blindfoId, on 04 January 2019 - 12:55 PM, said:
The ratio is desired and the MM aims to get to this ratio as close as possible (that how it works and is written in the article) but it may fail to do so. Please understand, I don't say that MM system is ideal. Not at all. It needs work and it is being looked into constantly. The article describes how it works at the current moment, and it is not perfect system but it is explained as plain and clear as possible and reflects the reality of its principles.
I also do face some frustrating matches with seemingly unfair set ups but it doesn't mean there's some hidden mechanics or predetermined outcomes. Explanation was requested by our community and was given. I perfectly know that I cannot reassure or convince you or make you believe in the explanations but I'm still trying. It's wrong to say that we do not give an answer. The answer was given in the article and it is purely your choice either to believe in it or not.
For example, one of my last matches ended up like this:
Was I satisfied? Clearly not. But it happens to all of us
Again, the MM needs adjustments. Still the principles of its work was described in details and there's nothing over them - hidden or implied.
Whole heartedly agree, and empathise that you are the messenger, tasked with a heavy load.
I think the words "determined", "predetermined", are used synonymously and with "rigged", "fixed", and "cheat", and this needs to stop, as it only adds to the confusion. Understanding and trying to encourage change for the betterment of the game is the goal here.
- One of the main issues is about "HOW: match maker sorts players and puts them into match ups. And "HOW" this can be refined.
- For "how" and "why" PRNG is "determined" see random.org- has more to do with the data set/distribution and, indirectly very little and likely next to nothing with battle outcomes being "predetermined", "rigged" "fixed" etc.,- if the model is imperfect, the flaws will appear. It has been admitted by the devs, that the model/algorithm/ (mm template ?) is not "ideal".
3. "This strikes me as a system that’s only going to cause the bulk of players, who already seem to have a hard time grasping probability, to have even less realistic expectations the next time they encounter a game with true percentages.I mean, seriously, every luck-based game (Blood Bowl, XCOM etc) seems to have a seething forum full of people that think the AI must be cheating because 90% should mean a guaranteed hit. Speaking as an educator it’s legitimately horrifying.
When it comes to games is that players already know games already “cheat”. Games raise health and damage to create tougher enemies, give the AI side bonus or even infinite resources, read position and/or state data directly to determine AI reactions, etc… With that knowledge, it isn’t unbelievable to suspect that the game is also fixing random rolls. Funnily enough, games that actually rig their random rolls are most likely attempting to favor the player.
There also still seems to be a general distrust of pseudo-random number generation. People are more willing to trust physical dice rolls than they are a game’s RNG (and even then people will question whether the dice are fair.) Play a board game where one person makes every roll again and again against overwhelming odds, and people chalk it up to luck (particularly if they keep swapping dice around). Play a computer game where the same thing happens, and people believe the game’s RNG is busted or the game is cheating. (Differences are that you can’t actually see what the computer is doing the way that you see a physical die being rolled, and that you can’t “swap dice” if someone does question fairness.)
And, to be fair, the RNG in a game at its best isn’t going to cover the full range of possibilities. In reality, something that has a 90% chance of working might work 1000 times in a row, but it could potentially be impossible to have such a run. It doesn’t help that some games have worse designed RNGs than others, and some have particularly poorly implemented usage of an already iffy RNG design.
Two other big psychological issues are that success/failure is often binary and games end up in situations where the percentage chance doesn’t necessarily match what the player would believe to be realistic. These two can feed off of each other, such as when your trained soldier fails to even scratch the unarmored foe that he is standing right next to. In a real-time game, that kind of shot wouldn’t be guaranteed, because the target might through luck or skill dodge the shot. In a turn-based game, the player seems the foe just “standing” there are point-blank range, so you already have the player having a different perception of reality than what the game has. And then the player misses, and … nothing… The player gains nothing, because either he would hit or miss, with no middle ground. He won’t inconvenience the opponent (who realistically would have been spending time moving around while under attack), and he can’t scratch the opponent unless he hits (where a hit in turn may trigger a second check of the RNG for how much damage the hit delivers. So even a hit could itself turn into a scratch.)
And then you top all this off with a system that puts a lot of importance on a limited number of random checks, so things don’t get to even out over time. A single check breaking the wrong way, much less a full turn’s worth of “bad luck”, can wreck a scenario.- :https://forum.rockpa...ations/13608/55
Sry SV, but Specialization does not equate to "determination"- has to do with balance, which is definitely an issue. If we have superior vehicles (specialized) as part of the recipe, but the sorter (MM) does not account for those ATTRIBUTES, then that will lead to an imbalanced game- and the optics are, what they are. There are other issues of balance, like stacking each side with uneven vehicle types/classes. Then there is the issue of Tier distribution. This MM was designed by humans and therefore by it's very nature flawed. The MM model presently used, sorts for the things described in the Dev Blog. Can it be made better?- YES!
To do so we need to have a better understanding of just how it works, so that we can focus on ways in which to improve. I have endeavoured to gather information for these dual purposes.
Edited by Perrigrino, 04 January 2019 - 10:07 PM.