Results 1 to 10 of 92

Hybrid View

  1. #1
    Player Mawlzy's Avatar
    Join Date
    Sep 2023
    Posts
    2,824
    Character
    Jessa Marko
    World
    Adamantoise
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Araxes View Post
    The Problem is not that i would not know what to do against premades, the problem is people not listening when i try to help them or not even caring if they win or lose. They are just here for the XP and tomes and they get those no matter what.
    It does nothing if i know how to behave against premades when the rest of the Team doesn't.
    The was a long conversation in another thread about how one would construct a matchmaking algorithm for FL, Part of my motivation was that the current skill (and motivation) spread in FL enormous, and part of the reason many games can be so unbalanced and dull. Various ideas involving K/D/A, damage and modifications for job type were advanced. I just realized we were going about it completely the wrong way.

    The obvious stat to filter players is win-rate.
    (2)

  2. #2
    Player
    Teno's Avatar
    Join Date
    Jul 2014
    Posts
    888
    Character
    Teno Gestalt
    World
    Moogle
    Main Class
    Sage Lv 100
    Quote Originally Posted by Araxes View Post
    The Problem is not that i would not know what to do against premades, the problem is people not listening when i try to help them or not even caring if they win or lose. They are just here for the XP and tomes and they get those no matter what.
    It does nothing if i know how to behave against premades when the rest of the Team doesn't.
    Sadly this is the crux of mmos, can't do much about others in pugs, especially in such a pve centric game. Honestly if you want to enjoy the mode, the best you can do is get better yourself and not take it seriously, especially winning in a 3-faction mode. You can achieve a lot as a solo player but it takes practice. And there are many ways to play it too.

    Quote Originally Posted by Mawlzy View Post
    The was a long conversation in another thread about how one would construct a matchmaking algorithm for FL, Part of my motivation was that the current skill (and motivation) spread in FL enormous, and part of the reason many games can be so unbalanced and dull. Various ideas involving K/D/A, damage and modifications for job type were advanced. I just realized we were going about it completely the wrong way.

    The obvious stat to filter players is win-rate.
    They could indeed make some sort of matchmaking, ie split premades evenly across alliances, and then split players evenly based on total games played (and to another degree winrate), because it's pretty much the only metric to gauge someone's experience in the mode. I've had countless games where 2 parties were completely filled with regulars/premades. Stomp everytime, boring games on every end.
    (1)