Admin > Dev App Testing
Goals and Ramifications of Matchmaking
Dev Bubbles:
@tropo, thanks a lot.
About the issue of higher level and lower level player interaction. I look at this as at leafs in part a system issue. In a intense and highly team oriented environment, conflicts between people can and do arise, and because this game mirrors how teams actually interact pretty well, people can play and end in conflict. But I think that the system in place has a lot to do with this as well. Let me digress and look at NYC subway for example. People at rush hour in the subway are generally really curt and rude and mean. You can argue that New Yorkers are just like that. But if you analyze this enough, you'll realize that most of this is system driven. In the absence of a train schedule, when trains arrive and leave stations almost on whims, and when you don't know when the next train is coming, and you don't have any markings as to where to line up, where the car door is doing to open, what you get is a free for all. You have no choice but to push your way into the train, otherwise, you miss work, and you get fired (ok, maybe not that extreme, but you get the point).
What does that have to do with us. Well, as much as it pains me to say, the current match list system not only doesn't do anything to facilitate better player interaction, it is in a number of ways conducive to less than ideal player interaction. Don't get me wrong, players a lot of times do have great interactions in the match lobby for example, but I would almost argue that they achieve this in spite of the system, and I don't think that's optimal.
On better gun to component indication, working on it. This is something Nathan is working on this week.
I haven't see the movie, but I just looked up what it's about. LOL. I really don't know. I actually think that a match making system would allow players at similar level to make and execute better tactical decisions and to be more challenged and put to the test.
I think one of the concerns for you guys would be how easy and expedient it is to form crew, because in reality, that is what you do when in a match in match list in current system, but just through coordination on your part. And I think that is something we should test and take feedback on as well.
Thanks!
Dev Bubbles:
@Byron, actually I think you missed my point, and actually agreed with my point :D My point is precisely that it is not system facilitated or driven. The mere fact that you have to coordinate amongst yourself and the system doesn't do anything to facilitate finding of people with similar experience to play with means that the system is not optimal. When you say "we," you mean clans that are familiar with one another, but we (devs) have to design a system for all players. On another note, if currently you can find each other and want to play with each other, you can do that in the new system as well. If after testing, you feel like we can better facilitate your use case, we can definitely work on it to improve it.
Urz:
I'm on the same side as many who have posted already; I have no interest or desire to ever use matchmaking. My recommendation to those with concerns is to friend everyone you enjoy playing with, and bypass matchmaking completely via the friends list. That is my plan, and I worry for those who haven't been playing long enough to build up a list.
When I'm looking for a lobby, I am evaluating them. Here is a list of things that I take into consideration:
Loadouts of the players
Ship builds
Levels/matches played of players
How many friends are in the lobby
If there is anyone blocked in the lobby
If I want to play on this map
Whether players are communicating in the lobby or not
Having a particular achievement I want to work on
How long I'm willing to wait
Each of these factors contributes to whether or not I determine the lobby I want to play in. On some days, certain factors will be more important than others. Sometimes I'm fine taking captain spot on an inexperienced crew and playing professor. Sometimes I just want to hop on a strong ship and be a good engineer. These are not determinations your algorithm will be able to account for.
Forcing matchmaking onto us instead of presenting it as the default option takes away this agency from the players. Removing the ability for me as a player to evaluate which lobby I will enjoy the most will create a less enjoyable gameplay experience. If your sole motivation is to increase your "retention" and in that endeavor you're willing to sacrifice the ability of the players to make their own decisions, well that is pretty disappointing. That you bring up scrambled lobbies as a "success" only makes me care less about your analytics.
Ultimately I can only voice my opinion, and as I have a fairly large stake in the Guns of Icarus community, I'm forced to wait and see. I really do hope you make the correct decision, whatever it may be.
Dev Bubbles:
@Byron, let me add something real quick. If we are only offering match making, I would say you are correct. But this is not the case. When you create a match now, you are in a sense creating a custom match, and in your case, you actually want this match to be filled with people who are competitive enough to play with you. This case we support in the new system. Granted, you won't be able to create a whackier match names for all to see, but you can still let people you know to join you. That medium of communication is not severed. If you find the new system to not work as well as you like in this regard, we'll try to figure out the pain points and improve.
Dev Bubbles:
@Urz, first of all, with scramble. You can not care about statistics in general or my ability to analyze, and you are entitled to your opinion. But unfortunately, I do have to rely on statistics and scientific method to make judgments. If somehow that disappoints you, I'm not sure what to make of it.
Now, about potentially evaluating things before you join a lobby. You are assuming that this evaluation is done statically, and that the lobby dynamic doesn't change. Well, if that works for you, sure. I'm not sure where I said that I'm sacrificing the ability for players to make their own decisions, but you would like to make unsubstantiated claims without bothering to try the new system, you are welcome to. Like you said, it is your opinion. I do find the use case you raise interesting, and I'll consider that.
If there is a method in the new system that works for you, sure, by all means do so.
I am also taking risk backing you in the competitive structure, and I hope that I am making the correct decision as well.
Have a good night.
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