Narrowing Tier Spreads Discussion - How to Fix Matchmaking
Дата: 22.07.2011 18:54:09


ChrisK: Enjoy! 

Quote Btw, I was wondering...so, did the other devs promise you a liter of fine Russian vodka to come in here and shut up the complaining Americans?

ChrisK: I don't drink! 

Quote lol, just joking. We all know you just drew the short straw in the straw-drawing contest to see who 'got' to come talk to us

ChrisK: Part of my job actually, like writing military history blog posts.
Unlike most of my previous game design jobs, I am mostly a military
advisor, community liaison (for NA), and all-around Mr. Wolf for
the boss (yes, that's a Pulp Fiction reference).
Quote All kidding aside, thanks for taking the time to come in and address a lot of the concerns a lot of us have. I know better than a lot how much time it takes to compose those mammoth multi-quote posts, and it's appreciated.
ChrisK: Which is why I saved your giant post for last! 

Quote Keeping in mind I'm not a developer, balancing tanks out by their credit earnings seems....unrelated, lol. I suppose it could be made to be related, but on the surface, it appears that there are a lot of other, more suitable categories with which to balance tanks out, like average damage or armor qualifiers. With the rest of it, that sounds fair enough. I'll mention the content development below.
ChrisK: Exactly what I pointed out in the interview with Tobold - we
balance the entire game, end to end, based on server load, player
credit income, and overall win/loss ratio, while players only see
battle to battle gameplay. It would be better (for all of us) if we
were looking at the game from both directions.
Quote A lot of points have been brought up about how the NA playerbase is a fairly miniscule part of the overall scheme. One thing that's been mentioned is that, while that may be the current state, I and others believe that it doesn't have to be that way. The NA population could dwarf the Russian one, if it were to conform to a play style American gamers have become accustomed to, that is to say, balanced, fair, each person on each team having just as much chance to kill the rest of the team. It's likely a cultural issue that causes the voices on the NA server to be so much louder than the rest (though I've seen evidence that EU players are fairly unhappy about MM, as well). I realize it's probably against the principle of the development team to change your game to an extent like this in order to suit what appears to be a relatively small segment of the overall population, but, say you guys did do that, and say WoT's popularity in the US skyrocketed, drawing in thousands of new players. Imagine an influx of hungry US gamers, all eager to open their wallets and dump out the huge amounts of disposable income they have (I know you said that's not necessarily a priority, but WG.net is, above all else, a business, and every business needs money to survive, and the ones that make more generally end up doing better). In short, imagine what could happen if the US player base ended up moving from a relatively small segment of the overall player base to the majority of it.
ChrisK: Yes, that would be great, but as another player pointed out, not at
the risk of alienating the millions of active players we already
have. This has to be done slowly, with a lot of testing, and
looking at other options that aren't directly related to the
current MM system. Nothing wrong with the NA playerbase - heck, I'm
one too! - and it's frustrating on both sides of the Atlantic (and,
I expect, Pacific, as we don't have a server in that region yet)
that these cultural differences play such a large part.
Quote There has also been a lot of contention regarding how many people are unhappy overall, how many have left the game because of it, etc, etc, most times being criticized as not carrying any validity or having any "solid" evidence. The problem with that is, short of surveying every single person who plays or has ever played WoT and asking them specifically what they don't like or why they quit playing, there's no way to scientifically quantify exactly what percentage of people are in favor of changing it or have quit because of it. But, I've known a few people who quit because of matchmaking; another guy said he personally knew 27; somebody else named a similarly high number; just in the past month, I've seen a lot of people talking about knowing others who quit, as well. Also, the thing that really gets me is, fairly often, someone will come up the forums for the very first time, and their very first post will either be something about hating the matchmaker, or quitting because of it. In however long all those folks played, they never felt the need to come on the forums and post about anything, until then, with that one thing. I see people in-game complaining about it fairly constantly (and I always direct them here and the Official thread), as well. All that leads me, and others, to believe the problem is a lot larger than immediately obvious. Though, like I said at the start of this paragraph, there's no logistical way to know for sure. We can infer, though.
ChrisK: Again, we know it's an issue, and because of the lack of hard
numbers about opinions (we do have tons of data about how long
players play, to what Tier, when they quit, etc.), it is hard to
gauge. And I know I have mentioned it before, but we're not
stonewalling here and saying "this will never change," just that
we're looking at many options, evaluating them, then we have to
build, test, balance, etc. It's a long process.
Quote With regards to content, I was under the impression that there were probably a few different teams, working on different areas, rather than everyone working on generally the same area. So, knowing that, I, myself, can be more understandable about things taking more time. Though, I am curious (somewhat unrelated, but not entirely), why you guys save up everything for those big, giant, mega-patches, rather than releasing smaller, but more frequent patches. That's how a lot of games do it, and it tends to keep the impatient players sated, knowing something new is always around the corner. Releasing them that way would, as well, let you focus more on each individual things, rather than the way it is now, where 60 changes get put in place all at once, then you have to keep track of them all simultaneously. But, like I said, that's somewhat unrelated.
ChrisK: Yes, that is correct. Most of the reasons for that are the testing
process. Everything that is made by separate teams gets put into
one primary version, then tested to see if any component breaks
another component (existing or new). If we did it piecemeal, we'd
need to double the size of the QA department, and instead of one
patch every two months with several tanks and a couple of new maps,
you'd more likely get one patch a month with either a couple of
tanks or a map. Plus, there are huge community and support issues
with each patch - hardware conflicts, release notes, MM complaints,
spotting complaints, installation complaints, etc., which would
keep support swamped constantly due to the frequent patching. Once
every two months is actually pretty frequent. When I worked on
America's Army we patched at about that rate, maybe less, with good
success. Overall, it's not as much about the patch release cycle as
the overall game we're building over the next several years.
Quote Oh, but since you mentioned new content...any word of a new game mode? Historical battles, maybe? I know that was one of the biggest selling points for when I started playing back in closed beta, and I've been looking forward to it ever since. [/s] woops, I didn't see the post Overlord made about...new game modes, lol. Go figure. Awesome news, tho

ChrisK: Fishing a little? 

Quote Ooooo, Overlord's not gonna give you that bottle of vodka now

ChrisK: Fortunately, I still don't drink 

Quote Seriously, though, I'm sure that alleviated a lot of people's concerns. It's like the Russian bias thing...something that occurred to people, then grew and grew, and, without any official denial, generally grew to be assumed true. I mean, like I said, I know WG.net is a business, and businesses need money to survive, but it's nice to hear someone say it's not a priority at the expense of the players (though, in order to get a Lowe now, players will have to break the don't-spend-more-than-$20 rule about 4 times over, lol). I think a few things that contribute to players feeling neglected are, while the Q&A thread is awesome, it does seem fairly vanilla, which is to say, questions that probe uncomfortable territory tend to get deleted without mention, while other, genuine questions get deleted repeatedly (for instance, Steeltrap posted one question regarding the 0% critical hit issue 7 times; after it got deleted the last time, I believe he just game up). Plus, things like this thread (a list of bad press WG.net and WoT has gotten), plus the fact that a lot of issues that are currently going on, have been going on since closed beta...all those things add up to an overall negative feeling. I'll admit I've just assigned some things not getting fixed or changed to the fact that you guys didn't care. In the absence of even minor things like posts saying, "Hey guys, we know about this, this, and this, and we're working on getting them fixed as fast as we can!", we tend to fill in the blanks ourselves. Add in the spaced out, huge, mega-patches, rather than smaller-but-frequent ones, and you have a recipe for disgruntled players.
ChrisK: Hmmm... I wonder if someone in Minsk OPed the Lowe just to make it
obvious that we're not Russian biased...? 
I personally prefer Soviet low-Tier SPGs and high-Tier TDs and HTs, German (and now US!) TDs and MTs, and nothing in the US tree, mainly because, as an American (and as a game designer, combat vet, and military historian) they're too common to me to be interesting anymore.
And the Lowe is now $50, so if you buy one, don't buy anything else for two months!
I'll ask about posting a watered-down version of our six-month development plan on here, both to let you all know what's going on and to whet your appetites for the exciting things we have planned.

I personally prefer Soviet low-Tier SPGs and high-Tier TDs and HTs, German (and now US!) TDs and MTs, and nothing in the US tree, mainly because, as an American (and as a game designer, combat vet, and military historian) they're too common to me to be interesting anymore.
And the Lowe is now $50, so if you buy one, don't buy anything else for two months!
I'll ask about posting a watered-down version of our six-month development plan on here, both to let you all know what's going on and to whet your appetites for the exciting things we have planned.

Quote Here's the thing...I, and most others who have posted, don't mind bucking the odds or being at the bottom of the list for matches. Despite the few pro-MM posters who insist that we all just need to L2PLAY and just suck at life in general, it's not a skill issue. It's a matter of continually being placed in matches where, not only are we at the bottom of the list, but we're incapable of really doing much to impact the match. Take your example of being in your Hetzer; that's the majority of our matches in medium tanks. And scouting's not really an option, since they don't go fast enough, and the heavies on the other team have equal or better viewing ranges. Most of us don't want to be a mere distraction to the other team most of our matches; we would like to actually fight, damage, and kill other tanks, as well. I mean, that's the whole premise of WoT: exciting tank battles, and matches where we're matched up evenly against other tanks generally around our tier are awesome. They shine with the potential of what this game really could be, and they're fun as hell. The problem is, matches like that are the minority. I was going to mention this before, but forgot, so I'll stick it in now: hell, if I had matches where it took me 25 hits to die, I'd be excited and pretty proud, too! The only time that happens, though, is if I'm in my Pz2, and a Loltraktor is shooting his pellet gun at me, lol. Most of the rest of the time, it's anywhere from 1 to 10, depending on what tank I'm in and what's shooting at me, but closer to 1 in my mediums, and anywhere from 2-10 in my Tiger. Similarly, I don't know if I've ever tracked or even really caused more than a few percentage points of damage to a Lowe, even in my Tiger. I don't have the long 88 yet, so I'm stuck using the same gun the tier 6 VK3601 uses, and that thing bounces half the shots I fire. But still, the Tiger's tier 7, and everything that bounces my shots is tier 8, only one tier higher, so I don't complain. Well, I mean, I do complain, but I don't lobby to get it 'fixed' (though I do think the Tiger is in sore need of some attention; I mean, what used to be the most legendary and fearsome tank of WWII has been reduced to an over-sized bullet magnet with mostly impotent guns).
ChrisK: I think he actually was in a Pz II or Stuart in a game with LOLz
and MS-1s, hehehe. But you probably felt, in your MT vs. Lowe
example, like that LOLtraktor shooting at him. If you know you're
not doing much damage and you could get killed any second, how much
more exciting is that? But I get what you're saying - too much of
that wears thin, like living next door to Disney (well, it's almost
an hour away, but I'm sick of the place!).
I know it's been mentioned before, but the Tiger was King of the Hill in 1942, when it first hit combat, in part because only the most experienced crews were allowed to have them. In an historical battle with 5 Tigers with 100% crews on one side and 15 n00bz in T-34s, BT-7s, and T-26s with 50% crews on the other side, the Tigers would win easily. But the stuff made by others to fight against (and because of the effectiveness of) the Tiger is in the game, so the Tiger can only be King of a relatively small mid-war hill compared to the state of tank technology at the end of the war on all sides.
I know it's been mentioned before, but the Tiger was King of the Hill in 1942, when it first hit combat, in part because only the most experienced crews were allowed to have them. In an historical battle with 5 Tigers with 100% crews on one side and 15 n00bz in T-34s, BT-7s, and T-26s with 50% crews on the other side, the Tigers would win easily. But the stuff made by others to fight against (and because of the effectiveness of) the Tiger is in the game, so the Tiger can only be King of a relatively small mid-war hill compared to the state of tank technology at the end of the war on all sides.
Quote I'm willing to stick around and see what you guys can come up with to help remedy the situation. The only thing is, I just hope it's not too late, at least for the NA server. Not many people, generally, have the desire to stick around with a game they feel is imbalanced and places them in unfair situations the majority of the time; not when there is so much competition out there.
ChrisK: Thanks! Since it's always going to be free to play, there's no
reason for anyone who's frustrated now not to come back for another
try in a few months (or years - we'll still be here!) and give us
another shot. We'd prefer you stay and play so you can be among the
first to dive in when we make changes and let us know what we're
doing right (or... not), but if you have to go, check back once in
a while and take a peek. 

Quote In the end, we all want the same thing: to have fun, and for WoT to do awesomely. Now, to find a way to make those two things happen

ChrisK: Amen!
Narrowing Tier Spreads Discussion - How to Fix Matchmaking