"We’ve seen you backing out of matches on final approach in your ships because you saw formidable opponents on the other team. That tactic could earn you a restriction from future Trials of Osiris events. Please stick it out and fight – even if you know you’re about to be visited by tourists from the Lighthouse." - DeeJ, Weekly Update 6/4/15
I don't give a -blam!-. I don't owe that other team my time. I don't owe them my ass to stomp.
If [i]your[/i] matchmaking system pushes me against a group that severely, [i]obviously[/i] outclasses my group of guys that has yet to get to the Lighthouse, I don't - nor does anybody else - [i]owe[/i] them our deaths.
Our penalty is on our card in the form of the loss we take. If you have a problem with people backing out of these matches, [i]then don't count them as a Win for the other team[/i].
Trials of Osiris has some serious design flaws. [i]Solve them.[/i]
UPDATE: I should have edited this sooner, I apologize. I am aware of the Change Character exploit some folks may have been doing to avoid a loss. I was admittedly fuzzy on this issue when I initially posted. I believe a lot of my argument still stands, however, and, as others have noted in their replies, Trials of Osiris needs something done to its matchmaking. A simple step in matching Lighthouse Veterans to other Lighthouse Veterans, for instance, would do loads of good in evening the competition by placing the Proven against the Proven, and the Aspiring against the Aspiring.
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16 RepliesEdited by Keto: 6/6/2015 2:26:46 PMI 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.