First to Geno,
I should clarify that that is a hypothetical flow chart for how a queue/matchmaking system would possibly work. A lot of those systems are in the game (and that's good) and some others would have to be created. The overarching idea is to show it's possible to let players play with their friends, while also allowing for greater randomization and fair matches.
Next to Phoenix,
"Personally I don't see a problem with the game as far as stacking is concerned. If anybody joins and they see a high level crew they usually leave which leads to an empty lobby so you have people like me who are stuck in an empty lobby because we are high level..."
"...its about creating a team and developing as a team to be the best you can be and how can your team develop if you have to split up all the time to make it fair..."You have actually illustrated some of the problem quite nicely, thank you.
Firstly you mention how your high skill team has to split up and work with new players to actually get the match going, and how that's not what you want to do. A very good point indeed. We don't want to force players apart from people they want to play with anymore than we want new players to stop playing after getting beaten by highly skilled and organized teams.
You want to make a great team and fight great opponents, showing off your skills. Shooting down rookies isn't nearly as exciting, and you don't get to be a better player by doing so.
And that's where matchmaking comes in. No longer do you have to sit in a lobby waiting for brave souls to show up. No longer do you have split your team just to get the ball rolling. You make your team, and
the system finds enemies for you. Your team doesn't have to split up, and you'll be facing people who know their Spanner from their Heavy Clip. Still not good enough? Then you can always invite another clan for a match.
"Stop trying to make this game a ladder based system just leave it as it is, is it really that bad?" I'm with you that the game should not be ladder based. I feel that splitting up the community into various chunks just isn't the right move, and would actually make finding matches more difficult. What I'm proposing is just using skill level to balance the teams. That's not saying everyone on the ship has to be between level 4-6, but rather that the average skill rating on each team should be similar. Meaning if you go into the random team queue, you could end up with a lvl 13, 2, 5, 6; and the other ship would have a similar range. (Of course I'm also proposing for a system that does a better job of evaluating skill).
So if you make your own team, and you're all lvl 10+, the system will try to find or generate a team with a similar average lvl.
"are there people leaving by the hundreds as they keep getting pounded on by high players not really, no. I play everyday and I rarely see more than 5 10+ players on during a weekday and any lower than that are usually just messing about in an ordinary game. There is no organised pub stomping you are seeing problems where problems do not exist."[/b]
Now here's some more of the problem. Is the supposed pub stomping causing people to leave the game? You answer no, and then follow up by saying that you rarely see lvl 10+ players. Which is kind of contradictory. If new players stuck around longer, we'd have more mid-high level players. But are there hundreds of new players leaving the game? Yes actually.
http://steamcharts.com/app/209080#1yThat's a graph showing player numbers in GoIO over the past year, you can see high spikes during sale periods, followed by a rapid decline shortly after. During the recent October sale, the population rocketed over 2,000 players online at the same time. Before then it was at a steady 300 or so. Shortly after the sale period, the population drops back down dramatically; almost to exactly what it was before the sale.
You can see that player retention is a problem, particularly new players. This doesn't mean that getting crushed by highly skilled teams is the number one cause, but it is a thing that does in fact happen (I'm currently tracking the % of 'stacked' matches as well as the drop rate of teams that lose to a stacked team. I'm also not using the term 'stacked' in an offensive manner, just stating that one team holds a distinct advantage in experience and/or organization over the opposing team). Did you know that roughly 63% of the losing team in a 'stacked' match will drop out of the lobby?
@ dragonmere,
Everytime I hit enter, someone else responds. xD
I agree with you that the community is kind of small (see above). Part of my original proposal included this in the matchmaking. Where it would try to find a good match, and then start expanding the search to find the 'closest' fit. It may very well still be uneven, and that will reflect in the changes to rank/score post game. ie: if it is forced to match a group of amazingly perfect players against a team of people who keep shooting at their own ship, the winning team will have a negligible increase (if any) to their score/rank, where the losing team will have almost no (if any) decrease to theirs (assuming the better team won. If the underdogs get a victory, it would provide a large boost to them, and large decrease to the other team).
This is why the rank/score system would have to be carefully created. As I mentioned in my original post. >.> that no one read... *depressed*.
I also mention that any change to it could only occur in the matchmaking, meaning that if you did a custom match, it wouldn't make a difference. You'd have to punish people who leave more harshly, as well as making it easier to reconnect. I'll go ahead and try to create a hypothetical rank scoring system (different for each class) as an example of what I'm talking about later.
The system of avoiding stacked lobbies hurts the stacked team (making them wait for a long time or forcing them to 'bait' players in with colorful names). While forcing them to 'balance out' can force them to not play with the friends. And a lot of new players we used to have are not aware of the vast difference between themselves and the other teams of experienced players. With a queue/matchmaking system, they can slowly build up their skill as they get used to the game, and hopefully avoid the pub stomp.
Again, player retention. Our current system isn't very good at it. Maybe making things more balanced, and easier on everyone (high and low experience alike) will change that.