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FireyRei's avatar
FireyRei
Seasoned Hotshot
7 years ago

Grand Arena matchmaking

So, I would like to know how pitting a person (me) rank in the 500s vs a person in the 100s, also ships me in the 100s while he/she in the 50s: fair?

Our GP is similar yes, but clearly looking at the roster I see a dolphin/whale. This player has very precise teams at GL12, while I have three characters in total at GL12. He has excellent meta teams while I do not.

Is the Grand Arena F2P vs. P2W?

36 Replies

  • "Rath_Tarr;c-1774524" wrote:
    "leef;c-1774478" wrote:
    "Rath_Tarr;c-1774457" wrote:

    3) Far more likely they have/will start adding GA win/loss ratios as a modifier


    this would suck.

    Why? You want easy wins?


    Yes, but that has nothing to do with why i think it would suck. I want to win because i'm better, not because i've lost 12 straight GAs in a row so i can finally win vs guys who are even more noob than i am.
    Besides, after matchmaking your w/l ratio will be taken into account when determining your 2nd and 3rd round opponent. So if you're the best out of the 8, you'll face the 2nd best in the last round. Same goes for the worst obviously.
  • "leef;c-1774540" wrote:
    "Rath_Tarr;c-1774524" wrote:
    "leef;c-1774478" wrote:
    "Rath_Tarr;c-1774457" wrote:

    3) Far more likely they have/will start adding GA win/loss ratios as a modifier


    this would suck.

    Why? You want easy wins?


    Yes, but that has nothing to do with why i think it would suck. I want to win because i'm better, not because i've lost 12 straight GAs in a row so i can finally win vs guys who are even more noob than i am.
    Besides, after matchmaking your w/l ratio will be taken into account when determining your 2nd and 3rd round opponent. So if you're the best out of the 8, you'll face the 2nd best in the last round. Same goes for the worst obviously.

    If you are losing repeatedly then the implication is that you are out-matched. That could be your strategy, your roster, your tactical skill or some combination thereof.

    From a matchmaking perspective the options are to keep matching you vs opponents you cannot beat - not much fun - or match you with opponents who are closer to your level so that you have fighting chance.

    Players who rarely or never win will tend to give up, either by setting trash / no defense or by simply not participating at all.

    Players who repeatedly stomp weaker opponents will either get bored because they are not being challenged or get an over-inflated ego because they don't realize how little challenge they have.

    Some factor representing player ability seems inevitable if the game mode is to succeed.

    That factor could also be the key to gauging who the best players really are. It isn't simply about having the most GP but about being able to leverage what you have to beat seemingly superior opponents.
  • "Rath_Tarr;c-1774594" wrote:
    "leef;c-1774540" wrote:
    "Rath_Tarr;c-1774524" wrote:
    "leef;c-1774478" wrote:
    "Rath_Tarr;c-1774457" wrote:

    3) Far more likely they have/will start adding GA win/loss ratios as a modifier


    this would suck.

    Why? You want easy wins?


    Yes, but that has nothing to do with why i think it would suck. I want to win because i'm better, not because i've lost 12 straight GAs in a row so i can finally win vs guys who are even more noob than i am.
    Besides, after matchmaking your w/l ratio will be taken into account when determining your 2nd and 3rd round opponent. So if you're the best out of the 8, you'll face the 2nd best in the last round. Same goes for the worst obviously.

    If you are losing repeatedly then the implication is that you are out-matched. That could be your strategy, your roster, your tactical skill or some combination thereof.

    From a matchmaking perspective the options are to keep matching you vs opponents you cannot beat - not much fun - or match you with opponents who are closer to your level so that you have fighting chance.

    Players who rarely or never win will tend to give up, either by setting trash / no defense or by simply not participating at all.

    Players who repeatedly stomp weaker opponents will either get bored because they are not being challenged or get an over-inflated ego because they don't realize how little challenge they have.

    Some factor representing player ability seems inevitable if the game mode is to succeed.

    That factor could also be the key to gauging who the best players really are. It isn't simply about having the most GP but about being able to leverage what you have to beat seemingly superior opponents.


    Why is some factor in matchmaking representing player ability inevitable if the game mode is to succeed? What's inevitable is that each GA round half the players lose, we can't all be winners.
    The players who currently keep losing/winning aren't doing so because of their player ability. Especially the ones who keep losing are doing so because they've got "bad" rosters. If you look at the rosters on preperation day, you can generally already see who's going to win and who's going to lose.
    Also, what's the point in improving (player ability aswell as roster) if you'll eventually be matched with equal opponents anyway?
  • "leef;c-1774620" wrote:
    "Rath_Tarr;c-1774594" wrote:
    "leef;c-1774540" wrote:
    "Rath_Tarr;c-1774524" wrote:
    "leef;c-1774478" wrote:
    "Rath_Tarr;c-1774457" wrote:

    3) Far more likely they have/will start adding GA win/loss ratios as a modifier


    this would suck.

    Why? You want easy wins?


    Yes, but that has nothing to do with why i think it would suck. I want to win because i'm better, not because i've lost 12 straight GAs in a row so i can finally win vs guys who are even more noob than i am.
    Besides, after matchmaking your w/l ratio will be taken into account when determining your 2nd and 3rd round opponent. So if you're the best out of the 8, you'll face the 2nd best in the last round. Same goes for the worst obviously.

    If you are losing repeatedly then the implication is that you are out-matched. That could be your strategy, your roster, your tactical skill or some combination thereof.

    From a matchmaking perspective the options are to keep matching you vs opponents you cannot beat - not much fun - or match you with opponents who are closer to your level so that you have fighting chance.

    Players who rarely or never win will tend to give up, either by setting trash / no defense or by simply not participating at all.

    Players who repeatedly stomp weaker opponents will either get bored because they are not being challenged or get an over-inflated ego because they don't realize how little challenge they have.

    Some factor representing player ability seems inevitable if the game mode is to succeed.

    That factor could also be the key to gauging who the best players really are. It isn't simply about having the most GP but about being able to leverage what you have to beat seemingly superior opponents.


    Why is some factor in matchmaking representing player ability inevitable if the game mode is to succeed? What's inevitable is that each GA round half the players lose, we can't all be winners.

    Because as I said, players who repeatedly lose and feel they have no chance to win will either set trash or no defense - and we've seen plenty of complaints about the latter already - or stop participating altogether like this guy - https://forums.galaxy-of-heroes.starwars.ea.com/discussion/195319/another-failed-ga-matching#latest

    "leef;c-1774620" wrote:
    The players who currently keep losing/winning aren't doing so because of their player ability. Especially the ones who keep losing are doing so because they've got "bad" rosters. If you look at the rosters on preperation day, you can generally already see who's going to win and who's going to lose.

    Yes, you can see the mismatches very clearly which means that the matchmaker is not producing competitive brackets.

    And it isn't just about roster bloat. There are inherent issues in balancing squad and fleet zones. The most glaring one - including fleet GP when there are no fleet zones - is being addressed but issues remain, like hiding the fleet zone behind a squad zone and only having one of the four zones be fleet. Squad-heavy rosters continue to enjoy the advantage in the current four-zone layout.

    "leef;c-1774620" wrote:
    Also, what's the point in improving (player ability aswell as roster) if you'll eventually be matched with equal opponents anyway?

    Because the matchmaking handicap you develop by winning repeatedly and being matched with rosters which are considered superior marks you as a better player and could potentially generate bonus rewards.
  • "Rath_Tarr;c-1774629" wrote:

    Because as I said, players who repeatedly lose and feel they have no chance to win will either set trash or no defense - and we've seen plenty of complaints about the latter already - or stop participating altogether like this guy - https://forums.galaxy-of-heroes.starwars.ea.com/discussion/195319/another-failed-ga-matching#latest

    The game mode will succeed without those players. Furthermore, those are a clear cut example of mismatches based on roster since they've no way of knowing the other player's ability.
    "Rath_Tarr;c-1774629" wrote:

    Yes, you can see the mismatches very clearly which means that the matchmaker is not producing competitive brackets.

    And it isn't just about roster bloat. There are inherent issues in balancing squad and fleet zones. The most glaring one - including fleet GP when there are no fleet zones - is being addressed but issues remain, like hiding the fleet zone behind a squad zone and only having one of the four zones be fleet. Squad-heavy rosters continue to enjoy the advantage in the current four-zone layout.

    Right, all the more reason to adress those issues instead of including a w/l ratio with matchmaking.

    "Rath_Tarr;c-1774629" wrote:

    Because the matchmaking handicap you develop by winning repeatedly and being matched with rosters which are considered superior marks you as a better player and could potentially generate bonus rewards.


    So eventually you'll just hit a wall of inferior players who've got rosters that are so much better than yours that you won't be able to overcome them with skill alone. Does that sound desirable?
    Matchmaking currently is far from ideal, but including w/l ratios will only make it worse imo. And for what? because some players keep losing? They can improve their rosters and player ability and they will start doing better. Better matchmaking in terms of measuring roster strenght will help with that.
    i must admit i kinda like the bonus rewards idea, but i also kinda like the equal rewards across the board currently. I personally couldn't care less about being considered a superior players though, i just like to win and see the choices i make pay off. Unfortunately for me those choices are mostly on the roster development/resourcemanagent side, not so much on the player ability side. Improved matchmaking will definately "hurt" me, hehe.
  • "Rath_Tarr;c-1774457" wrote:
    "Waqui;c-1774201" wrote:
    "jayjonbeach;c-1774149" wrote:
    Well they could use 2 parameters in the algo instead of just GP, ...


    I don't believe GP is the only parameter. I believe they mix players with strong rosters with players with weaker rosters (same GP more or less) on purpose.

    I believe your belief is unbelievable. :p

    1) Defining "stronger" and "weaker" rosters is easier said than done - GP is their best try so far and it is far from perfect
    2) Last 3v3 when I checked, the total GP spread for my bracket was 0.0005% or 891 GP .. not much wiggle room
    3) Far more likely they have/will start adding GA win/loss ratios as a modifier



    3. If they add this parameter, I would still believe, that they will mix players with high ratio and players with low ratio on purpose. I still don't believe, that CG aims to make even matches.

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