I've had lots of issues too. Less mercies, but the score at the end is still ridiculous.... Basically a mercy. And balancing based on win rate is nonsense. That's not lobby balancing at all. You can basically throw every match and still get close to a 50% win rate.
The metrics being used are flawed and you can't help but wonder if it's based on limitations in their system engine, their tools, or the employees trying to make the easiest fastest change possible to give the impression of balance.
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Edited by A_mo: 3/29/2021 9:59:12 AMToo me it just feels like they've added requirements, and so of course they would probably have something to balance those requirements out. So all that balancing and counter balancing trends a lot of people towards 50%. That might not be what's happening but that's what it feels like. And the whole time the game works like shit but, hey, the goal of less mercies will be achieved by any means necessary. Mission. Accomplished. Don't forget that the "best" person and the fourth "best" person will now face off against the third and second "best" people as much as the game can possibly force that to happen based on nonsense that the game is creating and using at the same time because... why should it matter how the game works as long as people who don't pay attention think the game is actually creating fair teams when that's not at all what its doing? Same damn people in my lobbies as there was when the game didn't work like poo. Speaking of same people, whatever boundaries they have set up as far as who you are likely to play seem pretty restrictive. There are people who I have played pretty much every day that IB has been live. Apparently they should keep adding requirements while pretending like that has no consequences whatsoever.
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See that's interesting bc I check destiny tracker on those suspect games and one entire team had platinum and diamond players for trials, quick play, and survival. While the other team had bronze and silver with maybe 1-2 players ranked gold for the exact same playlists. The only common ranking between both teams was for iron banner. Meaning we had 1 team that consistently plays at the higher or highest levels of PvP face off against a team of average to lower skill players. That's definitely not balancing players as advertised. It's kinda suspect unless the majority of players play at the highest levels of PvP, which I highly doubt
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Edited by A_mo: 3/30/2021 1:32:24 PMIts definitely good to check destiny tracker. I basically live on it. But when it comes to what the matchmaking in Destiny is doing, unless they communicate with Bungie on the regular, its best to look at ELO as more of a signifier of how much someone wins, not necessarily how good Destiny says they are at the game. Its a logical conclusion to reach that those things are one and the same but the most definitely aren't. So with destiny tracker and the fact that we are playing an fps with probably the most variables that have ever had to be fpssed by an fps you end up with people who are good at the game but for one or two countless reasons don't end up that high in elo. There is so much going on with the game and the players playing the game that when you really look at the api sites and see what the game is doing you start to realize how preposterous some things that players ask for are for the game to be trying to do. Especially if its trying to give everyone a truly fair chance to be good at it. High elo people are good at the game but not all people have high elo. I don't want to say it because I don't want it to be taken wrong but a lot of what api sites are showing is just who gets the best connections most often. And there are a lot of things, including skill which is the most important, that determine how the connections are set up. People just can't be always looking at the game like its possible for it to even be making these close matches all the time. Its just one of the facts of the matter about destiny. If you attempt to think about the entire matchmaking system and what it absolutely has to do, then some of the stuff that we may want it to do starts to really look opposed to what Destiny is as a game. So its really only a choice between how much they let the players determine who ends up with high elo and how much they let the game determine that (during the match through the introduction of brokenedness that then itself needs to be balanced out somehow). I'm someone who thinks the close match stuff should exist but should be used sparingly. Some people want the game to be hovering over and deciding who should get every kill so that people are given the illusion that Destiny can even be made into something where the scores are always close. It can happen with the help of the game and it can feel really good but at the end of the day people fooling themselves into thinking the teams can always be fair in a game like Destiny is really just nothing but adding false pretenses to the game that then have to be balanced out.
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I agree. I'm going to start using ELO and see if results are similar. When I used destiny tracker's rating system I did more research into individual players before just using that ranking. I couldn't go by wins alone bc of the new system in place, along with freelance IB which likes to balance wins and losses to something around 50%. You can essentially throw every match and still get something close to that from your teammates. But the diamond, platinum, gold, silver and bronze ratings looked like it took more into account then just play time and wins when it judges rankings...At least for the players I checked. On a handful of the suspect games, I assessed other factors from each player as well, before defaulting to that rating for the rest...like checking previous games and overall histories from various types of game modes. I noticed they all pretty much followed a pattern and had similar numbers with amount of defeats, placement on the team, averaged K/D, averaged K/D/A etc. It's why I ended up defaulting to that particular rating system for the rest of the games I checked. It originally looked suspect to have one entire team rated platinum and diamond for the majority of PvP modes face off against bronze and silver players in those same modes. Then the only game mode both teams were balanced, was the iron banner playlist. Sure enough those players consistently performed well at the higher levels of PvP, while the other team consistently performed average at best. Rarely did one or two players from the losing teams post above average in those previous matches. I'm thinking the winning players either didn't get as much time in iron banner to raise those stats higher, they usually went in as a stacked team instead of solo queue, or they played just enough to complete bounties for pinnacles before moving back to the other playlists. Could be a combination as well. Plus stasis just got nerfed. (Good players in a sense get better since others won't be able to rely on stasis for easy kills... Just felwinters 🤣 jk) I just hope they do more tweaking to the lobby balancing in the future. You can't prevent wins or losses, or guarantee you won't get a mercy every time, but lobbies can be divided better than they are now (when not stacked) so it's all but hopeless. With minor adjustments it'll more closely match the way they said teams would be balanced instead of having the 5 best players on one team.