> I’ve rarely found lopsided matches interesting. Either in the dominating team or (especially) in the losing team.
A new scoring system which changes how many kills are needed to finish the match, does not make the worse team play any better.
> Matchmaking algorithms should match teams perfectly… making most, if not all, matches close. But such an algorithm… even if you had a huge accessible userbase is not possible. There are just too many variables in play… and some such as team harmony / balance are nigh on unpredictable.
Considering the relatively “simple” math that has gone into making these Skill Calculation systems, and the matchmaking system which also take into account latency on top of skills, no, you’re not going to get “the perfect” close match consistently.
> In the event of an obvious match making fail… would it be so bad to impose a system of minor handicaps?
If it’s a rare issue/fail, then it’s not warranted to add a handicap system which can be abused.
If it’s quite common, you go check the root cause of why it’s happening, you don’t add a handicap system which can be abused.
> If done properly it wouldn’t exactly be a virtual coin toss… it would still be which ever team performed better on the day. Not much different to handicap starts in amateur running sprints.
And how is “properly” done?
> If your output drops from 2% per kill to 1.5% (for example) it’s not necessarily something you are going to notice in game.
Let’s say you do 18% damage to the enemy’s health bar.
With 2%, you need to get 9 kills to achieve that much damage.
With 1,5% you need 12 kills. Feels noticeable considering the milestone for a killing spree is 10.
So, with 2% and 18% damage, you haven’t gotten a Killing Frenzy yet, but with 1,5%, you’re close to half way to a Killing Riot which is 15%.
What’d happen if you’re performance is poor, but you pick up and get 2,5% damage for each kill?
The exact amount of kills you’d need is 7,2. But that’s not possible, so, with 7 kills, you manage to do 17,5% damage to the enemy’s bar.
So, with all this in mind, either the system will barely be noticeable, which would defeat its purpose of “helping out”, and we wouldn’t need it in the first place.
Or, it’s noticeable enough to irritate players doing good, and be open to abuse, which we don’t want.
> If your skill metric is K:D (or whatever)… that still stands - despite whatever amount of damage each of your kills inflicts on the damage bar during the game.
Winning, getting kills and avoiding deaths is only part of your skill set in a team game.
> The ‘fall’ referred to the faster algorithm picking a wider spread of skill levels into a match… knowing that the dynamic scoring would smooth out any mis-matches.
So, the MM system would be far more likely to mis-match players based on whatever is used to calculate skill, because there’s a new scoring system in place which smooths out the now more regular mis-matches.
But as mentioned earlier, it’s not like a handicap on the scoring system will make any bad player do better.