the MM history, before WoT ever existed
I, some of the early game devs in WG and some players around here have already been in a game very similar with this one (navy field, EU and US server).
similar in: room with players, split in teams, battle, results.
it was 2d, but the way the battles and play experience were organized were greatly similar.
I played it something like 5 years, +/- 6 months, from NF beta till WoT close beta start, some of the devs too.
what the MM does in WoT is a direct experience of NF MM.
they took the idea from there and made only a step or two forward.
what happened in NF, in terms of MM?
it was a evolution process, with several stages:
1. two types of open rooms in which anyone can come in and play. type one: from tier 1 to 60, type two: from tier 1 to 120(max).
people came in there with whatever ship they fancy/had, waited for the room to fill up (there was a minimum and maximum number of players for the battle to start, nothing more, no "vehicle" limitation).
the players had to arrange themselves in one or another team, no automatic process. it took anything from 3 to 15 minutes for a battle to start.
2 . because of the time it took to start a battle and because people with same type of vehicle started crowding in: a hard cap for the most powerful vehicles appeared.
from that moment on you could have only 12 (I don't remember exactly) battle ships in one battle, 6 per side.
that meant that the powerful ships will spread in all the battles awaiting to start, stop them from crowding in only one.
that is exactly what the arty cap would mean in WoT.
and all seemed nice, right? wait to see what followed.
3 because the challenging top type of vessel (aircraft carrier, CV), a direct threat to BBs (battle ships), started to crowd in against capped numbers of BBs the BB players suffered so much they requested a CV numbers cap. 6 or 8 maximum, 3 or 4 / side.
and it resolved the problem for awhile.
the battles needed only around 10 minutes to start now.
4. because the CVs were no longer performing as anti-BB ship, being too few, their only role became to scout for the team (BBs). very boring. people stopped playing CVs.
CV numbers dropped. that's how a minimum cap for CVs appeared.
the dev thought that: you don't play CV every now and then, then u have no battles whatsoever. period. the CV was essential to gameplay.
many times players entering a room with a BB had to exit and return with a CV for the room to start.
battles needed again greater than 10 minutes to start because lack of CVs.
5 in desperate need of room start acceleration the team splitting became automatic.
players still gathered voluntarily, but the split in 2 teams became automatic.
battle start in less than 10 min again.
6 that did nothing to make CV more attractive, so numbers continued to drop.
battle starts again in more than 10 minutes of preparations and waiting.
many people were AFK at battle start because of it.
intermediate result: you have a hard cap (maximum and minimum) on CVs, a hard cap on BBs (only maximum, but it was full of them all the time, being the only powerful and enjoyable vehicle).
all other vehicles started to get max caps, especially those threatening the BBs (torpedo boats and submarines). only logical: if the BBs are capped you can't have infinite threat to them.
so you started having a cap on all vehicles.
final result: all vehicle numbers were max caped, some were min caped = you get the exact same number of vehicles, form each type, every battle. and still it took over 10 min to start a battle, because lack of CVs.
it was horrifically boring.
all battles were exactly the same setup, only the player differed and still over 10 minutes to start. half the time "playing" was spent waiting to actually play.
all exactly the same.
boring till beyond belief.
the game started dyeing. dooh.
what WG did in WoT, because of what they learned in NF (and possibly other places too):
1 automatic room making (the so called MM). no need for people to gather in one room, the MM does it automatically and fast. the team split too. it's all lightning speed, believe me, compared to NF. when u play WoT u actually play, not wait.
2 no caps whatsoever on vehicle numbers. because they knew that one cap = cap for all, because the game can't self regulate it's self.
they let the players to make the counter-measure for any predominant vehicle.
too much heavys? = arty and TD is played more.
too much arty? = scouts are played more.
too much TDs? mediums are played more
too much scouts? = medium and heavys again.
it's a self- healing mechanism!
and it's not boring!
every battle is a different story. alleluia for that.
result: some battles have a certain vehicle imbalance in numbers.
some have too many heavys (and I don't see u chaps complaining from that, how come?)
others have too many artys (oh, the whining, pff)
but it's a small price to pay (an imbalanced vehicle numbers battle every now and then) to get an enjoyable game.
the devs know that. they have been trough the whole process in NF and are smart enough not to repeat it.
the game would become very boring very fast if they indulge and cap arty numbers. and they will loose money.
not gonna happen, folks.
interesting? history was always boring....
sry for the way too long reading, I can only hope it clears a few ideas for you. thx for reading and thinking about it.
Edited by tadada, 03 November 2012 - 12:16 PM.