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 Post subject: Re: An update on matchmaker development
 Post Posted: Thu Jun 22, 2017 1:35 am 
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MrPillowTheGreat wrote:
are you gonna actually tell us what changes to matchmaking were made pls and ty sir

Read the topic Joost linked. :tongue:
Joost wrote:
Matchmaking
-Decreased rating of players with less than 120 matches played to keep them from being matched with pro players too quickly. This rating reduction already existed before, so the only change is that this is increased from 60 to 120 matches now. This will decrease the rating of all players with less than 120 matches played right away.
-Improved matchmaker algorithm to better find the best possible matchups.
-Increased matchmaking round duration outside peak hours to improve matchmaking quality (this change was already put live on June 16).
-Fixed a bug that caused the matchmaker to sometimes forget what map you just played on. This fix slightly reduces the odds of playing the same map twice in a row in matchmade games.
-Fixed a bug that caused the matchmaker to sometimes forget who you just played against. This fix slightly reduces the odds of playing against the same opponents twice in a row in matchmade games.


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 Post subject: Re: An update on matchmaker development
 Post Posted: Thu Jun 22, 2017 2:17 am 
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he edited it after i posted that im p. sure

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 Post subject: Re: An update on matchmaker development
 Post Posted: Thu Jun 22, 2017 8:37 am 
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MrPillowTheGreat wrote:
are you gonna actually tell us what changes to matchmaking were made pls and ty sir

I posted a link to the patch notes, click that to see the changes.


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 Post subject: Re: An update on matchmaker development
 Post Posted: Thu Jun 22, 2017 12:31 pm 
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MrPillowTheGreat wrote:
he edited it after i posted that im p. sure

No he didn't.


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 Post subject: Re: An update on matchmaker development
 Post Posted: Thu Jun 22, 2017 1:53 pm 
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Emo Chapington wrote:
MrPillowTheGreat wrote:
he edited it after i posted that im p. sure

No he didn't.

get rekt pillow.

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 Post subject: Re: An update on matchmaker development
 Post Posted: Tue Oct 03, 2017 12:44 am 
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But isn't all that matchmaking a problem itself?

Since it only counts win and lose solo-players like me are extremly dependant from their team. Isn't there a possibility to take some kind of "how good did he play last game" part into account?

I'm refereing to the new skill-based ranking at the match results in League of Legends. Based on how good you handled your champ you get a grade from D- to S+. This influences other thigns like matchmaking etc.


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 Post subject: Re: An update on matchmaker development
 Post Posted: Tue Oct 03, 2017 1:12 am 
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Kaskodil wrote:
But isn't all that matchmaking a problem itself?

Since it only counts win and lose solo-players like me are extremly dependant from their team. Isn't there a possibility to take some kind of "how good did he play last game" part into account?

I'm refereing to the new skill-based ranking at the match results in League of Legends. Based on how good you handled your champ you get a grade from D- to S+. This influences other thigns like matchmaking etc.


Rezzing a dead thread nice.

Anyway. Short answer is no. Making algorithms to determine how well you did is difficult and prone to potential abuse (e.g. players playing to max out how well the game thinks they played vs trying to win).

The current system doesn't punish soloq as much as you seem to think. Yes you are dependant on your team. But the rating calculation at the end of the game takes into account the rating of all players in the game. So if you lose with terrible teammates (with low ratings) the game won't punish you as hard as if you lose with teammates that have high ratings.

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 Post subject: Re: An update on matchmaker development
 Post Posted: Tue Oct 03, 2017 1:26 pm 
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Joost wrote:
What do you think? Should the top 10% players wait twice as long for better matchmaking?


I seem the only one thinking it's not a good idea? I'm in the top tiers myself (League 2 or 3), but play just some 3 or 4 games a day. For me awesomenauts is this fast game, that the other mobas aren't. I log in (what takes a lot longer since it started as f2p) and jump into a game. I wait 2 mins, jump into a 15 minutes game. Close Awesomenauts. Normally, if I have to wait longer than 4 minutes, I close the game again and play something else instead. If I had to wait a maximum of 10 minutes I sure would leave my awesomenauts career and invest my time better.


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 Post subject: Re: An update on matchmaker development
 Post Posted: Tue Oct 03, 2017 1:29 pm 
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eddster27 wrote:
Rezzing a dead thread nice.


Sorry that I don't spend 1/4 of my life in this forum, sir.


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 Post subject: Re: An update on matchmaker development
 Post Posted: Tue Oct 03, 2017 2:58 pm 
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Kaskodil wrote:
Sorry that I don't spend 1/4 of my life in this forum, sir.

The dates of responses are included in the response themselves. That is the standard format across pretty much every single online forum.

It is always a good idea to give it a quick glance. Chances are, if the last response were in June, there is no longer any active discussion on this topic.

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Give this guy a duck lololol

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