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Matchmaking: 2021-09-17 06:14:10


Bring * back! ⌛sucks! 
Level 62
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I really love this community.
1) I suggest make >=1 template/ slot be from QM and >=1 template/ slot be a "strat" template.
People say that Fizzer has already added strategic templates which, even though more popular than several QM templates, were rejected by the community and not played.
2) Someone suggests adding more templates to Clan Wars.


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Let me at least mention that a clan of three classmates from the same timezone has time to participate in 1-2 slots. Yep. A clan of 3 members is enough to not allow someone play a game if both slots happen to have 1 template. Unlike the trolls, however, their rating won't go up when they get matched with someone.
Matchmaking: 2021-09-17 10:07:57


Ercole
Level 60
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I think that except for the first day, the fact that yolo are matched with low rated clans is actually a huge advantage now, if they started from 0 rating it would have been even huger so matchmaking isn't at all against new clans of 40 pro players: from what I am seeing now yolo got back completely the starting penalty and now it's going to get "easy" opponents for the next days until his rating is going to be adjusted completely.

Anyway I agree with the fact that a personal rating (and maybe even a scoreboard like the ones for the QMs) for each account that plays CWs would be a cool thing to use for matchmaking.

Edited 9/17/2021 10:12:20
Matchmaking: 2021-09-17 11:16:41


Beep Beep I'm A Jeep 
Level 64
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Ercole you are missing the point, it's not really about whether yolo has advantages or disadvantages compared to others - clan wars is unfair by design, and I'm absolutely fine with it, it's meant to be a rather casual thing after all. It's about bullying people away from the game by denying them the possibility to have a game when they already stayed in a queue for 10 minutes.

User experience design was never a particular strength of this game, but I simply cannot use a different word than bullying for what is happening against the users of clan wars.
I personally find this pretty sad, because the core game mechanics are absolutely amazing and Fizzer has done a superb job at designing and implementing them. But the truth is also, that without user contributions around that to improve

- events (clan league, MTL, template competitions, WGL's, streams, ...)
- community (most notably discord with all its variety to even properly stay in touch with your clan)
- usability (most notably Muli's userscript)
- not even mentioning templates and maps

even I would've been long gone from this game. It's even more sad that as far as I can see Fizzer doesn't see our complaints as feedback, but just as something that annoys him (which I understand it does, especially because we are quite harsh in our choice of words sometimes)

Edited 9/17/2021 11:17:26
Matchmaking: 2021-09-17 12:07:44


hedja 
Level 61
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In terms of changing the matchmaking system it seems relatively clear to me that the best option is to do what is currently done by Fizzer, then have a check which sees how many players did not get a game (ignoring the free win), and just un-do as many of the bottom games needed and match-up the bottom rated clan's players with those games which have been un-made, so everyone who joined gets either a game or the one free win on offer.
It is worth considering that this is very unlikely to result in lower quality games in a significant manner because it only ever matters if the lowest rated clan has more than 1 team (or player in the 1v1s) signed up, and truthfully if you are the lowest rated clan you are unlikely to be extremely active since the most active players are usually the better ones in better clans. The limiting factor is that this comes into play if a clan more players participating than all the clans rated lower than it + 2 (sometimes more if they get games with clans rated above them). This is rarely an issue since these low rated clans are not usually so active.

For this reason I believe the underlying issue is being blown out of proportion. We have had enough seasons for most clans to get to a representative rating of their activity + skill, which means that last season this was rarely a problem since the lowest rated clans were not stacking templates. TLA was a separate issue (which people in Masters had been flagging when we were bringing up how free wins worked and the matchmaking system as a whole), but they don't seem to have that anymore...
A clan going from a negative rating to having 5+ people stacking a template and then hoping for a matchmaking fix within a day is unrealistic, if it was a true problem this would have been brought up by more people. I'm sure you guys will all be fine and then take advantage of the easy games you get thanks to your low rating over the next week or so...

I want to make it clear I do think the matchmaking system should be changed as above to ensure everyone gets a game, but I also want to make it clear I find it ironic how people who laughed at Masters when we complained about the matchmaking system are now doing the same thing but only once it inconveniences them.
Matchmaking: 2021-09-17 12:11:53


Ercole
Level 60
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A matchmaking that uses personal ratings would end that "bullying" since everyone would have a game in their temp except 1 person (or team) if the number is odd, I suppose that should be the one with the lowest rating, should gain a rating boost from his free win and shouldn't be allowed to get more than a determined number of free wins in a row.

Plus you won't have that many uneven games like it is now, since the "quality" of the games is between the aims of the competition: right now it happens very often that the best players of a clan play vs the lowest rated of another one that has a similar rating while in the meantime an high rated player of a lower rated clan gets a newbie to smash easily.

Edited 9/17/2021 12:13:36
- downvoted post by Sephiroth
Matchmaking: 2021-09-17 13:36:52


rick
Level 60
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the salt is flowing
- downvoted post by Tac(ky)tical
Matchmaking: 2021-09-17 15:40:50


Tac(ky)tical 
Level 63
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Imagine complaining about a large group's intelligence in the longest run-on sentence of 2021.
Matchmaking: 2021-09-17 16:51:32


l4v.r0v 
Level 59
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TL;DR on the TL;DRs: Clan Wars would be a better experience and considerably more competitive if we had player ratings and adopted Derfellios/hedja's proposal.


TL;DR re:hedja: Strong +1 to hedja's and Derfellios' proposal. It doesn't have the flexibility of min weight matching but we don't need min weight matching if we are only interested in quality matchmaking w.r.t. absolute rating differences (rather than something fancier like logarithmic rating difference) because rating differences are commutative, making CW matchmaking a simpler/narrower problem than general min-weight matching, with nice properties we can use.

TL;DR re:Ercole: Player ratings would also make Clan Wars more competitive by making high-skill players equally valuable for lower-skill clans as for higher-skill clans. Right now, only predominantly-high-skill clans actually benefit from high-skill players. In non-elite clans, elite players' wins become their clanmates' losses; this creates an incentive for elite players to migrate to elite clans (if they're perfectly rational and motivated solely by CW).

To add to what hedja said and to merge a discussion on that algorithm proposal (which, afaict, is the same as Derfellios' proposal) from WZ Public Chat Discord (https://discord.com/channels/204926708795572226/888350086894063627/888362365895200779):

1. If there is a concern about match quality, the un-pairings in the second stage (unmatching & rematching to accommodate leftover players) could be gated by a maximum rating difference threshold. I.e., if you have the following sign-ups, in the notation of (clan name)=(rating):

A=100 B=90 B=90 C=70 D=50 D=50 E=30 F=20 F=20 F=20 F=20 F=20, and a maximum threshold of 40 (applicable only to the second stage)

The greedy algorithm would pair AvsB, BvsC, DvsE, DvsF, leaving 4 F's unmatched.
The second stage (Derfellios' and hedja's proposal, constrained by the threshold limitation proposed by me and Derfellios) would break up DvsE to create 2 new matchings (DvsF, EvsF) but not break up BvsC since BvsF and CvsF would be too "low-quality" matches.

(That said, I don't think match quality warrants this additional complexity. The greedy algorithm does not guarantee match quality, so having it uniquely guaranteed in the second stage would be incongruous. Plus, as Balthromaw pointed out, Clan War Ratings guarantee low match quality for players whose skill levels are significantly higher or lower than their clans. But as we can see, a trivial threshold-based adjustment to Derfellios'/hedja's proposal would resolve any match quality concerns.)

2. Per Derfellios' reasoning, this approach has provable optimality w.r.t. creating the maximum possible number of games (subject to the match quality constraint, if we incorporate the proposal in #1). Although it does not guarantee a minimum-weight graph matching (in the above example it does, and in many cases it would, thanks to the properties of rating differences) because, e.g., it would still pair AvsB even if A's rating were 1000.

This is beneficial, though, because from a design perspective it prevents a clan with a runaway high rating from getting free wins and essentially getting kicked out of Clan Wars for being too good. (Since free wins would increase the rating gap, so unlike with too-low ratings, this wouldn't self-resolve.) Note that we could also prevent this runaway-rating scenario if we use a min-weight matching algorithm, by just adjusting our weight-generation logic to guarantee the highest-rated clan gets games. However, this type of problem shouldn't exist and highlights the general drawbacks of rating at a clan level rather than a player level; player ratings tend to be much more smoothly distributed than clan ratings.

To add to what Ercole said about personal ratings and merge in a discussion from Global Chat, here's another benefit of player-level ratings:

Player-level ratings will add parity and competitiveness to Clan Wars.

Take the case of Ursus. When Ursus plays for TSFH/Harmony, TSFH/Harmony does not benefit from his skill. Ursus' wins raise TSFH's Clan War Rating, meaning that TSFH's other players now face tougher opponents and are more likely to lose. Ursus' far-above-average skill does not translate to an elevated win-rate!

But if Ursus leaves TSFH for MASTERs, Ursus will help MASTERs. He will raise MASTERs' CW Rating, but that will have minimal effect on MASTERs' matchmaking. His wins will not be efficiently offset, and so his elevated win-rate will contribute to an elevated win-rate for the clan. Ursus (hopefully) hasn't realized this, but he has more to benefit from Clan Wars if he joins a predominately-high-skill clan because only predominately-high-skill clans can efficiently benefit from Ursus' elevated skill. This creates an anti-competitive incentive and improves poaching efficiency. In conjunction with the 40-player-limit clan handicap introduced in Update 5.12, this contributes to a net-harmful consolidation effect on the Clan ecosystem's incentive structure.

If we rated and matchmade at the player level, we would have players at the margins with stable >50% win-rates instead of clans at the margins with stable >50% win rates. Right now, clans wind up with stable >50% win rates (or stable <50% win rates) when they break matchmaking- i.e., when their rating is significantly higher or lower on average than the cluster of viable competitors, so matchmaking gives them games where they would expect to win >50% or <50%. With player ratings, Ursus' wins won't turn into Strangesmell's losses! When Ursus plays for TSFH, it generally creates someone on the other side of TSFH (skill-wise) who is eating losses for Ursus' wins (or a group of such people, depending on the particulars of TSFH's skill distribution). Note that the vast majority of players would still have 50% win rates and in fact the stable 50% win-rate objective is easier to provide while matchmaking at a player level because there are vastly more players than clans and so we'd have fewer rating-gulfs. There would also be considerably greater variety in matchmaking and reduce the number of sacrificial lamb players who keep joining Clan Wars only to lose almost all their games (because, even if their skill is average relative to the player pool, if it's significantly worse than their clans' participation-weighted average skill, CW matchmaking will keep matching them into low-parity beatdowns).

Clan-level rating/matchmaking also creates a closely-related manipulation scenario. Elite players (e.g., Python) could do what yolo swag has been accused of doing: hop on over to a low-rated clan and use their deflated rating to get easy matchmaking and an elevated win rate (until their CW rating catches up to their actual skill). Of course, this is not a good reason to keep the broken present matchmaking algorithm- if someone actually wanted to exploit CW this way, they could just choose a clan with a low rating but not as abysmally low as yolo's. And the benefit of this manipulation scenario is marginal for Python-tier players who would have an elevated win rate anyway even once their rating stabilizes. But this and several other CW manipulation scenarios only exist because of the clan-level rating/matchmaking for which Activision's stated reasoning (CW being a clan competition) is a non-sequitur.

If we're actually serious about match quality and experience, then rating and matchmaking at the player (rather than clan) level is an obvious choice.

Edited 9/17/2021 19:32:31
Matchmaking: 2021-09-18 12:47:11


hedja 
Level 61
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I had not realised Derfellios had already proposed the same - I no longer use the WL discord. Great minds clearly think alike though ;)

One point I would make regarding individual ratings is that it will take many games to get to a representative rating level - which on a clan level can be done in say a week because you have 30 times the number of games a player could do in the same time frame, but as a high level player starting for the first time you will play many low quality games, potentially a few weeks or a month, before you work your way up given how slowly the ratings change in the current system. This is of course demoralising for both sides of these games (boring for the good player, painful for the bad), but could be fixed by using a similar rating algorithm as the 1v1 ladder which significantly benefits those who lose few games in a run
Matchmaking: 2021-09-18 17:01:16


l4v.r0v 
Level 59
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@hedja: krinid on Global Chat pointed out an even more adversarial case yesterday where someone could abuse player ratings by just playing on a new alt this season.

So there could be some unique utility to using clan ratings as well as player ratings, since "hedja is in MASTER clan" does contain significant information about a player's skill level. Perhaps there could be a clan rating as a fallback used for unrated players until their player rating standard deviation (in TrueSkill) gets below a threshold.

As for the learning rate, even with basic Elo that could be tweaked (this is what the K factor is for).
Matchmaking: 2021-09-18 18:53:03


Bring * back! ⌛sucks! 
Level 62
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*joins with an alt to yolo clan*
How will you rate me now, l4v?
Matchmaking: 2021-09-18 22:33:20


Derfellios
Level 61
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Instead of individual ratings, one could also introduce clan ratings for each template, which should stabilize a lot quicker.

Another possible solution is to be able to rank players in your template queue and let the highest ranked get the most difficult game of that slot, and the bottom ranked the easiest game. Sadly, such a system is likely a lot mroe work to implement, would remove the random teams from 2v2, and would only benefit clans who often have multiple/many players on one slot. It could also be exploitable, but that could also be seen as an extra strategical layer.
Matchmaking: 2021-09-19 16:18:35


hedja 
Level 61
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@l4v ah yes, because as an individual being the lowest rated player means you will always get a free win or easiest match-up (unless Fizzer keeps the rule that if you have a very strong player at the top who gets a game then if you don't get a game you don't get a free win), which would be very good for you, and you can repeat every season.
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