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-
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