Matchmaking seems broken today
I've been doing really well in the best their is tourney but all of a sudden this morning I get the same 5 matchups and they are all twice my level and they have 3* vs my 2*. Overnight I was beaten back from 700 to 585. and even at 700 I was able to find appropriate matches.
I have been tanking which has helped me pull back to appropriate matchups in the past but this morning it seems like that does not work.
Although with tanking, maybe there is something I am not getting. I tank approx 12 matches in shield training but I'm at a level where my Shield Points are not going down anymore. I've been tanking every now and then in lightning rounds where I do lose points thanks to winning 3 matches and then tanking 12.
Does the effectiveness of tanking correspond to actually losing rank points or is it a pure weighted win/loss average?
This also means that the skip tax is pure nonsense until this is fixed. In the ideal world you don't need skipping or tanking but right now I have no other choice than to log in every hour and skip 10 times to see if I have any new opponents.
Also here is a thought about MMR. MMR works in chess because it's visible and has a prestige factor. Players don't want to lower their rating because they want to battle tough opponents and because they can get into special tournaments because of their rating.
In MPQ the rating is hidden and doesn't mean anything. Players that are not on this forum probably have no idea it even exists. There is a large incentive to battle weak opponents because thats the fastest and easiest way to get more rewards. If anything, MMR is our enemy because it's the primary thing that gets in our way to winning.
I know the developers want everyone to see all the content but I think we need to find someway to tie your MMR level into larger rewards and exclusive events. Ideally the events would be unique content in addition to the 2-3 simultaneous events that usually go on but even if you reuse an event you could slightly bump up the rewards. increase all ISO and HP awards by 50% and give out more 2* covers (which long term players already have a ton of).
As long as players of all progress levels have content, it should be fine. There is nothing wrong with a player understanding that they need to increase their roster in order to qualify for future events. In fact, that is a great incentive to play more. Also, all content gets repeated eventually so it's not like anyone will truly be missing out on anything.
As it stands now, MMR and scaling feels unfair to your core audience and it's been mentioned a million times on the forum. The developers have all read the comments but I either they are not really hearing everyone or they are too invested in the automagical scaling engine and are not taking other solutions seriously.
I understand the reason behind the current engine, but you can't get around the fact that it penalizes your most loyal players. the players that spend most of their time in the game, the ones that are most likely to pay real money for cover slots, for an extra set of health packs, or some boosts.
Right now, new players have awesome incentives, they have a chance to get 3* heroes and enough ISO to level rapidly. However, as it stands and as it sounds like the game is set to evolve. As soon as you get the satisfaction of getting that first 3* hero and placing well in an event, you start running into scaling which makes it seem harder to get the exact same rewards. Ive heard the argument that a core player should have a better balanced team and more skill to make up for it but in practice it doesn't seem like it's on the horizon given the path we are currently on.
Momentum is keeping the core users in the game. The hope that it's going to get better. The core players really need a fix to make the mid to end stage of the game as fun as the beginning.
Look to world of warcraft as an example of how to make the end game great (not to mention the entire progress cycle).
Look to Elder Scrolls as an experiment with level scaling that didn't work and was eventually repealed with Skyrim.
Think about the players that do not participate in the forums and have no idea what MMR even is. How confusing is it that their progress cycle earned them a lot of progress and reward early only to have it pulled out of reach.
Please find a way to make these elements transparent and meaningful so that we have a steady progression cycle all the way to the end game.
I have been tanking which has helped me pull back to appropriate matchups in the past but this morning it seems like that does not work.
Although with tanking, maybe there is something I am not getting. I tank approx 12 matches in shield training but I'm at a level where my Shield Points are not going down anymore. I've been tanking every now and then in lightning rounds where I do lose points thanks to winning 3 matches and then tanking 12.
Does the effectiveness of tanking correspond to actually losing rank points or is it a pure weighted win/loss average?
This also means that the skip tax is pure nonsense until this is fixed. In the ideal world you don't need skipping or tanking but right now I have no other choice than to log in every hour and skip 10 times to see if I have any new opponents.
Also here is a thought about MMR. MMR works in chess because it's visible and has a prestige factor. Players don't want to lower their rating because they want to battle tough opponents and because they can get into special tournaments because of their rating.
In MPQ the rating is hidden and doesn't mean anything. Players that are not on this forum probably have no idea it even exists. There is a large incentive to battle weak opponents because thats the fastest and easiest way to get more rewards. If anything, MMR is our enemy because it's the primary thing that gets in our way to winning.
I know the developers want everyone to see all the content but I think we need to find someway to tie your MMR level into larger rewards and exclusive events. Ideally the events would be unique content in addition to the 2-3 simultaneous events that usually go on but even if you reuse an event you could slightly bump up the rewards. increase all ISO and HP awards by 50% and give out more 2* covers (which long term players already have a ton of).
As long as players of all progress levels have content, it should be fine. There is nothing wrong with a player understanding that they need to increase their roster in order to qualify for future events. In fact, that is a great incentive to play more. Also, all content gets repeated eventually so it's not like anyone will truly be missing out on anything.
As it stands now, MMR and scaling feels unfair to your core audience and it's been mentioned a million times on the forum. The developers have all read the comments but I either they are not really hearing everyone or they are too invested in the automagical scaling engine and are not taking other solutions seriously.
I understand the reason behind the current engine, but you can't get around the fact that it penalizes your most loyal players. the players that spend most of their time in the game, the ones that are most likely to pay real money for cover slots, for an extra set of health packs, or some boosts.
Right now, new players have awesome incentives, they have a chance to get 3* heroes and enough ISO to level rapidly. However, as it stands and as it sounds like the game is set to evolve. As soon as you get the satisfaction of getting that first 3* hero and placing well in an event, you start running into scaling which makes it seem harder to get the exact same rewards. Ive heard the argument that a core player should have a better balanced team and more skill to make up for it but in practice it doesn't seem like it's on the horizon given the path we are currently on.
Momentum is keeping the core users in the game. The hope that it's going to get better. The core players really need a fix to make the mid to end stage of the game as fun as the beginning.
Look to world of warcraft as an example of how to make the end game great (not to mention the entire progress cycle).
Look to Elder Scrolls as an experiment with level scaling that didn't work and was eventually repealed with Skyrim.
Think about the players that do not participate in the forums and have no idea what MMR even is. How confusing is it that their progress cycle earned them a lot of progress and reward early only to have it pulled out of reach.
Please find a way to make these elements transparent and meaningful so that we have a steady progression cycle all the way to the end game.
0
Comments
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MMR is the term for hidden Elo rating. Chess doesn't use MMR because it doesn't need to matchmake players together.0
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Whatever it is, I think you get the point of the post.
in addition the fact that I don't know the terms and how they are exactly used makes my point for me. Things need to be more visible to the user.0 -
TBH, at the current state of things being able to see your MMR would just break it more as people would abuse it.
Unless they implement an MMR tier rating and reward system which divides the MMR into different reward brackets being able to view your MMR would just 'cause everyone to tank til they're bottom rank.0 -
That's exactly what I am suggesting. tiers with more appropriate rewards.
also, exclusive events that require a certain rating.
I have never seen a game with auto scaling work as intended.0 -
It's the nature of the beast. If you do well and place high in a tourney, your MMR goes up. I haven't seen a mid level 2 star team in weeks. I go straight from seed teams to 3 star squads.
Also once you crack 700, high value matches dry up like the Sahara. You're best bet is to break shield at odd hours and sneak in a couple 10-15 wins.0 -
The problem isnt high level matches, I have no problem creeping up 7-9 at a time.
Just right now, since this morning, I have NO matches I can hope to win.0 -
davecazz wrote:The problem isnt high level matches, I have no problem creeping up 7-9 at a time.
Just right now, since this morning, I have NO matches I can hope to win.
Sounds like you've outkicked your MMR coverage then. It will swing back the other way after a few days of getting your **** handed to you. (At least it should).
Not to worry, soon enough you'll have grinded your way to higher level characters and even the tankiest maxed out teams won't faze you. (turning point for me was 5th blue spidey cover (can now attack anyone regardless of level difference) , and leveling up Hulk (increases amoutn of time it takes to chew through your team and deters lower level teams from jacking you for big point loss)0 -
That's another problem, I'm not getting beat for some reason. maybe closer to the end of the tournament. but I havent had a loss all day.
The thing I dont understand though. isnt tanking supposed to help me lower my MMR?
I lose a ton of matches in shield training but it doesnt seem to help
The question is wether tanking loses it's effectiveness after a while when you stop losing actual Shield Points?0 -
Also, in shield training I get plenty of reasonable matches.0
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