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Edited by Tibbaryllis2: 7/7/2016 1:58:01 AM
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I don't think we would care as much if connection was actually prioritized and the regions were locked, but the biggest thing seems to be that Bungie simply doesn't know how to match players. The matchmaking system spends [u]a lot[/u] of time trying to balance teams in a lobby of twelve, and pretty much entirely falls apart when one person changes. It's like it's trying to build perfect sand castles in between a tide that comes in every 20 minutes. I never understood why it didn't try to build a winning team, and then keep that team together until they were no longer successful. The game shouldn't be trying to force a 1:1 w/l rate on everyone, but should rather be trying to help everyone achieve a 100% win rate by matching them with the best possible players at their combat rating level. Obviously it can't achieve that, but it would leave each player feeling far more satisfied. Eg. The matchmaking algorithm should be acting like its own fantasy sport league playing against itself on many different levels (peewee, JV, varsity, minors, majors, all stars, ect). If a team falls apart, or stops being successful, then it try's to create another winning team from the left overs. Instead of the current system where it does its best to sand bag you whenever you've done well.
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  • [quote]I don't think we would care as much if connection was actually prioritized and the regions were locked, but the biggest thing seems to be that Bungie simply doesn't know how to match players. The matchmaking system spends [u]a lot[/u] of time trying to balance teams in a lobby of twelve, and pretty much entirely falls apart when one person changes. It's like it's trying to build perfect sand castles in between a tide that comes in every 20 minutes. I never understood why it didn't try to build a winning team, and then keep that team together until they were no longer successful. The game shouldn't be trying to force a 1:1 w/l rate on everyone, but should rather be trying to help everyone achieve a 100% win rate by matching them with the best possible players at their combat rating level. Obviously it can't achieve that, but it would leave each player feeling far more satisfied. Eg. The matchmaking algorithm should be acting like its own fantasy sport league playing against itself on many different levels (peewee, JV, varsity, minors, majors, all stars, ect). If a team falls apart, or stops being successful, then it try's to create another winning team from the left overs. Instead of the current system where it does its best to sand bag you whenever you've done well.[/quote] So true

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  • I like the way you think.

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  • I've been playing since the alpha, and have always been like, "cool, my team did well. <next game> oh, most of my teammates from last time are now on the other team now. I guess that's cool too." It's just weird to me that, in a team based game where teamwork is rewarded, the matchmaking system is basically the mad hatter screaming for everyone to change places every game.

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  • Yeah, totally. It's like they have this issue with "fairness" and God forbid someone feel like they were on the losing end more than once. I need, want, and once had a game that I felt like I worked my way up through the ranks, having good games and bad games but learning the whole time. I was proud of my "achievements" and my progress towards becoming a better player. I did the whole grind striving to go positive in matches and having my hands actually sweat with excitement and nervousness about hoping I do well and don't let my team down (not to be confused with the more modern "sweaty" matches). To tell you the truth... I loved the whole freakin' thing and was dying to play every night. Suddenly this 50/50 WL 1.0kd BS pops up and my motivation is gone. I was fine having good matches if I played well and getting stomped if I played bad and made bad decisions/mistakes. I'll stop rambling because I know I'm just upset that what I loved in so many wast is gone. Usher in the new crowd where everyone who picks up a controller can go 50/50, 1.0, and gets bored with the game in 3 weeks while the die-hard players that loved the game would have stuck with it for years... Lol

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  • Edited by Tibbaryllis2: 7/7/2016 3:00:42 AM
    I really don't mind the idea of reaching 1.0 K/D and 1:1 w/l through competition, but the current system isn't matching players in such a way that they're so evenly matched that it'll be close, instead it's matching teams in such a way that it will be close. Eg it's either sandbagging your team with teammates that are likely to hand you a loss or it is sticking you onto a team in order for you to cause a loss. If you hadn't notice, most of the time you'll either be a high scorer or the low scorer. This is what's happening. The game isn't really matching rocks vs rocks, but rather is matching you against a bunch of rocks while sticking you with equal parts paper and scissors. It doesn't want each player to be evenly matched. [spoiler]if that makes any sense[/spoiler]

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