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Edited by Keto: 6/6/2015 2:26:46 PM
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I think the biggest flaw in Trials of Osiris is the fact that it ISN'T matchmaking by skill level. Bungie implies that the goal for latency-matchmaking for Trials of Osiris was to ensure a good connection presumably for a good experience. They also push this bullshit that "everyone should try Trials of Osiris, not just the elite PvP players". The flip side to their matchmaking logic is that: Trials of Osiris will tend to attract highly experienced PvP players, which means a team of a novice skill level will often be paired up against a team of expert skill level, which doesn't really provide a positive and satisfying experience for either team -- the lower skill-level team gets stomped on while the expert skill-level team doesn't feel challenged. In terms of efficiency and getting the largest group of satisfied players possible, matchmaking based on skills would provide the highest number of players who get a positive experience: more teams being challenged by players of their own skill level means when you win, you feel victorious, and when you lose, you feel like "okay, we lost, but it was really close, and I feel motivated to try again, because I think we can do this." Uncommon cases of a little lag can provide a negative experience. But non-skill-based matchmaking provides an even worse experience. As a wide-appeal game, your goal is to make the highest number of people happy without becoming sterile or boring. Skill-based matchmaking would maximize the number of people who have positive experiences and minimize the number of people with negative experiences. To be honest, I feel like bungie knows this, but simply doesn't have the proper code for it.
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  • Trials isn't [i]meant[/i] to appeal to everyone though, why don't people get that?! Just like raids aren't for everyone. Prison of Elders 35 isn't for everyone. Trials are meant for those with the skill to succeed at it. And I'm not just meaning the Lighthouse; if you only want the armour piece at 5 wins, then you need the skill to get that far. If you want more, you need more skill. Trials isn't meant for the average joe with his buddies who struggle at regular Crucible to pop in and get loot. That has [i]never been[/i] the intended point by Bungie. Trials is PvP's own little raid. Where the skilled can get loot; the difference is, you're facing other, learning players, not an AI that can be memorised. Not an AI that can be [b]cheesed[/b]. You don't have the skill to do well in Trials? Practise more. Hone your skills. Don't shoot straight for the Lighthouse; aim for just 3 wins, then 5, then 7, then 9. Trials doesn't exist to cater to everyone. You have plenty of other content for that.

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  • There's a concept that a lot of people don't get, which is the fact that the goal of video games is to have the highest number of people enjoy it. There's another concept that a lot of people don't get. Especially the "git gud" portion of people who enjoy stroking their self worth and want the game designed around their ability to feel better about themselves: The majority of Destiny players aren't as skilled as the top 7% players. To be frank, like it or not, the majority of players are -more important- to keep happy, than the top 7%. There's also a false idea that "practice makes perfect" that doesn't actually exist in the way you might think. Practice helps, sure. But you take a right-brain thinker, have him study and practice writing code for the same amount of time as a left-brain thinker, and who do you think will excel more? The left-brain most likely. There's isn't a 1:1 ratio in learning that many non empathetic people realize. People are all different, and telling people to "git gud" because you think that everyone who doesn't excel at the same things you do, don't deserve the same amount of fun in a video game they paid the same amount of money for, just makes you an a-hole. But that's only one outside factor among many as to why your logic doesn't work. The trick is, balancing the game in a way that pleases the majority... But can also satisfy the top and the bottom. I'm not saying every aspect of the game should be a simple cake-walk. I'm saying things can be better balanced. Trials of Osiris needs skill-based matchmaking to be more balanced.

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  • [quote]There's also a false idea that "practice makes perfect" that doesn't actually exist in the way you might think. Practice helps, sure. But you take a right-brain thinker, have him study and practice writing code for the same amount of time as a left-brain thinker, and who do you think will excel more? The left-brain most likely. There's isn't a 1:1 ratio in learning that many non empathetic people realize.[/quote] Exactly,plus i' might add those that say ''you ONLY get better by beating better player'' again a false perception we just have to look at real life nowhere in competitive RL activities as a ''pee-wee'' player got better by beating a ''pro'' player.No in RL you get better by beating good and yes even better players within each their own tiers its only when you get good enuf through your tier that you progress to the next. [quote]There's another concept that a lot of people don't get. Especially the "git gud" portion of people who enjoy stroking their self worth and want the game designed around their ability to feel better about themselves: The majority of Destiny players aren't as skilled as the top 7% players. To be frank, like it or not, the majority of players are -more important- to keep happy, than the top 7%. [/quote] An other thing the ego needy,who love to say the ''git gud'' sheep line seems think only the best deserve the lighthouse all the long forgetting the easy rides to it(provided by no skill-based random matchmaking), by beating easier opponent.Where's the best vs. the best? Skill-base matchmaking would actually provide that.Hell if we are going to play the best of the best card then make it and actual community wide elimination event making the last team standing the best and the only deserving of the lighthouse(per week,months),not just elimination brackets.

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  • Content that appeals to everyone? Yes, that should be the goal of every developer. And they have finally achieved content for the competitive PvP'er, a type of player who enjoys showcasing their skill. A gametype where your rewards can actually reflect somewhat on how good you are as a player; not simply RNG. Rewards that you know the "average joe" who goes negative in every single Crucible match will likely never see. Regular Crucible appeals to the masses. Iron Banner appeals to the masses. NEITHER of these playlists appeal to competitive PvP'ers; they are simply rep grinds, or playlists that one does when they're bored. Trials is finally that one piece of content that the competitive PvP'er can actually enjoy. The [b]one[/b] piece of content made for them. And you want to take that away, to nerf it into unrecognizability, simply because it doesn't appeal to the masses, while you [b]already[/b] have Iron Banner and regular ol' Crucible? Even the worst player imaginable can get all the rewards from Iron Banner, like I said, it's a rep grind. Let the competitive PvP'ers have [b]just this one[/b] little playlist. Just this one. You have the rest of the game tailor-made for the casual playerbase. Why can't that "7%" have something that they can enjoy as well?

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  • Edited by Keto: 6/6/2015 11:40:23 PM
    The core of your response is how you want a place for skilled PvP enthusiast to showcase and test their skills. At the moment, without skill-based matchmaking, there's a lot of luck involved in who you play against. So in short, skill-based matchmaking actually would help your point, as well as my point. Bungie's job as a developer, If they were to attack this issue, would be to find a balance within this.

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  • Competition doesn't necessarily mean that you only fight players that are equally as good as you, all the time, every time. But look, it's clear you don't see where I'm coming from, where the players who Trials caters to come from. You have your Crucible. You have your Iron Banner. You want Trials too. Guess we "7%" can just grin and bear it or leave, right? We don't need content that we find fun or enjoyable, content made for [i]us[/i]. I'm done with this argument. The hypocrisy of "content for the masses" is getting too much for me, when you already have [i]everything else[/i].

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  • "Good competition" generally means facing an opponent of fair and equal ability. You want a game mode that caters to the 7% who want to enjoy something they're really good at. I'm all for that. Like I don't care if the top 7% get a special emblem that has the words "Top 7% in PvP". It would be Bungie's job to make that a game mode that appropriately fits Destiny. Spitballing here, make it private, with a small additional fee. The fact of the matter is, at the moment, it's hypocritical to say you want a place for highly skilled players to show off and PROVE their skill... But yet, NOT want skill-based matchmaking. Because as it stands, Trials of Osiris is a public game mode for all people who bought House of Wolves. It's public. Meaning anybody can play. You want a place for the top 7% to earn bragging rights. But because Trials of Osiris is public, and because it does not matchmake based on skill, getting to the lighthouse CAN mean your team is as amazing as you claim... But it doesn't necessarily mean so either. It COULD also mean you bought all the boons, had one match forgiven, and had the last half of your scorecard be up against players who just bought the game. It's not really certain. Luck is more involved than you should want if you desire something completely skill-based. Skill-based matchmaking would reduce the amount of luck factored in, which IS what you should want by your logic. You want a place for people to really EARN bragging rights. I want competition that is relative to the skill level of the players. Skill-based matchmaking helps both of what we want.

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  • I disagree. You are trying really hard explaining why you think there should be skill-based matchmaking. Why dont you use some of that effort getting better at the game. ToO opponents should be RNG & getting to the lighthouse should not be easier for lower skill players. Pretty simple concept really. Not to mention people would be de-leveling to make opponents easier in trials.

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  • So let them a delevel'er would be easy to spot a mile away with stat that went from good,great to crap, just report the crap out of them.

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  • Downside to this is players with a good connection are forced sometimes to play against the poor kids that cant afford fibre optic. As someone who hates playing against red bar, this is a big thing for me. I wish they just offered servers. Even letting us rent servers for our region would be amazing. Kind of like the BF system. I'd happily pay for a server if it meant I had the option of just removing anyone with a Ping higher than 100.

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  • Edited by Keto: 6/6/2015 10:48:45 PM
    Nobody likes playing against people who lag. It's really a matter of choosing the lesser of two evils: A laggy game once in awhile with a frequency on par with the number of laggy games in a normal crucible, but with skill-based matchmaking that results in the likely hood of an even match. VS. Non-skill-based matchmaking that results in the likelihood of unbalanced match ups in a mode that caters only to the top 7.5%, but has fewer laggy games than the average crucible match. Which of these two evils will likely have the highest number of happy players? My guess is the first option would result in a higher number of happy players.

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  • But those same average players would still get beat. People overemphasise this advantage. In one life game modes, worse players will always struggle more than in respawn game modes. These same players will be complaining that Rainbow Six Siege is too hard for them because we only get one chance each round. Bottom line, connection should be much better, as it isn't, I'm happy that it's this way. In terms of match difficulty, it's the same as 3v3 Skirmish or 2v2 Skirmish (6v6 is harder for me as my 6v6 team is mediocre).

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  • Of course there will always be a winner and a loser. But which do you think is a better losing experience for the majority of players: Losing to a team who completely obliterates you. Or losing to a team who felt like the game was close enough that maybe you'd have a chance of you played them a second or third time? Not only is the second option better, but it could even drive people to get excited and to keep playing. With skill-based matchamaking, ideally, what would happen is: Players would feel good and motivated to play again, whether they win or lose, and they'd do so KNOWING they faced teams of about-equal skill level. This is even good for all the ego-stroking elitists, because at the moment, they already brag. This way, they'd at least be bragging knowing they faced actual teams on their level. ;)

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  • Bungie's bane is here

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  • Alright bungie we have found your new executive director

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  • This

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