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a few things that could help MM


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mollethepro #1 Posted 27 July 2020 - 11:26 PM

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Being able to choose during the 30 second counter what flank/spawn you want to go to. This way you could see if 10 people want to go 1 flank you could change your desition and not have to turn around a minute into the match. And if you could choose your spawn it would create the same effect.

Banning people who are afk, during the evenings at EU there is consistantly 1-2 players always afk in each match and it is painful.

5-5-5 or 6-7 matchmaking? This would set a way more equal chance to be top tier as bottom tier but there are probably better ways considering how many more tier 8 tanks are being played than tier 9/7.

Or instead of matchmaking only based on tier, what if we had matchmaking that would take into account the actual tank itself aswell?? this evening i had multiple matches with paper td's against russian tanks with 20x their armour, because a medium tank with more armour than a 188 ton tank makes sence, right?

what if there were subclasses, like armoured medium tank. or light medium tank? Super heavy or not-so-heavy heavy? Tanks like the leopard pta and leopard 1 would only be matched against other medium tanks with lower amounts of armour like B-C 25 or Proggeto 65?

or you could go even deeper than that and base it on their loading system, but i feel that wouldnt help much compared to mm based on armour.

 

Then again if you would base MM on armour the poor 430U would be alone in the super heavy medium tank subclass :(

 

Edit: i thought about this aswell: what if you could choose between 3 diffrent map pools? -City maps, -Open maps, and -Hybrids?

This would stop superheavys from being completely useless on half of the maps and it would stop light tank gameplay from becoming super boring in city maps that are as big as your own room.


Edited by mollethepro, 27 July 2020 - 11:33 PM.


FizzleMcSnizzle #2 Posted 28 July 2020 - 12:32 AM

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I would choose city maps, just to escape the clickers and EBRs. So would many others. The open maps would be full of artillery and EBRS, and not much fun. In fact they would be even more horrific than they are at the moment.

Edited by FizzleMcSnizzle, 28 July 2020 - 12:33 AM.


Hyina #3 Posted 28 July 2020 - 12:42 AM

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Would it be too hard to pay attention to the team deployment in the first 10s?

saxsan4 #4 Posted 28 July 2020 - 12:56 AM

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too much going on, mates would take 3 mins just to get one game and forget about trying to find a game during low population hours, this won't work at al im afraid 

Balc0ra #5 Posted 28 July 2020 - 01:07 AM

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View Postmollethepro, on 27 July 2020 - 11:26 PM, said:

 

5-5-5 or 6-7 matchmaking? This would set a way more equal chance to be top tier as bottom tier but there are probably better ways considering how many more tier 8 tanks are being played than tier 9/7.

Or instead of matchmaking only based on tier, what if we had matchmaking that would take into account the actual tank itself aswell?? this evening i had multiple matches with paper td's against russian tanks with 20x their armour, because a medium tank with more armour than a 188 ton tank makes sence, right?

what if there were subclasses, like armoured medium tank. or light medium tank? Super heavy or not-so-heavy heavy? Tanks like the leopard pta and leopard 1 would only be matched against other medium tanks with lower amounts of armour like B-C 25 or Proggeto 65?

or you could go even deeper than that and base it on their loading system, but i feel that wouldnt help much compared to mm based on armour.

 

Then again if you would base MM on armour the poor 430U would be alone in the super heavy medium tank subclass :(

 

Edit: i thought about this aswell: what if you could choose between 3 diffrent map pools? -City maps, -Open maps, and -Hybrids?

This would stop superheavys from being completely useless on half of the maps and it would stop light tank gameplay from becoming super boring in city maps that are as big as your own room.



StronkiTonki #6 Posted 28 July 2020 - 06:22 AM

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Pretty sure most of these things are already in the game, or already planned.

Draakard #7 Posted 28 July 2020 - 08:37 AM

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WG put too little effort into making a good design of MM.

 

The idea was probably good in the beginning, but it did not consider the consequences when WR became such an important part of the game.

 

People play to improve their WR, right ? Combine this with an MM that "only" had the objective to set up 15 players on two teams.... and you will see there is a mismatch between the two.

 

You could take WR out of MM in random battles or spend time to find a way to combine them better.

 

What is the conclusion out of the MM thread btw ? talk, talk and endless discussions with no direct solution..........



jabster #8 Posted 28 July 2020 - 12:31 PM

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View PostDraakard, on 28 July 2020 - 07:37 AM, said:

WG put too little effort into making a good design of MM.

 

The idea was probably good in the beginning, but it did not consider the consequences when WR became such an important part of the game.

 

People play to improve their WR, right ? Combine this with an MM that "only" had the objective to set up 15 players on two teams.... and you will see there is a mismatch between the two.

 

You could take WR out of MM in random battles or spend time to find a way to combine them better.

 

What is the conclusion out of the MM thread btw ? talk, talk and endless discussions with no direct solution..........


And you solution is what exactly?



sid257 #9 Posted 28 July 2020 - 12:47 PM

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View PostDraakard, on 28 July 2020 - 07:37 AM, said:

WG put too little effort into making a good design of MM.

 

The idea was probably good in the beginning, but it did not consider the consequences when WR became such an important part of the game.

 

People play to improve their WR, right ? Combine this with an MM that "only" had the objective to set up 15 players on two teams.... and you will see there is a mismatch between the two.

 

You could take WR out of MM in random battles or spend time to find a way to combine them better.

 

What is the conclusion out of the MM thread btw ? talk, talk and endless discussions with no direct solution..........


So participation is important not winning?  Bit of a snowflake attitude.  You try to win. If you don’t then look what you did wrong and rectify that and learn and progress. Eventually you get better.  MM used to be even worse when as a tier 5 scout you where up against 10’s.  That was fun.  Nothing is perfect and we all want things to be better which is a good thing but a skill based MM which you seem to be advocating would mean everyone will eventually end up 50% wr but this will mean you have 1 good game against Steve then get rofl stomped by unicums.  I don’t believe that would be good for the game.



Bordhaw #10 Posted 28 July 2020 - 01:27 PM

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View Postmollethepro, on 27 July 2020 - 10:26 PM, said:

Being able to choose during the 30 second counter what flank/spawn you want to go to. This way you could see if 10 people want to go 1 flank you could change your desition and not have to turn around a minute into the match. And if you could choose your spawn it would create the same effect.


You've not bothered with the Common Test this past two weeks then?

 

 

 



Draakard #11 Posted 28 July 2020 - 02:36 PM

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View Postjabster, on 28 July 2020 - 11:31 AM, said:


And you solution is what exactly?

 

No solution....



unhappy__bunny #12 Posted 28 July 2020 - 03:00 PM

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You know, I was sure there was a pinned MM thread around here somewhere.

Either that, or if it is a serious suggestion for the game, I saw a suggestions thread close by.

 

 






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