Seal clubbers (players who intentionally lower their rating to compete against weaker opponents) are ruining this game. It is becoming more and more common and is even boasted about and recommended in global chat. The current system is based solely on infamy and is easily manipulated, the matchmaking system must become more comprehensive. So far every time I have raised this issue there has been no small amount of pushback from the devs. I think that's because to them it's a non-issue. They all have powerful boats with powerul weapons and ample enough infamy to stay above this particular problem. So here's my challenge to them.
@Zeus @Miika get out of the ivory tower and start a new account to get some true perspective on exactly what it's like to be a low-mid level player in your game. I think you'll find it's quite different from what you expect.
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Totally agree, I've just started playing the game in the last two days. And it's obvious that higher tiers are just either farming the new players or dying intentionally to move downwards.
It's an easy solution, and programming it wouldn't be difficult. Since you could easily attribute load outs to match making criteria by having a points system in the back end. It could be done simply by potential dps to HP ratios, then prioritizing those fall within the acceptable distribution.
Those that fall outside could be considered outliers, and that would ID the manipulators.
It would also be a useful metric to understand player progression and bottle necks in player development that lead to gamer attrition.
From looking at the ingame shop mechanics, and training system I'd assume they already have something there...or maybe they don't have an actual data scientist in their team.
I've done similar work creating machine learning algorithms in the environmental sciences. To help monitor movement of organisms in response to external forcing.
This is what i've been ranting on about, infamy in this game doesn't work for match making. Anything with boats, tanks, planes that upgrade & make stronger while having more weapons will not work. Please listen to us as this will make your game global bliss & you will reap the rewards at the end of the day & you'll be happy that you engaged in our concerns. It would work best if games were matched by a players level where the next level boat can be purchased & have 3 levels within that class. What would really be a game changer that no one else has accomplished is having a free for all
(players vs players) & in this map there are boats & weapons all equal for hire & a player loads out whatever they choose & game play would be epic while improving their skill.
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I agree, but I would apply a distribution so you could allow for wiggle room. As underdogs can take on cash shop dependent players. As I've had a few good games where a team of lower levels managed to just defeat a team with better loadouts.
I don't think level should dictate matching. As this is only time dependent. I think it should be on 'potential' based off weapon/ship load outs. As there is enough variation in game to allow for game changing situations based on player interactions.
But as long as it stops a single 3k hp juggernaut 2-hit KO'ing a team struggling to dent them... Then it will be a good game.
Oh the other hand, turn these situations into 'boss battles', where on their defeat they drop loot crates.
Because they seriously feel like boss battles when you've been circling a seal clubber for a minute to bring them to around 50% their HP.
Last edited by a moderator: 17 Jun 2017