6 years ago
Ping Based Matchmaking
Theres needs to be Ping Based Matchmaking. Roughly 5% of the players Ive went against have actually been from Britan & Ireland and the other 95% have been from: Spain, Russia, Japan, Sweden, Germany,...
Unreliable/sporadic latency is the bigger problem, and is the cause of warping.
It tends to occur on connections with high hop counts, and that travel over highly congested/over subscribed links.
It can of course be artificially induced, though I doubt anyone would go to the trouble of doing it for competitive advantage.
It's kind of ironic that my 1st thought upon reading the title was "what a daft idea".
However I then thought back to my days of playing Quake 2 & 3 over a 56k modem, and the stark difference between LPBs (40-100ms) and HPBs.(150-250ms).
Back then a "fair" match-up was one between players of equal ping; nobody had even considered matching equally skilled players together.
For good reason too; if you stop and think about it, matchmaking by skill is an absurd idea, as all things being equal, such match-ups can only be decided by luck.
Of course game design that puts 'luck' front & foremost is EA's modus operandi, so it's no wonder it's found its way into Apex.
Next feature; Premium Currency to bypass SBMM.
"Pay to have worse opponents" isn't "Pay to Win"..... righhhht? 👿
You obviously don't have a clue about Ping Based Matchmaking too. You literally only seen what you wanted to and rambled on about the biggest load of balls. You need to re-read the whole conversation and then come back to us.
@SmallZzy wrote:You obviously don't have a clue about Ping Based Matchmaking too. You literally only seen what you wanted to and rambled on about the biggest load of balls. You need to re-read the whole conversation and then come back to us.
I don't engage in the typical petty back & forth "you're wrong" type arguments that most denizens of this forum are so fond of.
As such I'm neither supporting nor opposing your suggestion, just giving my anecdotal perspective as a gamer who's been playing competitive first person shooters over the internet for more than 20 years.
All I can suggest is that you reread my post.
(fyi the "pay to not SBMM" tangent is tongue in cheek).
Hey everyone,
lets keep it to the topic, so far everyone is on topic and lets keep it like that.
Ping Based Matchmaking not something I heard before per say, games normally have that you get MM the best ping and servers for a better experience. Apex and SWBF2 does this if you don't choose what server you want to be on as example.
/Atic
1. Apex may pick the best server based on your location but it is not 100% accurate all the time. I live in Ireland & theres multiple times where I have started the game up & its auto selected me to be put in Australia, New York, Sao Paulo etc.
2. Apex will auto select the server on start. But its extremely easy to pick another server & a lot of people do this to get an unfair advantage.
3. All in all after all of the arguing in this post with others, I still come to the conclusion that Ping Based Matchmaking needs to come to the game.
@TheJumpingJawa We are NOT discussing SBMM we are discussing Ping based matchmaking PBM. These are two different types of matchmaking. One is based off of the players skill, the other is based off of the players connection.
Ping often gets used synonymously and interchanged with latency, but while it is related, this is not correct. The term has its roots in active sonar, with a ping being the pulse of sound sent out, followed by listening for its reflection to come back. Ping in computers actually refers to the signal sent out across the network to another computer, and this other computer then sends its own signal back, which is another ping. The measurement of this round trip then gets referred to as latency.
@KUSHD wrote:@TheJumpingJawa We are NOT discussing SBMM we are discussing Ping based matchmaking PBM. These are two different types of matchmaking. One is based off of the players skill, the other is based off of the players connection.
Ping often gets used synonymously and interchanged with latency, but while it is related, this is not correct. The term has its roots in active sonar, with a ping being the pulse of sound sent out, followed by listening for its reflection to come back. Ping in computers actually refers to the signal sent out across the network to another computer, and this other computer then sends its own signal back, which is another ping. The measurement of this round trip then gets referred to as latency.
Yes. And?
At no point did I confuse the matchmaking paradigms or my use of terminology.
My initial post attempted to contrast how matchmaking expectations have changed over the years, and how these changes have altered our perception of fairness.
As to server selection, it's still unclear how Apex's backend handles locating lobbies when mixed location parties & potentially sparse player populations are involved.