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Fixing 8x8 summary of in match thoughts


kjarnage

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One of the measures of the lack of success in balance is people taking the exit penalty rather than fight on. In todays sample set all three matches had people quit and one has 3 people quit.  This is in pvp season. clearly the carrot is losing to the penalty stick. Need to fix the the balance. One match had a healer at 10M one at 4 and another at 3 all on the same side. the other side one healer over  1M.  

To keep games moving no team should have more than 2 healers.  Another balance adjustment that is needed.

 

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1 hour ago, kjarnage said:

One of the measures of the lack of success in balance is people taking the exit penalty rather than fight on. In todays sample set all three matches had people quit and one has 3 people quit.  This is in pvp season. clearly the carrot is losing to the penalty stick. Need to fix the the balance. One match had a healer at 10M one at 4 and another at 3 all on the same side. the other side one healer over  1M.  

To keep games moving no team should have more than 2 healers.  Another balance adjustment that is needed.

 

That’s a balance issue, not a carrot & stick issue. If matchmaking worked better & we didn’t have such obnoxious class stacking, people wouldn’t have rage quit. I wasn’t there obviously, but I have to ask, was the other team a pre-made? 

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  • 4 weeks later...

There are a number of issues and a number of suggested fixes to look at in both the Fixing 8x8 pre match and in game threads. This thread started with 10 suggestions. In my recent survey of matches people continue to drop out but not more than three in any session. When a mid level session started it seemed balanced 4x4 but soon the teams were unbalanced and ended 5x6. This should not happen unless a player drops out. The players should be added in pairs unless it starts unbalanced or players drop. This mid level was not included in the below survey.

In a very small survey (20 PVP 8x8 level 80 matches over 4 servers) the sides continued to be unbalanced.

Under dogs win as defined by the winner killing less than the loser regardless of the kill ratio 2 instances

Close games as defined by 2-1 ratio or less in kill ratio 5 instances

3-1 ratio in kill ratio 5 instances

4-1 and 6-1 kill ratios two each

7-1, 9-1, and 20-1 kill ratios one each

Worse kill score was 110 to 0 needless to say it ended quickly

Basically 10% chance underdogs winning, 25% chance of a close game, 65% chance of being blown out. Kill ratios then is a 90% indicator of who will win. These teams may not have been doing more damage but were clearly successful at focusing damage to kill and healing/protecting to keep up. While not investigated it is logical premades would be better focused and thus have a major advantage.  Premade may also have an advantage on focusing on scoring and  winning as underdogs although this hypothesis was not examined. Depending on the scenario killing can add points to the team's actual score such as in hypergate. This leads to a question as whether the value of kills should be reduced in such scenarios if teams can not be better balanced. It also suggests solo players need to act more like premade teams in focusing attacks by targeting individuals especially healers. 

  

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