skill level, there would still be a target order, right?MincMincMinc wrote: »Here's a good example to show how the target order never leaves the squishiest players in 8v8. They respawn and come back before the damage ever reaches the others, which creates an extremely unpleasant situation for everyone involved: Eight people being forced to focus the same two or three players over and over again. The only solution I see is to go back to 4v4v4.
Finding 16 players of the same skill level wouldn't change how the target order works, @MincMincMinc . In fact, it would just set it in stone. Do you see how the match above would have been incredibly boring even with your MMR idea?
No the dynamic wouldnt change at all. Good players will always target the squishiest opponents.
Yes and thats how combat happens, to put it simply you are not going to get rid of survival of the fittest. Maybe if the combat system was turn based dice rolling......
Now that we've seen that no change to MMR would fix any of these problems, we can talk about how viable your suggestion is. According to your idea, into how many ranks do you think the population could be split?
MMR is completely detached from what you are talking about. That post doesn't outline any problems? Regardless of anything in that post, you would still want an mmr system.
You’re right.
The problem is that it’s impossible to tweak MRR the way people are suggesting.
There’s no real way to put players together of a similar experience base. How would one determine that?
You can’t go by “group” match result because if you happen to be on a team with a healer or broken meta build then your results would be skewed by their performance.
You can’t go by individual stats because many of the PvP contents don’t score properly. For example, players aren’t rewarded points for guarding their Relic OR by fighting to defend their Ball carrier, and even though those are critical contributions they aren’t recorded in individual player stats. Meanwhile, the ones who ignore the objectives and just go run off to grab kills are rewarded so this is moot.
You can’t go by CP because you’ve got lots of players who focus more on PvE content and only dabble in PvP for the resource rewards so their level isn’t reflective of any true experience in PvP …
You can’t go by kills or TTK because everyone’s slotting either Assassin’s Blade, or Merciless Resolve, or Mages Wrath to snatch kills. So while in the past players couldn’t just lean on spamming executes, they can now.
So how would one match make? This is why matchmaking is broken as it is, because there’s no real; true, way to put solid groups together based on any of those metrics.
You can’t use results based measures in this game to match make. We need to use something else.
I already talked about this when pointing out that there are no metrics other than KDA and healing value. For mmr eso is too complicated to match make compared to a game like overwatch which has flat expected values for similar defined characters. In those games Healers do X, Damage dealers output Y, Tanks block Z.......ESO you can go anywhere between X,Y, and Z. So you have to ignore the system entirely and use only the output of the system which is KDA. Healing is an extra which could simply be a saved variable after every match to help balance the teams once the players are matched together.
This is still incredibly fundamentally flawed and would not provide the results you’re advocating for.
KDA in ESO PvP isn’t experienced based so you’d never get proper matchmaking.
Using a results based approach is what they do now and it just doesn’t work.
This is why, IMO, it’s more realistic to just go a different route. Rather than trying to skill based matchmake when you have no skill based metrics; just use something else.
It’s not complicated, it’s just that MRR simply doesn’t work anymore. ESO has been over developed beyond a point where a system like that will ever actually “work”.
Nobody is saying ESO should matchmake like Overwatch. My idea would see ESO balancing out builds on an individual basis for PvP. Basically, no more metas.
This solves a lot of your problems with spawn camping or abusing existing PvP game mechanics.
And it’s not even complicated, it’s been done in RPGs before. It’s not a new concept nor is it hard to do.
NoticeMeArkay wrote: »Group Finder RN
(the group with the name "Not Bugged" is actually bugged (sadge))
Is your screenshot from PC EU today by any chance? Because I remember the two LC farm groups at the top. Those are duplicates with the same person tagged as the group creator.
There's always duplicated groups, then groups that aren't even active anymore and turn inactive as soon as you click on them. Groups you cannot join unless you whisper the group leader and ask him for a manual invite because GF *** itself again...
The group finder is such a great addition to the game. Really is. But man, it's just as buggy as the dungeon queue.
I do believe population is small enough that your mmr system would need to constantly grab players of vastly different skill levels, so let's lean on other mechanics.MincMincMinc wrote: »So if the matchmaking search had to expand enough it would still put players of vastly different skill levels in the same matches, right?
Yes, (...) Even if the population of bgs collapsed to say 30 people, the MMR system would still function, but in these more niche scenarios you would then start leaning on other mechanics to prevent issues.
There’s plenty of people in BG’s. I play on both PCNA & XBNA and there’s a consistent population.
As for skilled vs non skilled; that’s really not the cause of our issues.
The problems with BG’s right now are not because “experienced” players are being matched with “inexperienced” ones, that’s not the trend in BG match data we’re seeing.
The problems are mechanical based not experience based.
Rich Lambert - In case you're wondering—no, I'm not leaving, and this is not a goodbye! I will continue to be around, but my role is changing. I’m moving up a level into more of a studio role (Studio Game Director),
katanagirl1 wrote: »LootAllTheStuff wrote: »it would be awesome if the larger inn rooms were apartments instead yes.
Those would probably be the rooms from Summerset, Elsweyr, Necrom, West Weald, and Solstice.
Oh yes - the difference between Mara's Kiss and Rosewine Retreat is enormous. I honestly don't understand why the latter has so few available slots - it looks very empty even when full! Mara's Kiss is more like a closet...
Mara’s Kiss is a broom closet. AD players get ripped off on the free room compared to the other two factions. That inn room needs to be redone and enlarged. You can barely put a bed in it.
In fact, a lot of the High Elf style houses and most of the Khajiit style houses are much smaller than other base zones, but that is a separate topic.