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  1. #1
    Player
    Koltik's Avatar
    Join Date
    Sep 2013
    Posts
    686
    Character
    Koltik Morrel
    World
    Leviathan
    Main Class
    Pugilist Lv 66
    All this talk about matchmaking.

    Let me just remind everyone what happened to WD when they implemented rank matching. It died.

    In the perfect world we have enough of a population for match making to work and not kill queues, but be careful what you wish for. If doing this means increasing queue times from 1-3 minutes to 5-45 minutes, no thanks.
    (9)

  2. #2
    Player
    Vejjiegirl's Avatar
    Join Date
    Feb 2013
    Posts
    1,344
    Character
    Raelynn Lovelace
    World
    Hyperion
    Main Class
    Warrior Lv 90
    Quote Originally Posted by Koltik View Post
    All this talk about matchmaking.

    Let me just remind everyone what happened to WD when they implemented rank matching. It died.

    In the perfect world we have enough of a population for match making to work and not kill queues, but be careful what you wish for. If doing this means increasing queue times from 1-3 minutes to 5-45 minutes, no thanks.
    YEP this is correct matchmaking via PVP rank is what ultimately killed The Fold.
    When The fold was first introduced there were no que restrictions via PVP Rank, but then people started to complain that they were getting matched up with people that were higher rank then them, keep in mind this was in a time when rank 0 players didn't have access to all pvp skills so they had to unlock them by ranking up.


    Squarenix changed how the Duty finder handled matchmaking and it caused quetimes to become extremely long. This was because The Fold matches up via PVP Rank Total. For Example.

    If you are rank 0(Bard) and you que up and the Duty finder Matches you with aRank 1(Paladin), rank 23(Scholar) and a rank 50(Monk).
    The Rank total of this 74. You will end up in que until another group of around 64->84 are matched.

    (This is also how win traders trade wins in The Fold(Light Party) btw they just make two teams that are around the same Total rank and then enjoy instant ques over and over and over...All they need to do is make sure they are in a Language setting that isn't used much like [D] )

    If you are rank 0->10 the odds of getting into a game are very low unless more players around the same rank as you que.
    (1)
    Last edited by Vejjiegirl; 03-12-2016 at 01:41 AM.

  3. #3
    Player
    Invalid_Name's Avatar
    Join Date
    Jun 2013
    Posts
    6
    Character
    Celie Lanverlais
    World
    Durandal
    Main Class
    Fisher Lv 82
    Quote Originally Posted by Koltik View Post
    All this talk about matchmaking.

    Let me just remind everyone what happened to WD when they implemented rank matching. It died.

    In the perfect world we have enough of a population for match making to work and not kill queues, but be careful what you wish for. If doing this means increasing queue times from 1-3 minutes to 5-45 minutes, no thanks.
    A lot more than that contributed to the "death" of Wolves den, quite a bit of it stemming from changes made due to player feedback. I agree, though, that this was a big one. Nobody wants to wait 15+ minutes to get into the den, another 2 for the match to start and then have the match end in under a minute because the healer died early.

    The call for matchmaking comes from the frustration due to losing. So lets look at this from a different perspective, how can we make the current system work so that people are okay with losing? Obviously no one is going to be happy with a loss and people just love to blame others for it, but what if theres noticeable rewards for overcoming these differences in rank?

    If you have a team of 4 bronze players and defeat a team that has 2 silver & 2 gold opponents, you should receive a good amount of bonus points for that victory. Enough points so that if in your next match when you go up against 4 diamond players, your loss of points due to your annihilation is padded thanks to your earlier achievement.

    The current system is rather punishing for a variety of reasons(random matchmaking, unbalanced risk due to promotions, etc). This kind of harsh system works for 1v1 games, not random teammates of varying levels. Using another game as an example, my first online match of Street Fighter 5 was against a super silver player on a 30 game win streak. I also watched a mid-ranked player on stream go up against Daigo Umehara(one of the best players in the world) due to some matchmaking mishap. Since its all on you, you can laugh at the absurdity of it and maybe learn a few things. But in FF14 you aren't learning anything if you get your back blown out due it being your healer's first match. You aren't really laughing if you lost your promotion due to being helpless to change the outcome of an incredibly lopsided match.

    Realistically, we don't have the kind of player base to support a strong matchmaking system. People are going to bow out once they get their minion or mount. Players will stop queuing once they get bored or frustrated with the feast(especially with the current reward system). The amount of players participating will be lower in a few months.

    The ultimate goal is to have a system that is rewarding & fun for everyone. You want to encourage new players to participate. You want to reward players that have been putting in time & effort. You want a game that isn't going to die solely because of its own mechanics. The difficult part comes in balancing that. Having someone get to diamond tier with a 25% win rate is silly but its also necessary for players to feel like they're getting somewhere if they're doing decently.

    We could come up with some system that would make this work, but its really up to S-E to consider our feedback and hopefully make this new game mode into something that will last.
    (1)

  4. #4
    Player
    EdgyLatinName's Avatar
    Join Date
    Nov 2014
    Posts
    29
    Character
    Corvus Jack
    World
    Hyperion
    Main Class
    Marauder Lv 60
    Quote Originally Posted by Invalid_Name View Post
    Realistically, we don't have the kind of player base to support a strong matchmaking system. People are going to bow out once they get their minion or mount. Players will stop queuing once they get bored or frustrated with the feast(especially with the current reward system). The amount of players participating will be lower in a few months.
    The ultimate goal is to have a system that is rewarding & fun for everyone. You want to encourage new players to participate. You want to reward players that have been putting in time & effort. You want a game that isn't going to die solely because of its own mechanics. The difficult part comes in balancing that. Having someone get to diamond tier with a 25% win rate is silly but its also necessary for players to feel like they're getting somewhere if they're doing decently.
    I think the biggest problem is people have disillusions about how big the PvP community is and seemingly forgetting how Frontlines (to a extent) drew in a casual play base whereas Feast will probably not (or outside a month or two).

    The system is almost set up to fail from the beginning.
    (1)
    Last edited by EdgyLatinName; 03-12-2016 at 03:51 PM.