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Ranked sc less pops

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Lolfatalstorm
Posts: 18

Re: Ranked sc less pops

Post#21 » Sat May 02, 2020 3:03 pm

thedonkeykong332 wrote: Sat May 02, 2020 2:26 pm There are no pops at all, it is obviously broken right now.

Only players to get a pop are low MMR players.

I am at 1650 no pops at all, right now there are 40 people queuing and 0 games popping.
The system is way too strict for the low amount of players we have.

Solution-> revert it back to what it was, at least there were games.

Solution 2-> Make Averages, means a High mmr player can get lowbies vice versa for a balance. make it as a last solution if he has been searching for a few minutes and cant find people close to his mmr, it gets matched to this.

Solution 3-> (in my opinion the best solution) Make the system less strict, you can play with people that have 300 mmr difference between you, that way there will be a balance and games popping.

Release an idea of how your system works so you devs can get a better feedback from us the players.

You cant put such a strict system with so few players this is the result no games at all.

If you want ranked to be more popular, nerf the current invader system, otherwise once the majority have invaders why would anyone play Ranked SC besides being on top of the leaderboard? what is the point of the gear then? People will just spam cities back&forth for the best sets in the game.

Solution -> make invaders drop from cities until u get the tome, regardless of your rank and revert the previous changes, and a slight increase in the tome cost.
You're completely wrong if u think only low mmr get pop, low mmr under 1k4/1k3 dont get more pop than the one higher 1k6/1k7
Just look at the ladderbord u will see that many destro from first day are high and order are low, so ye actually almost only mid elo are poping like arround 1k5
It just need an elo reset, cause then even if there is more destro or order who won they wont get way to high/low and get stuck cause of winning/loosing elo over and over in unbalanced match

The question of the pop is just about having a good bait reward for ppl to want to tag it

If u do a matchmaking with no elo restriction it's not ranked, it's random matchmaking which is nothing close to what a soloq is, and hard unbalanced might happen cause when one side will dominate all players will switch to the farming side as what happened the first day

Maybe lowering a bit the gain/loss from placements match to cause it felt a bit to much that in like 3 wins u get to 1k8 or the opposite

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Sulorie
Posts: 7460

Re: Ranked sc less pops

Post#22 » Sat May 02, 2020 3:33 pm

I got no pops as one of 2 tanks in queue and I had no games yet on that char, so 1500 MMR. 2-2-2 class balance was archived for both sides.

One way to solve this, for solo ranked, would be:

1. Put people in an actual queue with a defined queue order based on your time of queue-joining and not randomize the players whenever a new sc pops. So even when there are 20 dps in queue ahead of you, you know that you will be joining , when a certain number of sc have finished. This is transparent and ppl can judge the player numbers in queue a lot better.

2. When a sc pops and not all enter due to afk/crash/drop decline, all remaining players get another pop and one or more players from pool can enter according to queue order.

3. When a sc starts, calculate a team average MMR for further calculations. This is important, because higher MMR players, who happen to be matched with lower MMR teammates, shouldn't lose MMR based on their own values, as those others most likely just drag them down, which causes toxicity.

4. Compare both teams MMR value and calculate how much you gain or lose on win/defeat. Higher average MMR team should gain less for winning, the lower team should lose less. The scaling can be tuned at what point you get greatly reduced MMR gains up to zero gain.

5. Even when in an edge case, like we have currently on server, a MMR 1300 team is matched with a MMR 1800 team and players can actually play sc. The high MMR team will most likely just gain no MMR and the other team loses nothing but both sides get games towards the 60 games threshold.
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