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DaSud's avatar
8 years ago

Alternative to current matchmaking system

I am finding that the current matchmaking system is giving me a lot of mismatches, so I'd like to throw out some suggestions to think about.

1. Matches should be made based on deployed unit power primarily and elo/skill rating secondarily.

While the idea of having a medal count system is simple and most people can understand it, it is currently making some brutally unfair matchups.

If an opponent has units that are +1 and +2 above what you have, they have to mess up in an extrordinary manner to not win the match.

This goes even more for units that are based around burst damage. While two rhinos shooting each other 1v1 will guarantee a fairly even spread of damage, units like predator tanks have breakpoints in that they fire infrequently. To give an exaggeratedly simple example, a level 1 tank with 1000 hp and 1000 damage a shot is drastically weaker than a level 2 tank with 1001 hp and 1000 damage (the breakpoint being that the lv2 can survive a shot).

I also noticed that because of this, picking up Nod when it becomes available is a problem, as I got matched at default 100 medals against a guy with lv4-5 units when I was using 1-2.

There also should be factoring done based on rarity and hard counter availabilty vs. the opponent. For example, if one person's army features a rhino as their best unit, vs. someone who's best unit is a predator tank, there should be math done as to has the most power in the rock paper scissors matchups of the units.

2. Nobody likes fighting a lost cause. But they might if incentivized.

There is a complex system where you need to balance match availability (especially the high skill/rank) with providing matchups that are satisfying.

The first thing that needs to happen is a concede button. Players generally know when they're beat. No reason to make the player have to close the game to get on with the next match.

Next, dealing with games that are imbalanced versus long queue times. We don't want to force players to be put in bad matchups, but on the same mark, waiting an hour for a game is a drag. The solution I feel is to give the weaker player the option to play the mismatch with incentives to try to do well.

When queuing, the more powerful player will see just the normal waiting for match, but if there is not a decent pool of equals in the queue, it can then start asking weaker players if they would like to play a mismatch. If they accept, they then can make 0-50% of currency they would for a win, based on how well they performed, or even get a bonus if they happen to win. The weaker player can also choose to decline.

In this scenario, negative feelings can be lessened/avoided as both parties feel like they are at least doing something productive.

3. Competitive matches can actually be a thing with this game.

A lot of mobile games are oversimplified schlock, relying heavily on randomness and collection schemes to keep people playing. This game actually successfully translates PC RTS game micromanagement onto the mobile platform, and that actually is really skill intensive if you've played RTS' at a high level. If a competitive scene forms around it, which seems quite possible with the amount of starcraft players on the leaderboard, it would be quite an accomplishment given the platform, where normally the top charts in a game are just a bunch of whales.

2 Replies

  • Completely agree. There have been far too many mismatches involved in the games lately and frankly it's getting tiring. If they want us to continue playing the game, something like what you suggest would make sense

  • Yep, been playing the past hour and 9/10 of my games are vs pay to win players who have maxed units or players with max units that hav ego idea how to play the game, real fun match making system

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