Demiurge_Will wrote: Hi, all, Will here from Demiurge to talk about some changes to Versus matchmaking that you can expect starting with the SMASH HIT event that starts today, 4/7. Quick summary of the changes: We’re reducing the amount of points that you lose in a Versus loss by 20%. We’re changing the matchmaking search parameters to more strictly limit how much harder your opponents can be (until you climb closer to the top and run out of matches worth plenty of points). We’re making Kamala Khan the reward for the Versus event that starts 4/9.
MarCr wrote: The biggest problem I had with the previous PVP was that I rushed off at the start and once I hit about 700 points all I could see was the same 5 people for about 12 hours, no mater how many times I skipped it was the same 5 people. At the start they gave me 40 points by the end about 4 each. I'm guessing it was because the matchmaking search parameters were so narrow that they were the only result. It made the game totally unplayable and I understand if I had of waited till later in the event the outcome would have been different as more people rose through the ranks. Is there anything in place to mitigate this problem?
Demiurge_Will wrote: MarCr wrote: The biggest problem I had with the previous PVP was that I rushed off at the start and once I hit about 700 points all I could see was the same 5 people for about 12 hours, no mater how many times I skipped it was the same 5 people. At the start they gave me 40 points by the end about 4 each. I'm guessing it was because the matchmaking search parameters were so narrow that they were the only result. It made the game totally unplayable and I understand if I had of waited till later in the event the outcome would have been different as more people rose through the ranks. Is there anything in place to mitigate this problem? This sounds like what you'd see if there aren't many other people in the event with scores as high as yours. That experience is going to be similar in both matchmaking systems. Like you say, your pool of opponents will change as other players rise through the ranks.
GrumpySmurf1002 wrote: One of the bigger complaints I saw was that high point players (800+) were highly visible to people just starting the event, which led to massive point losses when attempting to climb. Has there been any thought to reducing the ceiling/increasing the floor of scores that are visible to a player?
Demiurge_Will wrote: The reason why we haven't tried that yet is just that there are meaningful technical and design challenges involved, and we haven't yet devoted the resources needed to give it a shot in game. It's a sound idea and there are a couple of different features along those lines that we've explored on paper.
Demiurge_Will wrote: Good question. A ceiling on the scores that are visible to a player creates "bubbles" where, if players get far enough ahead of the pack, they're invulnerable. Reducing points losses is aimed at softening the situation you describe.
simonsez wrote: Demiurge_Will wrote: The reason why we haven't tried that yet is just that there are meaningful technical and design challenges involved, and we haven't yet devoted the resources needed to give it a shot in game. It's a sound idea and there are a couple of different features along those lines that we've explored on paper. Maybe I'm oversimplifying it, but you already have PvP events that overlap slightly due to time slices. All you would need to do is have the events overlap more significantly, and set up the prize structures so that players self-select into the event that offers the prizes (hence, difficulty level) that's appropriate.
Jamie Madrox wrote: The big flaw I see in the logic here is that anyone that has played up to now had to go through getting stomped on by better rosters until their roster was geed enough to compete. So why do the new guys get a pass now? I understand the desire to make the first time and new user experiences better, but do it somewhere other than PVP. I had to grind out the prologue and PVE constantly for months before I was ready to even place in 3* cover territory for PVP. Now we're catering to guys that are barely 2 months in and have 2* rosters. How does this make OUR user experience better?
Demiurge_Will wrote: This sounds like what you'd see if there aren't many other people in the event with scores as high as yours. That experience is going to be similar in both matchmaking systems. Like you say, your pool of opponents will change as other players rise through the ranks.
DrUnpleasant wrote: If someone told me a year and a half ago that my reward for playing so much would be to face other similarly strong players for exactly the same rewards as new players then I'd have quit long before I did.
woopie wrote: Issue probably arises when they have to start adding together season scores. Running concurrent seasons (choose easy/normal/hard at the beginning?) might be more than the server hamsters can handle. The question also becomes, do I care about competing for 4*s that aren't appreciably better than 3*s or do I want to pad my score for the end of season 10 packs?
Demiurge_Will wrote: Good question. A ceiling on the scores that are visible to a player creates "bubbles" where, if players get far enough ahead of the pack, they're invulnerable.