Matchmaking balancing question

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? very interesting news, thanks for this AVRC! Do you intend to keep this as sort of a test without much publicity for the time being?
It is a test but it is not secret in any way.
 
It is a test but it is not secret in any way.
Can we get a little info on how it works? Do only wins/losses matter or player's score as well? How does it handle parties? (yes I know I'm pestering q-q)
 
Can we get a little info on how it works? Do only wins/losses matter or player's score as well? How does it handle parties? (yes I know I'm pestering q-q)
It takes into account wins and losses. It doesn't care about parties.
Pretty similar to how it works in Dota 2 now.
 
Update: We will be turning on skill based match making today.
It will not be matching too strict for now to avoid long queue times.
It will look for players withing 100 MMR initially, then slowly increase the range by 100 as time passes up to 500 MMR difference.

Let's see how that feels for match quality and wait times.

We will add the UI to view your MMR later on and will probably have a calibration period at some time in the future.
Yes yes yes! Epic!

Display the players mmr fast! It gives so much motivation to play!

Also disable 3-5 stack for now so that the system can create fair matches faster.

Its irrelevant to talk about matchmaking system when theres not enough players involved in it. As of now, the best course of action for TW, in my opinion, should be to focus on custom servers like the siege servers they just added, and start working on Matchmaking way later on once theres more players and they release ranked matchmaking.
The MAIN REASON of skirmish dying are unfair teams. It is exactly the right move to maybe save the mode.
 
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Update: We will be turning on skill based match making today.
It will not be matching too strict for now to avoid long queue times.
It will look for players withing 100 MMR initially, then slowly increase the range by 100 as time passes up to 500 MMR difference.

Let's see how that feels for match quality and wait times.

We will add the UI to view your MMR later on and will probably have a calibration period at some time in the future.
1.4.3 or 1.5?
 
Update: We will be turning on skill based match making today.
It will not be matching too strict for now to avoid long queue times.
It will look for players withing 100 MMR initially, then slowly increase the range by 100 as time passes up to 500 MMR difference.

Let's see how that feels for match quality and wait times.

We will add the UI to view your MMR later on and will probably have a calibration period at some time in the future.
 
Update: We will be turning on skill based match making today.
It will not be matching too strict for now to avoid long queue times.
It will look for players withing 100 MMR initially, then slowly increase the range by 100 as time passes up to 500 MMR difference.

Let's see how that feels for match quality and wait times.

We will add the UI to view your MMR later on and will probably have a calibration period at some time in the future.

Is the system balancing the teams?
Lets say we are at the max of 500mmr difference.
Following players are queueing:
1500
1500
1400
1400
1300
1300
1200
1200
1100
1100
1000
1000
Does the system now create random teams once the pool of players is determined or does it make sure that both teams have equal elo?
 
Is the system balancing the teams?
Lets say we are at the max of 500mmr difference.
Following players are queueing:
1500
1500
1400
1400
1300
1300
1200
1200
1100
1100
1000
1000
Does the system now create random teams once the pool of players is determined or does it make sure that both teams have equal elo?
Yes, it tries to create teams of similar rating as close as possible.
 
Yes, it tries to create teams of similar rating as close as possible.
Tried few skirmishes, seems to work properly.
20200821141905_1.jpg

20200821134646_1.jpg

20200821133217_1.jpg
Does it affect clan vs clan parties? Like for example there are 3 clans in que, 1 has around 1500 and 2 others are around 1200, will it match the 2 with similiar elo faster or just the ones who joined queue faster?
 
Tried few skirmishes, seems to work properly.
20200821141905_1.jpg

20200821134646_1.jpg

20200821133217_1.jpg
Does it affect clan vs clan parties? Like for example there are 3 clans in que, 1 has around 1500 and 2 others are around 1200, will it match the 2 with similiar elo faster or just the ones who joined queue faster?
@azakhi would have a more accurate explanation but as far as I know it depends on when the stacks queue. If the 1500 stack was in the queue long enough with no opponents they might match with a 1200 stack immediately before the other 1200 stack joins the queue.

Two similar ranked stacks will match faster. Like in the case where the 1500 stack is in the queue but their rating allowance has not gone down to 1200-1300 yet and a 1200 and 1300 stack enters the queue. The lower rated stacks will match.

Hope this makes sense and is accurate enough.
 
@azakhi would have a more accurate explanation but as far as I know it depends on when the stacks queue. If the 1500 stack was in the queue long enough with no opponents they might match with a 1200 stack immediately before the other 1200 stack joins the queue.

Two similar ranked stacks will match faster. Like in the case where the 1500 stack is in the queue but their rating allowance has not gone down to 1200-1300 yet and a 1200 and 1300 stack enters the queue. The lower rated stacks will match.

Hope this makes sense and is accurate enough.
I played 4 matches. HOLY **** THEY WERE SO BALANCED... it just works. it is fun. I should search the 10 messages where I wrote that mmr skirmish must be priority number one :smile:
 
Tried few skirmishes, seems to work properly.
20200821141905_1.jpg

20200821134646_1.jpg

20200821133217_1.jpg
Does it affect clan vs clan parties? Like for example there are 3 clans in que, 1 has around 1500 and 2 others are around 1200, will it match the 2 with similiar elo faster or just the ones who joined queue faster?

I am not the one who works on the scheduling of games but here is how it works as I have been informed:
Matchmaker has a range of MMR difference given. As stated this starts as 100 at the moment.
Then matchmaker gets a node with highest waiting time as a target node. A node is a person or a party queued for a game.
After that matchmaker gets every node on the queue withing the given MMR range. Range is applied to both negative and positive sides. So currently every node that has an MMR between (target node - 100) and (target node + 100) is considered viable.
If there aren't enough viable nodes (simply more than enough players for given game mode requirements) to try to match them, matchmaker moves to next node with highest waiting time.
If there isn't any target node with enough viable nodes in range, matchmaker fails. When this happens, range is increased. So it becomes 200.
When there is enough viable nodes, matchmaker tries to match those people based on their waiting time. So once a node is considered viable, its MMR is not considered anymore until match is ready and the sides need to be balanced.

So back to question, the answer is it depends on when those parties queued and what was the situation with matchmaker. If range was 300+ and the party with an average of 1500 MMR was the one waiting for longest, that party will be matched with one of the other 1200 MMR ones based on waiting time.
But if the range was less than 300, matchmaker will match two parties with an average of 1200 MMR.
 
I am not the one who works on the scheduling of games but here is how it works as I have been informed:
Matchmaker has a range of MMR difference given. As stated this starts as 100 at the moment.
Then matchmaker gets a node with highest waiting time as a target node. A node is a person or a party queued for a game.
After that matchmaker gets every node on the queue withing the given MMR range. Range is applied to both negative and positive sides. So currently every node that has an MMR between (target node - 100) and (target node + 100) is considered viable.
If there aren't enough viable nodes (simply more than enough players for given game mode requirements) to try to match them, matchmaker moves to next node with highest waiting time.
If there isn't any target node with enough viable nodes in range, matchmaker fails. When this happens, range is increased. So it becomes 200.
When there is enough viable nodes, matchmaker tries to match those people based on their waiting time. So once a node is considered viable, its MMR is not considered anymore until match is ready and the sides need to be balanced.

So back to question, the answer is it depends on when those parties queued and what was the situation with matchmaker. If range was 300+ and the party with an average of 1500 MMR was the one waiting for longest, that party will be matched with one of the other 1200 MMR ones based on waiting time.
But if the range was less than 300, matchmaker will match two parties with an average of 1200 MMR.
I was close enough :cool:
 
Update: We will be turning on skill based match making today.
It will not be matching too strict for now to avoid long queue times.
It will look for players withing 100 MMR initially, then slowly increase the range by 100 as time passes up to 500 MMR difference.

Let's see how that feels for match quality and wait times.

We will add the UI to view your MMR later on and will probably have a calibration period at some time in the future.
How do leavers after warmup get threaten? A pop up message like "Leaving now, will count as loss" could minimize leaving aswell :grin:
 
How do leavers after warmup get threaten? A pop up message like "Leaving now, will count as loss" could minimize leaving aswell :grin:
We will have proper punishments for leaving once we have a Ranked Mode and a Casual Mode.
 
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