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Destiny 2

Discuss all things Destiny 2.
8/14/2018 12:36:38 AM
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YOU ARE ALL MISSING THE ISSUE WITH COMP PLAYLIST

So many posts about "Give me Claymore" and I deserve 3x EXP because its hard. You are all wrong and aren't fixing anything but trying to break an already broken system. [b]You are missing the true issue and it is the matchmaking issue in Competitive.[/b] [u]ISSUES[/u] 4 people queue for Competitive and can sit and watch their 4/8 Guardians slowly go to 5,6, or 7 and know they are facing an easier match. Thus creating an issue when these 4 man teams continue to queue and back out if they go from 4/8 to 8/8. Why allow us to see this in the matchmaking screen at all? Next issue, why are there so many solos and duos playing in Comp who are always meeting 4 man teams? I played 20 matches last night as a team of 2. We played fifteen 4 man teams. (We beat some of those 4 man teams, but that is not the point.) If myself and sooo many others are queuing up as 1 or 2, why are we not matching with other solo / duo teams? Why are the 4 man teams not facing 4 man teams? Final issue. Why are 4 man teams resorting to grabbing a 2.0k/d player with 0 - 100 Glory rank? Because the average glory rank of the team is giving them much weaker averages to play against. [u]HOW TO FIX IT[/u] Team of 4 queues for Competitive. Matching sorts through 4 man teams with the same [b]"average" [/b]Glory Rank. If it cannot find a suitable 4 man team, it begins to seach for 3 man teams of higher rank and adds a solo of similar skill (to the 3 man team). Eventually going down to 2 man teams. Team of 2 queues for Competitive. Matchmaking sorts through teams of 2 to find the same [b]"average" [/b]Glory Rank. If it cannot find enough suitable 2 man teams, it begins looking at 3 man teams and solo players of the same [b]"average" [/b]Glory Rank. [u]FURTHER DETAIL[/u] Why did I quote and bold Average? The current Glory Rank system is broken and players are bringing in high KD ringers with low Glory Rank to drastically drop the average. The way to fix this is to adjust the average to be higher when there is a huge outlier like a 0-100 Glory playing with three 1000+ Glory Rankings. The BEST solution would be to change the amount of points earned per Glory Playlist Win. If I queue up and face a better team and win, I should gain more points and they should lose more points than normal. The easiest way to explain is to compare 4 man teams. If Team A all has 1000 Rank and Team B all has 1000 Rank Team A Wins and gains 25 points Team B Loses and loses 15 points If Team A all has 900 Rank and Team B all has 1100 Rank Team A Wins and gains 35 points Team B Loses and loses 20 points If Team A all has 1100 Rank and Team B all has 900 Rank Team A Wins and gains 15 points Team B Loses and loses 10 points Obviously there can be a complex way to figure out exactly what the point threshold should be. In the most complex format, each individual gains points based off the opponents ranks and whether they won or lost. So if I am 0 Glory and play with a bunch of 1000 Glory buddies and we win a game, I should go up drastically in order to decrease the time it takes to get me to my True Glory Rank. This will quickly make the best players max Rank and the worst players have to grind to go higher by playing against the others of True rank. Then you will eventually get to the point of playing against people of the same skill (for the most part) just like good ole HALO 2 Matchmaking!!!!!!

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  • Nerf fusion rifles?

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    • The simple solution is to match make according to not only glory rank, but also; win ratio, kd, kda, number of games played. This combined with the old system in comp, 4 man fireteams were ranked better then their stats due to communication and team play, would allow for more balanced match making in comp. The other solution I suggest is having a system where you have to physically opt out of team chat, rather than opt in. Many solo queue simply will not enter team chat, or enter fireteam chat and not actual team chat. This would allow for solo queue teams to have a better chance against 4 man teams. The current system they implement, based solely on rank does not work. At all, as you stated, I may had with a team of 3 once when I solo queued, they had 100, 400, 800 glory, I have 1700 at the time....I was like okay, well at least the other team should be low ranking and it should be fair, boy was I wrong.....the other team, a fireteam of 4, had 2100, 1600, 100 and 0. The 100 and 0 were paid account recoveries. This will always happen, people will always pay for carries by account recoveries. The only way to mitigate this is by implementing better match making. So if you have 100 glory, but a 70% win ratio in comp with a 3.0 kd, and 4.5 kda you have the ability to match against guys with equal states even if their respective rank could be 4500 glory to your 100.

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      • I don’t understand why no radar is a problem. You can learn how to use no radar, just like you’re going to learn how to use new supers/classes in forsaken.. with practice. Everyone complaining about no radar are the same ones I see in both quick play and comp who try to immediately rush the other team trying to ape and win a 1 v 4 And die with no contribution. Everytime one of you buy a new game you dedicate yourself to learning the new mechanics, so why is it so hard to learn a new way of playing for a game mode. Stop making an argument for something you think is hard because you end up on the bottom of a scoreboard for a few matches then quit. In b4 I get the “well I still get top top of the scoreboard so what I say matters” comment, if you’re top of the scoreboard and you’re still complaining about radar your comment is invalid and you’re just hopping on the ‘Bungie needs to do better’ bandwagon. K thanks.

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        • Tldr; bring the radar back

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          • No. Award points based on individual performance with multiplier for tits to the wall awesome team play. Win as a team? Max points. Perform as an individual in a team of potatoes and slerps? Some points. Negative kda? Lose points. Performance based, fair.

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            • Yeah it's funny that they removed the ability to see opponents on roster, but 4 stacks can still easily determine if they are facing another 4 stack. Solo players face 4 stacks 90 percent or more simply due to all the 4 stacks back out until they face solos.

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              • The number 1 reason I don't play comp is no radar. I don't like it, and if radar doesn't come back to comp/trials, then neither will I. And I know plenty of other players feel the same.

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              • [quote]So many posts about "Give me Claymore" and I deserve 3x EXP because its hard. You are all wrong and aren't fixing anything but trying to break an already broken system. [b]You are missing the true issue and it is the matchmaking issue in Competitive.[/b] [u]ISSUES[/u] 4 people queue for Competitive and can sit and watch their 4/8 Guardians slowly go to 5,6, or 7 and know they are facing an easier match. Thus creating an issue when these 4 man teams continue to queue and back out if they go from 4/8 to 8/8. Why allow us to see this in the matchmaking screen at all? Next issue, why are there so many solos and duos playing in Comp who are always meeting 4 man teams? I played 20 matches last night as a team of 2. We played fifteen 4 man teams. (We beat some of those 4 man teams, but that is not the point.) If myself and sooo many others are queuing up as 1 or 2, why are we not matching with other solo / duo teams? Why are the 4 man teams not facing 4 man teams? Final issue. Why are 4 man teams resorting to grabbing a 2.0k/d player with 0 - 100 Glory rank? Because the average glory rank of the team is giving them much weaker averages to play against. [u]HOW TO FIX IT[/u] Team of 4 queues for Competitive. Matching sorts through 4 man teams with the same [b]"average" [/b]Glory Rank. If it cannot find a suitable 4 man team, it begins to seach for 3 man teams of higher rank and adds a solo of similar skill (to the 3 man team). Eventually going down to 2 man teams. Team of 2 queues for Competitive. Matchmaking sorts through teams of 2 to find the same [b]"average" [/b]Glory Rank. If it cannot find enough suitable 2 man teams, it begins looking at 3 man teams and solo players of the same [b]"average" [/b]Glory Rank. [u]FURTHER DETAIL[/u] Why did I quote and bold Average? The current Glory Rank system is broken and players are bringing in high KD ringers with low Glory Rank to drastically drop the average. The way to fix this is to adjust the average to be higher when there is a huge outlier like a 0-100 Glory playing with three 1000+ Glory Rankings. The BEST solution would be to change the amount of points earned per Glory Playlist Win. If I queue up and face a better team and win, I should gain more points and they should lose more points than normal. The easiest way to explain is to compare 4 man teams. If Team A all has 1000 Rank and Team B all has 1000 Rank Team A Wins and gains 25 points Team B Loses and loses 15 points If Team A all has 900 Rank and Team B all has 1100 Rank Team A Wins and gains 35 points Team B Loses and loses 20 points If Team A all has 1100 Rank and Team B all has 900 Rank Team A Wins and gains 15 points Team B Loses and loses 10 points Obviously there can be a complex way to figure out exactly what the point threshold should be. In the most complex format, each individual gains points based off the opponents ranks and whether they won or lost. So if I am 0 Glory and play with a bunch of 1000 Glory buddies and we win a game, I should go up drastically in order to decrease the time it takes to get me to my True Glory Rank. This will quickly make the best players max Rank and the worst players have to grind to go higher by playing against the others of True rank. Then you will eventually get to the point of playing against people of the same skill (for the most part) just like good ole HALO 2 Matchmaking!!!!!![/quote] I would suggest making a team of 4

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                • Or don't play Comp unless you're stacked?

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                  • Give them a week or two and they will turn off matchmaking settings entirely if they already have not done so.

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                  • These aren’t issues. Not anywhere near the main one which is no radar and a lack of rewards. The ranked playlist should order many more rewards and should be MMR based not a progression based hybrid like it is now. When it takes 400+ matches for most players to even begin to sniff the best reward (Redrixs) that’s too much. The matchmaking also needs a better version of limited expand matchmaking like Halo 3 did.

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                    • Downvoted because I can. OP no scoped me in the face once and I hold grudges ...

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                      • Hello, from Bung0! Your post was too long to read through and we leave at 2:30 p.m. sharp, but I'm sure your suggestions have good intent. Our intent, however, is to disregard any suggestions to fixing the match-making cue. You probably don't like that answer, but might we divert your attention and suggest Heroic Strikes? I hear you can get some pretty sweet Exotic Catalysts there, Guardian. Drop rates have been "increased" too.... ;) ...or you can mindlessly grind our over abundance of Lost Sectors. I hear those are fun too. I also hear some pretty slick Blue Gear can be found in those. Wouldn't you like that? Blue gear? It's all the rage. Blue, has your back. Just like we do. Thank you, Bung0 P.S. - Don't forget, Silver at Eververse costs next to nothing! Think of all the specialty coffees you've wasted your money on when you could have been buying our e-money for non-tangible items within the game! Come on Guardian! Use that lumpy piece of meat between your ears and bust out that wallet!!

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                        • A. post is WAY too long B. post is WAY too boring.... seriously C. if you TAKE AWAY THE NEGATIVE HIT FOR A LOSS IT SOLVES ALL PROBLEMS. You see what i did there? i fixed the dam problem with one single sentence. there is NO NEED FOR NEGATIVE. hell even make it slower to go up in points. negative is like forcing us to drink poison while playing our favorite game.

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                          • Well said - agree with most of it. The fact that you can see who you are matching against can be exploited - this should be removed.

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                          • Competitive is just trials 2.0 that's why I refuse to play it.

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                            • Ah, we meet again Mr. Klean! Your suggestions are solid. Love the idea of varied points being awarded/deducted based on the advantaged or disadvabtaged match ups. As far as the mismatched games though, I believe the matchmaking issues simply stem more from lacking a big enough pool of players of varying ranks and fireteam size to choose from, rather than the system itself. In the early days of ranked Comp, there was a huge pool of players all vying for the Claymore - if the playlist had been matching by rank at this time, there would have been many great choices of players to match against. These days however, those that are lower skilled and/or primarily solo have mostly been weeded out of the playlist as it's become nothing but a non-weekend version of a Trials. So now, with the system not having as many options outside of full teams and high skill players to match with, if a lowly solo stumbles into the playlist, there is a high chance that they will be paired against a stacked and/or high skill team. The solution to this could be to simply make the system wait as long as necessary to find an appropriate match. If a solo queues up, wait as long as necessary to find a group of 3 for their team, and a solo + group of 3 for the other team (of the appropriate rank as well!), or whatever combination of players makes it an even match. This, however...could take some time, perhaps more than most people would be okay with (even if it means a well balanced game), so you're walking a fine line there with the community (cue the "I have 5 children and 3 jobs and don't have time to wait 10+ minutes to get into a Crucible match" posts). So, instead of waiting forever, I'm certain there is already some pre-defined wait time in place but, it doesn't wait for long before going to the next best choice, which, again, due to the lack of player variation in Comp, that often ends up being a full team. If Bungie wants to fix this, I'd say the solution doesn't lie primarily with making changes to the matchmaking system (though there is certainly improvement that can be made there), it lies within making Comp a desirable playlist for a larger part of the playerbase, to increase that pool of players that the system has to choose from. If they don't increase the variation of choices, then it doesn't really matter what kind of matching system you have. The system can either match you quickly but unevenly (in terms of skill/rank), or it can match you evenly but slowly. Only with a greater pool of players can we get to a point where we're matched quickly AND evenly. Just my thoughts.

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                            • The solo queue exploitation should be an easy fix and I support it. But if you want to walk with wolves, bring your pack. Solo queue COMP is the PLAYER’S mistake.

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                              • Too logical and easy, bungie disapproves.

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                                • Edited by SouLFeeS: 8/18/2018 12:14:39 AM
                                  Then I think they should lock out fire teams. Make Competitive completely solo. It’s the only way to fully control matchmaking.

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                                  • Halo 2 ftw. Bump

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                                  • Glory rank is based on wins not skills so that alone makes the whole matchmaking worthless. If it was based on skill the average would mean more.

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                                    • I think overwatch competative ranking and matchmaking would be exelent in destiny. Placements matches and pairing of fireteam size and rank

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                                      • Bump, i'm really upset about this crap matchmaking, really, i'm so close to obtain the redrix but with this matchmaking it's taking ages for that, i can't get paired with an average team, only with 4 stacks of 4 top tier players against me and my average team.

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                                      • Bump

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