Improvement to the new matchmaking system and map rotation
Getting rid of most gearscore bracket to a system where you match people with close gearscore is a good idea but this system could be improved.
Here's how I see things :
The map rotation timer would be down to 1 minute. People who want to play the current map join a queue. When the timer end we look at how many player have joined, create as many lobby as needed and split people/group in those lobby.
That would allow several things. First with a 1 minute queue we'll have a big pool of player so it'll be easier to match people close in gearscore. In the same way, big pool of player mean reduced chance of pre-teaming, more people in the queue means lot of parallel lobby and more chance to split pre teamer. Also you can join the queue in the last 5 sec and get a full, "balanced" lobby. Only one lobby per rotation could not be full.
I think it's a good compromise between getting in a game quickly, with decent gearscore balance and without waiting up to 6 minute.
Comments: 10
Oldest
•
Newest
•
Most likes
•
Fewest likes
-
30 Aug, '24
<Hidden>Highlighted comment
And here is how I would do it:
Every teamleader (or solo player) flags his team for a goal. Just from the top of my head I came up with 4 distinctive goals: pvp, bossing, questing (which means quests that dont include pvp or bossing) and general dungeon delving (which means mainly low key looting and focus on extracting).
Once the map timer ends the pool of players gets sorted into a linear list. This list gets sorted by two parameters. First you sort by goal. Players that flagged for pvp at the top, followed by dungeon delving, then bossing and questing at the bottom. This order is not random and I will explain it in a second. Once you got this, you sort the players within each group by mmr (this can either be skillbased or gearbased as you like). Important is to sort the groups in alternating directions. So pvp (high to low) – dungeon delving (low to high) – bossing (high to low) – questing (low to high). After that you simply create lobbies starting at the top and going through. -
30 Aug, '24
<Hidden>In addition to that my idea now is to sort the players in that pool not only by mmr but also by goal. This will be a bit of a longer text since I put a lot of thought into how to actually make it work from a technical point of view.
I think random matchmaking is one of the greatest additions to dark and darker, because it allows all players to actually play the game as a team game, how it was designed to be from the beginning. Now the problem is, that dad lacks a distinctive in game goal that all players share. Thats kinda the intent of the game, but it also makes random matchmaking difficult. Maybe you would like to boss in inferno but get thrown in a team with two people that just want to pvp in crypts. Creating teams with like minded goals for the run would greatly improve the experience of the game. -
30 Aug, '24
<Hidden>Now what will this achieve?
- Youre not increasing the amount of queues while significantly improving the quality of matchmaking
- The Players in your team and in your lobby will always be close to each other in mmr and will also most likely share the same goal (if not, the goals that are adjacent at least have some similarities so you can find a middle ground as a team)
- High mmr players that want to pvp will always be matched against other high mmr pvp players and dont have to waste time fighting lowgeared (or -skilled) players or players that dont want to fight at all
- the only lobby that will not get filled completely is a questing one, which should bother no one that actually tries to get quests done. -
30 Aug, '24
<Hidden>- Creating full lobbies with people that share the same goal will make the experience much more competitive and interactive. Without actually changing anything in the game itself this would create dynamic points of interest on the map based on what goal you try to achieve while also setting the stage for awesome social interaction (think about queuing for bossing on ice caverns. Right from the get go you can assume that every player you meet is interested in killing the wyvern and might be willing to join a multiple team or full lobby crusade. All without bothering the people that actually want to pvp on ice caverns and without preteaming.)
- There is a big part of the player base that asks for a pve mode since basically forever. While this is neither the point of the game nor easily manageable, flagging for less violent goals like questing or bossing (which are basically pve goals) will match you with people that most likely also dont want to fight pvp, which is at least something -
30 Aug, '24
<Hidden>One last thing to mention:
Of course the flagging system can be abused to intentionally flag for questing to run down pve players. There is no inherent security or safeness in flagging. But I believe it would still significantly reduce the chances of pvp encounters for pve players and even if you encounter pvp hungry maniacs, they will still have your level in gear (or skill depending on which matchmaking is used). -
21 Sep, '24
<Hidden>yo creo que puede traer problemas jugadores sin poderse unir al juego, creo que el sistema que impusieron agiliza mas el juego
-
11 Oct, '24
<Hidden>I posted a Thought of a similar additional option to PvE And PvP Separate Ranking modes (HR For PvE [Just Makes sense to work together and do bosses] and Arenas Obviously Central PvP With the similar Ranking system and rewards)
-
17 Mar, '25
<Hidden>just revert the game to some resemblance of how it was on release. games straying too far