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Is this "fair" matchmaking?

Discussion in 'Game Discussion' started by dikshift, 26 May 2017.

  1. OniZoro

    OniZoro Member

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    I like how you continuously ignore my post and answer the one that is incredibly easy to answer. :3

    And you would be wrong actually, skill comes into play in clash royale, I'm a level 10 around 4200 trophies, yes, I can no longer move up because I mostly only face level 11s and 12s there, some 10s that are just as good here and there, but that's it. I don't crash down to 3800 all the time where I start facing many level 10s, I stay around 4000-4200, or even go above sometimes while facing people who are stronger, level wise, than I am. But of course, that's 1 on 1, so its different, this is where the infamy change would put up people who are playing better, over the ones that aren't. That's the difference.

    Meh, I dont even think I care anymore really, too much thinking for a game
     
  2. Miika

    Miika Game Lead

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    Sure it does, haven't ever said anything otherwise. Just as skill comes into play in Battle Bay also. And in Clash Royale just like in Battle Bay your winratio will stabilize to 50%, or otherwise you would not be staying still at 4200 trophies. In Battle Bay there might be slightly more short term variation because team gameplay is inherently more chaotic than 1vs1, but the principles are exactly the same.

    I'm not ignoring your post. I'm just not addressing it specifically because you didn't actually ask anything. Is there something you would like to ask?
     
    dikshift likes this.
  3. hypurr

    hypurr New Member

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    People who are better simply should have w/rs higher than 55%. There are higher skill players and lower skill ones.

    The higher skill ones should be >55.
     
  4. SharkTank

    SharkTank Active Member

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    I'm not talking about tanking. I'm saying the random player who is trying to win will always end up around 50% win rate no matter their skill level. I think that's a problem for this game and something that differentiates it from other games.

    The inherent difference is those games have other metrics to gauge skill. Win % doesn't matter because players rankings are based on more than that one number.

    In Battle Bay, we are ranked solely on Infamy. And Infamy is only gained (equally) if you win a match. And if 99% of the players win about 50% of the time, then rankings will mostly be based on activity; that is whoever plays more and has a win % around 55% will be at the top. There is absolutely no indication of skill in infamy ratings.

    Again, I have no problem with people being around a 50% win rate. And I understand 100% how MM is done. I have no problem with it.

    I merely have a problem with HOW we are ranked - because Infamy is not a good indicator of ones' skill. Comparing infamy to a players' level and weapons IS a good indicator, but the game doesn't reward you or rank you accordingly.

    This is why I believe that IF they are going to keep infamy as the way players are ranked, then it should be a progressive scoring system per game. IF they don't want to change the scoring system (i.e., + or - 24 points for everyone each game), then they should look to come up with an algorithm to account for other variables in the game (e.g., damage done, boats killed, time alive, a fixers' HP given to teammates, firing accuracy, % capturing the flag, etc...).
     
  5. Miika

    Miika Game Lead

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    One last try trying to explain this and then I'll give up.

    There is no magical 50% that the matchmaker is forcing on you. Please read the linked sites, they try to explain this too. If you have lower infamy than you should have, then your winratio will be higher than 50% and you raise. If you have higher infamy than you should have, then your winratio is less than 50% and you sink.

    Yes, if they manage to keep the 55% winratio. But nobody can, because they keep on raising in infamy, facing tougher matches until they reach 50% WR equilibrium again. That is the purpose of the matchmaking. To make sure you meet your match.

    That is because it's not even trying to be indicator of anyone's pure skill. It is a ranking of your overall power taking into account all possible variables affecting your power, like skill, ships, items, crew.

    How does Clash Royale trophies differ from Battle Bay infamy? It is exactly the same thing, just with a different name. Trophies are used for matchmaking, and for your position on the leaderboards.

    Infamy is a measurement of player's capability to help their team to win. That is our definition of "good" playing, contributing towards victory. You might like to be measured using a different metric like firing accuracy and you have the right to do so, but this is the metric that we use.

    Using anything else than a winning based metric would only lead into gaming the ranking system and driving people to toxic behavior. Using kills would lead into only kill stealing. Using damage would mean nobody would want to play anything else than a shooter. Firing accuracy would make all other weapons than sniper useless etc. This game is about team winning another team, not about individual achievements, it they don't contribute towards winning.
     
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  6. SharkTank

    SharkTank Active Member

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    You say there is no magical 50% that the MM is trying to force on us, but in reality there is. If our infamy is too high compared to what "we should have," we face tougher opponents and drop infamy. If our infamy is too low compared to "what we should have," we face easier opponents. Isn't that the matchmaker assuring us of all being close to 50%?

    I think it's just the competitor in me that would rather go against similar boat and weapon stats than similar infamy scores. At least with the former, individual skill could shine. Because in that instance, you can see who is good or bad with the exact same setup. The way it is now, I lose when my ship is way outclassed and win when it's even or better.

    Again, you've just admitted that the the MM is trying to keep you around 50%. It's obviously the case, and that's fine.

    I guess my point is that a game based on skill shouldn't have MM be totally about "meeting your match," because me meeting my match doesn't really exist. Either I play people with similar or worse boats and weapons and win easily or I play against people way higher and get smoked. There is no sweet spot right now because there is no ranking system on skill.

    Basically, with everyone being close to 50%, you can nearly guess anyone's infamy score by simply knowing the # of games they've played.

    Wouldn't it more fun and competitive to have you matched against players with similar boats and weapons and have a progressive scoring and (more progressive) rewards system? This way, higher skilled pilots will be incentivized to continually do well. And in this case, the the infamy score can play a part in MM.

    For example, if I have an MK2 speeder with level 10 weapons, I should go against boats with similar specs. This way, pilot skill will come in to play more. Then, if I'm constantly winning and my infamy gets sky high, I can be bumped into the next "tier" of pilots, perhaps the worst pilots who have mk4s, etc. I will still level out eventually, but my skill is more rewarded with better end of game rewards and winning, etc.

    I'm far more inclined to spend money on the game (via purchasing weapons or a better boat) because I know my skill is matched with better players, but I need the weapons and boat to compete.

    If infamy was truly a measure of a "players capability to help their team win," then why does everyone get the same infamy in a win or loss? Surely you can easily show how someone contributed more or less to a given match and award them infamy accordingly. The current systems says that everyone on the winning team contributed equally and everyone on the losing team did the same.

    And you and others have already acknowledged that people are gaming the system now by "farming." People will always try to game the system by equipping setups or winning or losing the right amount in order to give themselves the best chance at what they consider success. That's true of every game no matter the type of scoring system.

    That's why a scoring system should be a unique algorithm based on numerous factors like I outlined in my previous post. Things like damage done compared to your setup, accuracy, etc. can all play a roll. You can design a system that in essence ranks you based on how well you do against your expected outcomes.

    I hope that makes sense.

    Look, you're clearly a dev of the game - or something similar. I don't purport to be an expert in any of this. Clearly you are. I'm merely trying to give advice as someone who has been gaming for 30+ years and enjoys spending money on iOS games that are challenging, addicting, and that reward skill. So far, I feel like this game does the first two points really well; and with some minor tweaks, could do the third as well.

    Thanks for dealing with me.

    Cheers-
     
    hypurr likes this.
  7. hypurr

    hypurr New Member

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    You sir, are 100 percent correct. Good on you!
     
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  8. Epekka

    Epekka Well-Known Member

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    Um, why couldn't match making be decided by your win ratio and your infamy?
     
  9. SharkTank

    SharkTank Active Member

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    It basically is. Except they mix "equal" imfamy to keep everyone near 50%. It's not "equal" in that it's 10 players all with the same infamy score. It's "equal" total infamy between the two teams.

    So, each team has two players at 1,000, two players at 800, and one at 600. The ones at 1,000 likely have a lower winning % and need a bump up to get to close to 50%. Those at 600 are better than average, so they go against tougher opponents to ensure they don't win too much.
     
  10. lolawola

    lolawola Active Member

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    i personally dont see the big fuss about this non-issue.
    yes, i have 50% win ratio (53% actually :p), but i am still moving up in trophies at a slow pace. once i reach my wall, that just means my gear is not strong enough and i should upgrade or change my strategy.
    i give it my all every match and try to do my job no matter what team am stuck with. every game is different and unless you have ridiculous skill, bitchin weapons and foolproof teammates, you cant win them all. mistakes happen.
    you win some, you lose some. try collect as much gold as possible throughout the day (as there is never enough), and slowly progress with what you have, but most importantly have fun while doing it:)
     
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  11. Epekka

    Epekka Well-Known Member

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    You both have the right idea.
     
  12. GuerrillaPvP

    GuerrillaPvP Active Member

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    Having a 50% win rate means you NEVER progress or digress which definitely isn't true in games like Clash Royal. Besides, not everyone can always be winning. There is always a losing team. There will always be a wall too. If "everyone has a 55% win rate" a mk1 shooter could theoretically get to the top of the leader boards just by playing a lot.
     
  13. hypurr

    hypurr New Member

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    Nope. Once you start playing better opponents, you just will get pushed back. It doesn't matter how good you are- it just will.
     
  14. OniZoro

    OniZoro Member

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    Yeah, well the only real difference is that if clash royale was like battle bay, I'd be stuck at 3900-4000 trophies along with the other players who are actually quite bad. Being at 4200 is purely due to me playing good, but here, it doesn't matter as much, because a team of 2 good players and 3 bad players will likely lose to a team of 5 average or a little above average players. And the good players, and the bad, will get slapped back the same amount. I guess its not that important but it will likely make the decent players, who are somewhat competitive, who don't wanna spend out their bootyhole not really wanna play much. But I mean it really isn't a game breaking thing or anything, but I don't think it would hurt to have say, an afker or someone who did almost nothing lose 24, the average guy 20, the exceptionally good guy on the losing team 16. At least if you consistently play well you'll still gain infamy in the long run.

    Anyway, why is the win ratio even shown? If its not a depiction of skill, it has no purpose, right?
     
    Last edited: 27 May 2017
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  15. dikshift

    dikshift Active Member

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    Good lord you guys, what have you done to my post lol. This was supposed to be about infamy difference, not winrates. But if we're discussing this, I might as well put in my 2 cents. Win rate doesn't matter. We're not paired up in matchmaking by winrates. They aren't a true measure of skill. Clash royale is nothing like battle bay except that you get points added to your score for a win, and points deducted for a loss. How can you even begin to compare a 1v1 game and a 5v5 game?
     
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  16. aKifer

    aKifer Active Member

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    Hi Miika,

    I get the logic, I like the logic, but I think if team spirit is the key of the game there is a big flaw: the communication system is terrible. I am not saying an in-battle chat would be good, but some more advanced commands. Like "stay covered" or "Don't go into the middle" or "Wait for the team". Sometimes I can tell miles away we are all going to die before the battle even starts, but I have no way to articulate something the team is doing is wrong.
     
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  17. jeongmin seo

    jeongmin seo Member

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    exactly lol that is why communism doesn't work
     
  18. jeongmin seo

    jeongmin seo Member

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    I have seen many players flaming about how easy rich people are climbing up and getting all the high tier epic and legendary weapons, but you all have to deal with it... it is just how this game is built.
    Clash Royale also works the same way... skill matters but how much each players spent limits their trophy and arena. So I wouldn't complain about that part.... If you are highest infamy player in your team and other lower infamy guys are so much stronger to the point where you can't overcome with your skills, you just have to accept the limit of your ships and items.
    However, I rlly think each players should lose or gain different amount of infamy based on each of their performance. There are so many guys who just choose to AFK(Floating), or charge in 5v1.
    If I get one of those players in my team, it is likely to become a ruined and unbalanced 4v5 game. The worst part is that even if other 4 guys try their best and get a miracle win, that 1 troll guy also gains the same amount of infamy as reward. If other 4 lose after putting up a great fight, they lose same infamy as that troll guy. Performance based infamy system will motivate these troll guys to play hard and try their best. To discourage those troll players from keep afking, I hope there are some punishment for it... In league of legends, if a player constantly afk, his account get banned for days, which is pretty fair for running other 9 player's game and time.
     
  19. LameAdmins

    LameAdmins New Member

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    haha what a joke. enough player are playing. main problems are elsewhere. this algorithm has a too simple construct.
     

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