<< Back to Help Forum   Search

Posts 71 - 90 of 95   <<Prev   1  2  3  4  5  Next >>   
Matchmaking: 2021-09-16 17:11:53

Widzisz 
Level 62
Report
I'm really surprised people are actually somewhat divided on the subject. Just take your opinion of yolo clan or any other bias you may have from your own clan perspective out of the equation, and it's really obvious. The situation where there are players joining timeslots, and not getting any games or free wins, because of matching algorithm, should never happen.

And no, this won't be solved if we simply wait a bit for the rating to adjust; the lowest rated among most active clans will ALWAYS have a significant chance to be subject to such nonsense, as we have seen in previous seasons (obviously this can also happen to active clans with not-lowest rating, but in a smaller degree).
Matchmaking: 2021-09-16 17:27:59


Tac(ky)tical 
Level 63
Report
I always knew Wid was a smart guy.
Matchmaking: 2021-09-16 17:50:27


krinid 
Level 63
Report
Wid is wise. Aptly and succinctly stated. This should just never happen. Players investing time and getting rejected by the system is simply not an acceptable outcome.
Matchmaking: 2021-09-16 19:17:11


JK_3 
Level 63
Report
Alright, so I was looking back at Discord to find some pics of when TLA had problems getting matches.
I've found a few interesting things:

  • People have been complaining about the matchmaking since Season 0 (the test season)

  • On 16/03/2021, a new update went live that claimed "– All: Clan war ratings no longer go negative.", which from Muli's script clearly proves to be wrong.

  • The first screenshot of loads of players not getting games was send on 17/03/2021:
    Note that from those 10 people, 4 TLA vs non-TLA games could have been made.


  • https://www.warzone.com/Forum/536651-matchmaking-clan-wars-bugged is the first forum I could find about clans with lots of players not getting matched up. The final post in the forum mentions Rento and others reporting the bug, but 5 seasons doesnt appear to have been enough to get it fixed. (But maybe this bug was that free wins count as a loss for the rating, instead of a win, in which case it is fixed)
  • Matchmaking: 2021-09-16 19:40:11


    l4v.r0v 
    Level 59
    Report
    Players investing time and getting rejected by the system is simply not an acceptable outcome
    Especially if it happens so repeatedly.

    I picked a random collection of 6 consecutive recent time slots (1135-1140, renumbered 1-6 in my rough table below).

    Xera signed up in 5 of those 6 slots and got 0 games- not even a free win. 3 other players (krinid, ThanosP*n*s, Tainted Monk) signed up for 4/6 of the time slots to get 0 games. 14 more players signed up for 2+ time slots and still got 0 games.

    Of 81 sign-ups, 64 got no games. 38 players signed up for yolo in these time slots; only 8 got games. 26 didn't even get a free win.

    (my notes, for which I make no guarantees of correctness):
                              1 2 3 4 5 6  Attempts  Voids  Free  Games
    Xera                      v v   v v v         5      5     0      0
    CleverTacticButFail       v w     v g         4      2     1      1
    krinid                    v v v     v         4      4     0      0
    xXxth4n05p3n1sxXx         v     v v v         4      4     0      0
    Tainted Monk                v v v   v         4      4     0      0
    [Blitz] awesomeusername     v   v   v         3      3     0      0
    Princess Jahid Jardin     v v     v           3      3     0      0
    SkekSo                        v v v           3      3     0      0
    UsualSuspect              v       v v         3      3     0      0
    Platinum                  v w       v         3      2     1      0
    Stales78                  v w   v             3      2     1      0
    John Smith                v       v           2      2     0      0
    Quicksilver               v v                 2      2     0      0
    Ragnar                    v       v           2      2     0      0
    ZelZeiii                  v       v           2      2     0      0
    Little_Smurf                v     v           2      2     0      0
    Caoimhin                    v       v         2      2     0      0
    Zealoustowski               v v               2      2     0      0
    Ocean0.04                   v v               2      2     0      0
    MenorcanPirate                v     v         2      2     0      0
    Cicero_                           v v         2      2     0      0
    Krzystof                          v w         2      1     1      0
    Tac(ky)tical              w   v               2      1     1      0
    Bill Green                v g                 2      1     0      1
    Obsidian                        v g           2      1     0      1
    Phaeril                   w       g           2      0     1      1
    [20]Wini                  g       w           2      0     1      1
    ergano                            v           1      1     0      0
    Lym                       v                   1      1     0      0
    BlaBla                      v                 1      1     0      0
    DonkeyTeeth                 v                 1      1     0      0
    Dom365                              v         1      1     0      0
    Beaumains                         g           1      0     0      1
    otter777                      g               1      0     0      1
    Z                             g               1      0     0      1
    ---
    TOTAL                                        81     64     7      8
    TIME SLOT 1                                  17     14     2      1
    TIME SLOT 2                                  16     12     3      1
    TIME SLOT 3                                   9      7     0      2
    TIME SLOT 4                                   7      7     0      0
    TIME SLOT 5                                  17     13     1      3
    TIME SLOT 6                                  13     11     1      1
    

    (v/Voids = no game, no free win; w/Free = free win; g/Games = actually got a game, excluding free wins; v/w/g/Attempts = signed up for that time slot)

    Edited 9/16/2021 23:26:06
    Matchmaking: 2021-09-16 19:43:09


    Tac(ky)tical 
    Level 63
    Report
    upvoted 52/65 = .8

    basically: 80% of our games are voided

    Edited 9/16/2021 19:45:41
    - downvoted post by Loxiiv
    Matchmaking: 2021-09-16 19:55:03


    krinid 
    Level 63
    Report
    [in response to JK's post about the 10 players not getting games]
    That is even more perplexing!

    I would say skip the current 4 free wins doled out, create 4 games of TLA vs non, and then still 2 TLA players are out of luck (but with a better algorithm on the whole timeslot and not just these 10 that didn't get games, maybe even this could have been avoided, since it is an even # of players still).

    I'm not clear on what the point is of foregoing games altogether when you have opportunities like the above. It's one thing like recently with Yolo when all remaining players are from 1 clan, but when there are still people remaining from different clans, just pair them up.

    Maybe that is one the buggy parts that got fixed already? Does anyone know if this has happened again since? (multiple clans in same template that could be paired together not getting games)

    As for free wins, they only seem to give 1 pt. So yes, technically a "win" and counts towards your clan's territory ranking, it doesn't help much with the rating. You still need legit wins to get the proper sized differential rating change.

    Edited 9/16/2021 19:55:44
    Matchmaking: 2021-09-16 19:57:11


    JK_3 
    Level 63
    Report
    A free win should not give just 1 point, but a lot more. Maybe the rating will go too high, but at least that clan can get some games next slot. If the rating is too high for the clan, they will simply lose and drop down again, but at least they can play in half of the slots, instead of none.
    Matchmaking: 2021-09-16 19:57:49


    l4v.r0v 
    Level 59
    Report
    Anyhow, if Activision Support reads this thread again, here's my request to them:

    If this is a time or developer bandwidth or priority issue, I'd be happy to find or make available a well-tested package in the correct language or framework to provide an implementation of one of the optimal matchmaking algorithms I mentioned. Something with similar semantics to pairlib in Python (https://pypi.org/project/pair/).

    Just let me know the general interface requirements and what language/framework/dependency requirements you have. I'm convinced this is not a hard problem to solve (at least on the algorithmic side; there's some value to tweaking the graph-generation logic to fine-tune matchmaking behavior) and am willing to bet my time on this.

    Edited 9/16/2021 20:27:07
    Matchmaking: 2021-09-17 06:14:10


    Nice Guy 
    Level 62
    Report
    I really love this community.
    1) I suggest make >=1 template/ slot be from QM and >=1 template/ slot be a "strat" template.
    People say that Fizzer has already added strategic templates which, even though more popular than several QM templates, were rejected by the community and not played.
    2) Someone suggests adding more templates to Clan Wars.


    **************************
    Let me at least mention that a clan of three classmates from the same timezone has time to participate in 1-2 slots. Yep. A clan of 3 members is enough to not allow someone play a game if both slots happen to have 1 template. Unlike the trolls, however, their rating won't go up when they get matched with someone.
    Matchmaking: 2021-09-17 10:07:57


    Ercole
    Level 60
    Report
    I think that except for the first day, the fact that yolo are matched with low rated clans is actually a huge advantage now, if they started from 0 rating it would have been even huger so matchmaking isn't at all against new clans of 40 pro players: from what I am seeing now yolo got back completely the starting penalty and now it's going to get "easy" opponents for the next days until his rating is going to be adjusted completely.

    Anyway I agree with the fact that a personal rating (and maybe even a scoreboard like the ones for the QMs) for each account that plays CWs would be a cool thing to use for matchmaking.

    Edited 9/17/2021 10:12:20
    Matchmaking: 2021-09-17 11:16:41


    Beep Beep I'm A Jeep 
    Level 64
    Report
    Ercole you are missing the point, it's not really about whether yolo has advantages or disadvantages compared to others - clan wars is unfair by design, and I'm absolutely fine with it, it's meant to be a rather casual thing after all. It's about bullying people away from the game by denying them the possibility to have a game when they already stayed in a queue for 10 minutes.

    User experience design was never a particular strength of this game, but I simply cannot use a different word than bullying for what is happening against the users of clan wars.
    I personally find this pretty sad, because the core game mechanics are absolutely amazing and Fizzer has done a superb job at designing and implementing them. But the truth is also, that without user contributions around that to improve

    - events (clan league, MTL, template competitions, WGL's, streams, ...)
    - community (most notably discord with all its variety to even properly stay in touch with your clan)
    - usability (most notably Muli's userscript)
    - not even mentioning templates and maps

    even I would've been long gone from this game. It's even more sad that as far as I can see Fizzer doesn't see our complaints as feedback, but just as something that annoys him (which I understand it does, especially because we are quite harsh in our choice of words sometimes)

    Edited 9/17/2021 11:17:26
    Matchmaking: 2021-09-17 12:07:44


    hedja 
    Level 61
    Report
    In terms of changing the matchmaking system it seems relatively clear to me that the best option is to do what is currently done by Fizzer, then have a check which sees how many players did not get a game (ignoring the free win), and just un-do as many of the bottom games needed and match-up the bottom rated clan's players with those games which have been un-made, so everyone who joined gets either a game or the one free win on offer.
    It is worth considering that this is very unlikely to result in lower quality games in a significant manner because it only ever matters if the lowest rated clan has more than 1 team (or player in the 1v1s) signed up, and truthfully if you are the lowest rated clan you are unlikely to be extremely active since the most active players are usually the better ones in better clans. The limiting factor is that this comes into play if a clan more players participating than all the clans rated lower than it + 2 (sometimes more if they get games with clans rated above them). This is rarely an issue since these low rated clans are not usually so active.

    For this reason I believe the underlying issue is being blown out of proportion. We have had enough seasons for most clans to get to a representative rating of their activity + skill, which means that last season this was rarely a problem since the lowest rated clans were not stacking templates. TLA was a separate issue (which people in Masters had been flagging when we were bringing up how free wins worked and the matchmaking system as a whole), but they don't seem to have that anymore...
    A clan going from a negative rating to having 5+ people stacking a template and then hoping for a matchmaking fix within a day is unrealistic, if it was a true problem this would have been brought up by more people. I'm sure you guys will all be fine and then take advantage of the easy games you get thanks to your low rating over the next week or so...

    I want to make it clear I do think the matchmaking system should be changed as above to ensure everyone gets a game, but I also want to make it clear I find it ironic how people who laughed at Masters when we complained about the matchmaking system are now doing the same thing but only once it inconveniences them.
    Matchmaking: 2021-09-17 12:11:53


    Ercole
    Level 60
    Report
    A matchmaking that uses personal ratings would end that "bullying" since everyone would have a game in their temp except 1 person (or team) if the number is odd, I suppose that should be the one with the lowest rating, should gain a rating boost from his free win and shouldn't be allowed to get more than a determined number of free wins in a row.

    Plus you won't have that many uneven games like it is now, since the "quality" of the games is between the aims of the competition: right now it happens very often that the best players of a clan play vs the lowest rated of another one that has a similar rating while in the meantime an high rated player of a lower rated clan gets a newbie to smash easily.

    Edited 9/17/2021 12:13:36
    - downvoted post by Sephiroth
    Matchmaking: 2021-09-17 13:36:52


    (deleted)
    Level 60
    Report
    the salt is flowing
    - downvoted post by Tac(ky)tical
    Matchmaking: 2021-09-17 15:40:50


    Tac(ky)tical 
    Level 63
    Report
    Imagine complaining about a large group's intelligence in the longest run-on sentence of 2021.
    Matchmaking: 2021-09-17 16:51:32


    l4v.r0v 
    Level 59
    Report
    TL;DR on the TL;DRs: Clan Wars would be a better experience and considerably more competitive if we had player ratings and adopted Derfellios/hedja's proposal.


    TL;DR re:hedja: Strong +1 to hedja's and Derfellios' proposal. It doesn't have the flexibility of min weight matching but we don't need min weight matching if we are only interested in quality matchmaking w.r.t. absolute rating differences (rather than something fancier like logarithmic rating difference) because rating differences are commutative, making CW matchmaking a simpler/narrower problem than general min-weight matching, with nice properties we can use.

    TL;DR re:Ercole: Player ratings would also make Clan Wars more competitive by making high-skill players equally valuable for lower-skill clans as for higher-skill clans. Right now, only predominantly-high-skill clans actually benefit from high-skill players. In non-elite clans, elite players' wins become their clanmates' losses; this creates an incentive for elite players to migrate to elite clans (if they're perfectly rational and motivated solely by CW).

    To add to what hedja said and to merge a discussion on that algorithm proposal (which, afaict, is the same as Derfellios' proposal) from WZ Public Chat Discord (https://discord.com/channels/204926708795572226/888350086894063627/888362365895200779):

    1. If there is a concern about match quality, the un-pairings in the second stage (unmatching & rematching to accommodate leftover players) could be gated by a maximum rating difference threshold. I.e., if you have the following sign-ups, in the notation of (clan name)=(rating):

    A=100 B=90 B=90 C=70 D=50 D=50 E=30 F=20 F=20 F=20 F=20 F=20, and a maximum threshold of 40 (applicable only to the second stage)

    The greedy algorithm would pair AvsB, BvsC, DvsE, DvsF, leaving 4 F's unmatched.
    The second stage (Derfellios' and hedja's proposal, constrained by the threshold limitation proposed by me and Derfellios) would break up DvsE to create 2 new matchings (DvsF, EvsF) but not break up BvsC since BvsF and CvsF would be too "low-quality" matches.

    (That said, I don't think match quality warrants this additional complexity. The greedy algorithm does not guarantee match quality, so having it uniquely guaranteed in the second stage would be incongruous. Plus, as Balthromaw pointed out, Clan War Ratings guarantee low match quality for players whose skill levels are significantly higher or lower than their clans. But as we can see, a trivial threshold-based adjustment to Derfellios'/hedja's proposal would resolve any match quality concerns.)

    2. Per Derfellios' reasoning, this approach has provable optimality w.r.t. creating the maximum possible number of games (subject to the match quality constraint, if we incorporate the proposal in #1). Although it does not guarantee a minimum-weight graph matching (in the above example it does, and in many cases it would, thanks to the properties of rating differences) because, e.g., it would still pair AvsB even if A's rating were 1000.

    This is beneficial, though, because from a design perspective it prevents a clan with a runaway high rating from getting free wins and essentially getting kicked out of Clan Wars for being too good. (Since free wins would increase the rating gap, so unlike with too-low ratings, this wouldn't self-resolve.) Note that we could also prevent this runaway-rating scenario if we use a min-weight matching algorithm, by just adjusting our weight-generation logic to guarantee the highest-rated clan gets games. However, this type of problem shouldn't exist and highlights the general drawbacks of rating at a clan level rather than a player level; player ratings tend to be much more smoothly distributed than clan ratings.

    To add to what Ercole said about personal ratings and merge in a discussion from Global Chat, here's another benefit of player-level ratings:

    Player-level ratings will add parity and competitiveness to Clan Wars.

    Take the case of Ursus. When Ursus plays for TSFH/Harmony, TSFH/Harmony does not benefit from his skill. Ursus' wins raise TSFH's Clan War Rating, meaning that TSFH's other players now face tougher opponents and are more likely to lose. Ursus' far-above-average skill does not translate to an elevated win-rate!

    But if Ursus leaves TSFH for MASTERs, Ursus will help MASTERs. He will raise MASTERs' CW Rating, but that will have minimal effect on MASTERs' matchmaking. His wins will not be efficiently offset, and so his elevated win-rate will contribute to an elevated win-rate for the clan. Ursus (hopefully) hasn't realized this, but he has more to benefit from Clan Wars if he joins a predominately-high-skill clan because only predominately-high-skill clans can efficiently benefit from Ursus' elevated skill. This creates an anti-competitive incentive and improves poaching efficiency. In conjunction with the 40-player-limit clan handicap introduced in Update 5.12, this contributes to a net-harmful consolidation effect on the Clan ecosystem's incentive structure.

    If we rated and matchmade at the player level, we would have players at the margins with stable >50% win-rates instead of clans at the margins with stable >50% win rates. Right now, clans wind up with stable >50% win rates (or stable <50% win rates) when they break matchmaking- i.e., when their rating is significantly higher or lower on average than the cluster of viable competitors, so matchmaking gives them games where they would expect to win >50% or <50%. With player ratings, Ursus' wins won't turn into Strangesmell's losses! When Ursus plays for TSFH, it generally creates someone on the other side of TSFH (skill-wise) who is eating losses for Ursus' wins (or a group of such people, depending on the particulars of TSFH's skill distribution). Note that the vast majority of players would still have 50% win rates and in fact the stable 50% win-rate objective is easier to provide while matchmaking at a player level because there are vastly more players than clans and so we'd have fewer rating-gulfs. There would also be considerably greater variety in matchmaking and reduce the number of sacrificial lamb players who keep joining Clan Wars only to lose almost all their games (because, even if their skill is average relative to the player pool, if it's significantly worse than their clans' participation-weighted average skill, CW matchmaking will keep matching them into low-parity beatdowns).

    Clan-level rating/matchmaking also creates a closely-related manipulation scenario. Elite players (e.g., Python) could do what yolo swag has been accused of doing: hop on over to a low-rated clan and use their deflated rating to get easy matchmaking and an elevated win rate (until their CW rating catches up to their actual skill). Of course, this is not a good reason to keep the broken present matchmaking algorithm- if someone actually wanted to exploit CW this way, they could just choose a clan with a low rating but not as abysmally low as yolo's. And the benefit of this manipulation scenario is marginal for Python-tier players who would have an elevated win rate anyway even once their rating stabilizes. But this and several other CW manipulation scenarios only exist because of the clan-level rating/matchmaking for which Activision's stated reasoning (CW being a clan competition) is a non-sequitur.

    If we're actually serious about match quality and experience, then rating and matchmaking at the player (rather than clan) level is an obvious choice.

    Edited 9/17/2021 19:32:31
    Posts 71 - 90 of 95   <<Prev   1  2  3  4  5  Next >>