Re: Scenario Matchmaking Rework Megathread
Posted: Tue Mar 19, 2024 6:51 pm
Here are some reasonable questions to ponder when deciding what a good system is
1. Why are 6man groups allowed to queue SCs with randoms wo being queued in the group ranked queue at the same time? What are the positives / negatives of such a change?
2. What is the purpose of barriers? What other side effects does barriers give? (Good / bad?)
3. What is the intended purpose of surrender and what is the real outcomes (not intended outcome lets say premades playing for a surrender is a thing). Is making a really uneven match end faster making the experience of the queue as a whole better by ending the sc? What would be the benefit of not ending early?
4. Whati s the benefit of tieringat 40/XX vs a tiering that is based around lets say total stats? Would lets say 4+ days playtime be a good tiering when pooled with lets say players that have 300+ days
5. Why do we have a discordant queue, purpose and outcome? What would the benefits be from removing it? What would we loose? Why was it introduced at all? (root cause). Would a larger player pool in queue have any positive effects? (hint we see high rank players like Zarbix (just an example) queuing discordant queue and semi-afking in lake .... is this the wanted effect)
6. What is the benefit of playing one sc map for an entire weekend. Is it fun to play just one map? Could it be more fun with more maps?
7. Why are SCs limited to XvX ..... would it like RvR be possible to use numbers as a balancer? Would adding more players to really uneven be an improvement or would the stronger side feel ill treated?
8. Why are rule sets and maps linked 1:1 and would there be some side effect from having maps and rule sets being decoupled?
9. Would a matchmaker that uses one algorithm at low pops and another one at high pops make it more easy to cope with ebb and flow?
10 How could active sc-maps and open rvr-zones support each other and form a cohesive experience? Can they be linked? Would there be any possitives or is it just a stupid idea with IP and lore?
11. What are the player persona groups that the queue tries to make happy and what are these groups concerns and what makes them satisfied (what metrics is actually important)?
12. Could win streaks be a reason for the matchmaker to make harder opposition for that strong side? What would the benefit be? What would the downside be?
13. The ppl playing suppot classes seem to be on ATL making queue balancing even more complicated ... so would it be an improvement to promote good support play (reward this more) and possibly look at the multi-year power creep of dps that seem to be a RoR thing (a tad speculative but at least it looks that way)
14. Hope you get it right
1. Why are 6man groups allowed to queue SCs with randoms wo being queued in the group ranked queue at the same time? What are the positives / negatives of such a change?
2. What is the purpose of barriers? What other side effects does barriers give? (Good / bad?)
3. What is the intended purpose of surrender and what is the real outcomes (not intended outcome lets say premades playing for a surrender is a thing). Is making a really uneven match end faster making the experience of the queue as a whole better by ending the sc? What would be the benefit of not ending early?
4. Whati s the benefit of tieringat 40/XX vs a tiering that is based around lets say total stats? Would lets say 4+ days playtime be a good tiering when pooled with lets say players that have 300+ days
5. Why do we have a discordant queue, purpose and outcome? What would the benefits be from removing it? What would we loose? Why was it introduced at all? (root cause). Would a larger player pool in queue have any positive effects? (hint we see high rank players like Zarbix (just an example) queuing discordant queue and semi-afking in lake .... is this the wanted effect)
6. What is the benefit of playing one sc map for an entire weekend. Is it fun to play just one map? Could it be more fun with more maps?
7. Why are SCs limited to XvX ..... would it like RvR be possible to use numbers as a balancer? Would adding more players to really uneven be an improvement or would the stronger side feel ill treated?
8. Why are rule sets and maps linked 1:1 and would there be some side effect from having maps and rule sets being decoupled?
9. Would a matchmaker that uses one algorithm at low pops and another one at high pops make it more easy to cope with ebb and flow?
10 How could active sc-maps and open rvr-zones support each other and form a cohesive experience? Can they be linked? Would there be any possitives or is it just a stupid idea with IP and lore?
11. What are the player persona groups that the queue tries to make happy and what are these groups concerns and what makes them satisfied (what metrics is actually important)?
12. Could win streaks be a reason for the matchmaker to make harder opposition for that strong side? What would the benefit be? What would the downside be?
13. The ppl playing suppot classes seem to be on ATL making queue balancing even more complicated ... so would it be an improvement to promote good support play (reward this more) and possibly look at the multi-year power creep of dps that seem to be a RoR thing (a tad speculative but at least it looks that way)
14. Hope you get it right