Those are not one-off games, this happened to me in 3 out of 6 games today alone where I would have rather sat in a corner and stabbed myself with sharp objects rather than doing that. The reason for this is that for every factor we add, the others become a little bit less important. In Awesomenauts a bad connection with your teammates is usually not a big problem because you never need to dodge their bullets. Now that we know our core goals, let's try to estimate how much 1,000 concurrent players really is. Galactron already places a high emphasis on getting rating as close as possible, making this emphasis stronger means reducing things like ping and premade checks. This way the matchmaker has as many players as possible to look for the best possible combinations. Fresh players were moving up the leaderboards much too fast and being placed into impossible matchups.
The bigger the difference, the lower the score. So the top six players together get into one match, then the next six, etc. Upon death, the player may respawn back at their base after a short delay that gets longer as the game progresses. If you are reading this, the leaderboards have been reset. That way improving bad matches becomes relatively more important. I am going to simplify things and use a lot of assumptions, but I think the ballpark figures are realistic enough to communicate my point. In the ideal case pre-mades would therefore only play against other pre-mades.
I think we would need to do at least three times better than we did above for ideal matchmaking: 0. Matchmaking works absolutely best with large numbers of players with differing skills sets, experiences, and talent. Advanced matchmaking and probably heroes of challenges, ps4 and flexing a very measurable. Buy and meet a huge variety of being a. We basically stopped playing online as a team.
Put a hard limit on L1 matches if you have to. We think we can do much better than we are currently doing with Awesomenauts, which is why we are building an entirely new matchmaking system. The matchmaker will then use this information, together with your ranking information, to distribute all available players across a multitude of different matches. I think what I've learned from this is that I shouldn't keep logging onto to blow some steam after a string of bad Awesomenauts matchmaking. I then tried a different approach: I just leave the first result as it is, and start over again but from a different starting point.
We're talking 20-30 hours fresh, new players going up against hardcore L1 premades. First one is experienced veteran of many fights, who achieved plenty of titles and defeated many of opponents. We don't want players to wait half a minute extra just for this algorithm to finish. So before calculating the skill scores we cap them to workable ranges. Just imagine how someone would feel if they lost because they got a handicap or because the enemy got a buff. This way the matchmaker will consider a match-up between two players with skill 18,000 to be as good as one between an 18,000 player and a 20,000 player.
I don't know how many times we have to keep banging our heads on this, when will Ronimo realize matchmaking is the most important thing in this game? Random should be mostly versus random. There are lots of different possible swaps and we also need to recalculate the split over the two teams for each swap, so this uses a lot of processing power. Angry birds bad connections and probably heroes of challenges, addresses matchmaking in league 2, emoticons, as bad for 8-10 mins to me is though. As for what I meant by player rating stats, one way you could aim to measure this performance in the real world would be to collect user submitted ratings of the matches afterwards. Other modes allow for more variations but do not contribute towards ranking. Also p2p servers are almost always worse than dedicated ones a eu to us dedicated server you will have a steady 120 ping.
In reality players are not spread equally, since Awesomenauts is more popular in some countries than in others, and because of time zones. It's a system for finding reasonably matched games, not for making sure every game is perfectly equal. I agree that much more than rating is needed to make matchmaking more reliable. Ronimo doesn't play the game so they seem to think it's a-ok. Before the F2P release the queue would basically be every 5 minutes, so it's been worse than it is.
The next step is to look for improvements: we're going to look for swaps of players that will improve the total score. We would like to avoid Australians playing together with Europeans because their ping will be very high. If the answer to all of these questions is 'Yes, let's take that into account! I think it more likely that this was submitted by the blue team. There are 9 combinations of players this way and we simply average those 9 scores to get the total ping score for this match. The game was released for and consoles in May 2012, and for Microsoft Windows systems in August 2012. This showed us that doing just a couple of retries is already good enough.