Computer programmers in Matchmaking.
Дата: 13.05.2021 08:52:58

Yes, take a pen and paper and make a note every time it happens. 15-2 or even worse. It is much less than you think. Trick of the mind.
HeatResistantBFG:
Yes, take a pen and paper and make a note every time it happens. 15-2 or even worse. It is much less than you think. Trick of the mind. That's my experience of it, it does happen but nowhere near as often as people sometimes say.
Yes, take a pen and paper and make a note every time it happens. 15-2 or even worse. It is much less than you think. Trick of the mind. That's my experience of it, it does happen but nowhere near as often as people sometimes say.

A main purpose of the match maker is to allow players to pay for advantages: premium tanks + zero skill crews + premium ammo + food + premium consumables + directives + improved equipment. If the match maker would be balanced then players would have no reason to pay. If you want a better game you have to make it yourself

HeatResistantBFG:
So let's have a quick breakdown of these things, I don't have any tinfoil but I think I can stay safe,
"A main purpose of the match maker is to allow players to pay for advantages:" -uhm, no... the mm doesn't take into account anything involving money... quite obviously.
"premium tanks" - Nope, a isu-130 has the same weighting as the isu-152 and as the 152k.
"zero skill crews" - I'm not even sure it's possible for the MM to track this, but also isn't really a paid advantage, it means less grinding to get a better crew but you still need to grind the crew... so it saves time but doesn't grant some sort of magic ability/win.
"premium ammo" - That thing for silver? And again, not even sure MM can track this could it certainly doesn't... quite obviously, players would have noticed this trend of "better mm" with having more prem loaded or something on quite quickly.
"food" - Same as above
"premium consumables" - Same as above
"directives" - Available for bonds and silver? And also not sure MM can track, but certainly doesn't.
"improved equipment" - the best of which are bond equipment, which can't be bought for gold/real money ANDDD again not sure if can be tracked but certainly isn't... The largest impact on the outcome of games is the ability of the players in that match, and as long as it's kept random it'll on average be fair.
So let's have a quick breakdown of these things, I don't have any tinfoil but I think I can stay safe,
"A main purpose of the match maker is to allow players to pay for advantages:" -uhm, no... the mm doesn't take into account anything involving money... quite obviously.
"premium tanks" - Nope, a isu-130 has the same weighting as the isu-152 and as the 152k.
"zero skill crews" - I'm not even sure it's possible for the MM to track this, but also isn't really a paid advantage, it means less grinding to get a better crew but you still need to grind the crew... so it saves time but doesn't grant some sort of magic ability/win.
"premium ammo" - That thing for silver? And again, not even sure MM can track this could it certainly doesn't... quite obviously, players would have noticed this trend of "better mm" with having more prem loaded or something on quite quickly.
"food" - Same as above
"premium consumables" - Same as above
"directives" - Available for bonds and silver? And also not sure MM can track, but certainly doesn't.
"improved equipment" - the best of which are bond equipment, which can't be bought for gold/real money ANDDD again not sure if can be tracked but certainly isn't... The largest impact on the outcome of games is the ability of the players in that match, and as long as it's kept random it'll on average be fair.

HeatResistantBFG: In any sort of PvP with larger numbers and health pools,
things often have a habit of "steamrolling" because the advantage
quickly stacks. You will see it the most in competitive where a
game could have been super close but finished 7-1 (7 v 7 format),
but "how is that close" you may ask, so I'll try explain.
let's take the 7v7 format (but it expands to 15 v 15 in random battles), you have say 4 fights going on, a 3 vs 3 in a central position, a 2 vs 2 in a flank with a contest high ground with cross shots and then two 1 vs 1 in other strategic positions.
even if by 1 health, if one of the 1 vs 1's wins, the other turns into a 2 vs 1 which will be instantly exploited due to the ability of the players behind it. Now suddenly that entire flank/strategic position is open and the 3 vs 3 becomes a 5 vs 3 with the 3 being shot from multiple angles. The best hope for the 3 is they did enough damage to the original opponents that they can push them and focus them down, so maybe doing this they kill 1 but it's now 5 guns shooting at them so they all go down. Well, it's not 6 vs 2 and that likely takes seconds. This can all happen in the course of seconds too, now you may say that "but this is in comp, with highly skilled players and doesn't apply to randoms", well it does, just perhaps not as strategically obviously and why often a good random battles player may not be a good competitive player and vice versa (although the ability to understand the method/tactics of one applies well to the other IMO).If you focus on a single fight, 3 players on banana road on himmelsdorf can hold a push and trap it there even against as many as 7. This means that there is a 4 extra player advantage on the rest of the battlefield, which all it takes is someone pushing or simply weight of numbers and suddenly that game quickly goes from 15 vs 15, to 15 vs 12, to 15 vs 9, to 15 vs those 7, as each small fight is won by the larger numbers. So this is why these big wins happen, but it would only take 1 heavy willing to push the 3 and suddenly that 3 vs 7 ends very quickly and the advantage goes the other way and equal pushes like that often happen in my experience, which is where you get the closer games
We just tend to remember the big
losses more in general, and so that's what sticks when we think
back.
let's take the 7v7 format (but it expands to 15 v 15 in random battles), you have say 4 fights going on, a 3 vs 3 in a central position, a 2 vs 2 in a flank with a contest high ground with cross shots and then two 1 vs 1 in other strategic positions.
even if by 1 health, if one of the 1 vs 1's wins, the other turns into a 2 vs 1 which will be instantly exploited due to the ability of the players behind it. Now suddenly that entire flank/strategic position is open and the 3 vs 3 becomes a 5 vs 3 with the 3 being shot from multiple angles. The best hope for the 3 is they did enough damage to the original opponents that they can push them and focus them down, so maybe doing this they kill 1 but it's now 5 guns shooting at them so they all go down. Well, it's not 6 vs 2 and that likely takes seconds. This can all happen in the course of seconds too, now you may say that "but this is in comp, with highly skilled players and doesn't apply to randoms", well it does, just perhaps not as strategically obviously and why often a good random battles player may not be a good competitive player and vice versa (although the ability to understand the method/tactics of one applies well to the other IMO).If you focus on a single fight, 3 players on banana road on himmelsdorf can hold a push and trap it there even against as many as 7. This means that there is a 4 extra player advantage on the rest of the battlefield, which all it takes is someone pushing or simply weight of numbers and suddenly that game quickly goes from 15 vs 15, to 15 vs 12, to 15 vs 9, to 15 vs those 7, as each small fight is won by the larger numbers. So this is why these big wins happen, but it would only take 1 heavy willing to push the 3 and suddenly that 3 vs 7 ends very quickly and the advantage goes the other way and equal pushes like that often happen in my experience, which is where you get the closer games

Computer programmers in Matchmaking.