We are aware that some Guilds are battling in Territory Wars against higher GP Guilds with a deeper roster and can feel impossible to beat. Currently, we don’t see any egregious issues in the data but, after looking at the posts on the forums, it’s clear that we need to investigate further. Territory War Matchmaker is something we have been monitoring closely for a while but we still need to gather more info about the current situation.
I am combing through the forum for past GP mismatches for my report but I could use your help. Please post here with the following info if you have experienced a large mismatch in Guild GP during Territory War in the last couple months (last change to TW matchmaker was in March 2018):
Date of TW:
Your Guild’s GP
Opposing team’s GP:
# of my guild members who joined:
# of opposing guild members who joined:
Attach any screenshots of the above info if you have them.
"Soisanatha;c-1697931" wrote: # of opposing guild members who joined: Unsure
You can determine the number of opponents by the # of defensive squads per zone. It's a 2 to 1 ratio. So if you set 20 defenses per zone, they have 40 (+/-) players signed up.
CLONES UNLEASHED TERRITORY WAR MATCHMAKING ISSUE 11/16-11/18 General Information:
Clones Unleashed (Us) v. Marianas Trench
Date of Territory War: 11/16/2018
Clones Unleashed GP: 112 Million (2.1mGP Avg.)
Marianas Trench GP: 159 Million (3.2mGP Avg.)
Clones Unleashed TW Record Pre-100 Million GP: 31-5
Territory-War Specific Information:
Clones Unleashed Members Joined: 50 (112 Million GP Joined)
Marianas Trench Members Joined: 43 ((Approximately 138 Million GP Joined, Based off of actual reported GP on swgoh.gg (31 listed accounts at 100.99, total) + an averaged GP generated from the remainder of the unreported accounts against the total remaining GP (12 unlisted accounts, for a total of 36.63 Million, or an average of 3.05 per member))
Clones Unleashed Zetas on Defense: 281
Marianas Trench Zetas on Defense: 401
Territory Size: 22 Teams
Clones Unleashed Per-Team Efficiency: It took 1.8 Battles to defeat an opponent’s team on defense (164 Battles to Destroy 4 Territories)
Marianas Trench Per-Team Efficiency: It took 1.4 Battles to defeat one of our defensive teams (217 Battles to Destroy 7 Territories)
Final Score: 11,407 – 15,372
In sum, the (active/joined) GP disparity between our guild and our opponents not only means that they are in an entirely different reward bracket than us, but it also means that they could field approximately 260 teams of 100,000 GP over our entire active roster. The only logical conclusions based upon these numbers are (A) the matchmaking algorithm is flawed and/or using inaccurate inputs to determine opponents, and is thus matching up teams across tier brackets; or (B) the matchmaking algorithm is being compromised by savvy guilds who have found ways to circumvent the system in place. Regardless of the reason, the foregoing data proves that the current matchmaking system harms guilds by matching them against unbeatable opponents, and rewards guilds (at a higher reward tier, no less) that exploit the current system by providing them with greater gear rewards, zetas, and currency. This issue first started becoming an insurmountable problem once we eclipsed 100mGP. Until then, we were able to overcome opponents through discipline and strategy. Now, that is no longer the case. While the matchmaking system quantifies extreme mismatches based upon the number of members who join territory war amongst guilds, a 30 Million GP difference and a 1 Million GP average roster difference is too great a burden to overcome. Even though we have more people playing in the battle (conceivably), the teams we are up against have determinably higher gear level, a higher average roster level, and far more zeta-level abilities per team assigned. Because battles don’t operate on refresh (and TM is carried over per battle, meaning that each subsequent loss results in a head start for the defensive team), G12 and zeta-heavy defensive lines almost certainly outperform offensive fronts (keeping in mind that those defensive teams will be of a higher quality simply because the “active” rosters used by the matchmaking algorithm are approximately 1 ½ to 2 times more powerful than our average roster). This is the third TW in a row where we have faced an overwhelmingly difficult opponent. Based upon the forgoing, your matchmaking algorithm merely punishes guilds consisting of 50 dedicated, active players, while rewarding guilds consisting of casual ones (or guilds organized around half that number of dedicated players offset by alternate accounts and ticket hounds). As such, the current matchmaking setup for TW harms the entertainment and playability (and further, the monetarization) for a far greater number of players than it actually rewards, irrespective of pay-to-play status. I sincerely hope that this data can be used to better the current Territory War environment and fix a significant flaw that harms the entertainment value of your game. I would be open to discuss any further information (our guild documented just about every conceivable factor in the past TW), and look forward to your response.
"DuneSeaFarmer;c-1709062" wrote: @CG_SBCrumb Realizing we all have our opinions, pro and con. Is "Get Good" the official stance on this? Our internal discussion (guild) is trying to determine our next step. A long time back when players complained about the Galactic war difficulty CG J. Salero said "It's supposed to be hard!" So... with that in mind, what is the official stance? Many see the changes as a mistake since things for many became more difficult. In point of fact they may be working exactly as planned. Which is it? To quote The Clash "should I stay or should I go?", is on many minds. We already lost a member over night. What can we look forward to?
@DuneSeaFarmer I'd tell your guild that a single TW is not enough time to judge the effectiveness of the new algorithm. From what I can see, the new algorithm is pretty much matching active GP very closely (although not always the average player GP, which I think is more impactful).
The bots that do guild comparisons can never see how many players signed up for an individual war, and so oftentimes guilds get "tricked" into thinking they are facing a much higher GP than actually signed up.
As long as a guild can manipulate their matchup, there will be problems. I do not know the answer but 40 members from a 220mil gp guild has a huge advantage over 50 members of a 180mil go guild, an unsurmountable advantage. I do not think guilds should ever be matched up outside of a 5mil gp difference, no matter how many signed up.
It shouldn't be based on GP alone, surely. We have 5 Trayas and only a few Revans for this TW and have been matched with a team that has a similar GP but 42 Trayas. Their mod and G12 stats obliterate ours so we never stood a chance.Mismatches aren't just boring if you are on the receiving end of one but also drive people away from the game mode. Please sort it out CG.
I think match maker is still broken. We are 221M guild and for the last few "fun and playful" wars we have been matched with 250+ guilds. Now, the ground war part is very tough and challenging, but not horrible. We are definitely severely outmatched on the mods and lose the ground war, but this part is doable. The deciding factor, however, is Fleet battles. There is no way to compete here, particularly in the current fleet meta, against fleets that are completely 6e modded and g12+ geared.
I really think that your match making algorithm doesn't correctly consider the average number of 6e mods for the guild as well as the average number of g12+ geared characters. That is currently the primary decider for the territory wars. A war between guilds where this disparity is higher is no fun at all because even though the power ratings are similar, within some margin, the mod and gear disadvantage is a huge factor that doesn't seem to be considered by your algorithm. If it were, these kinds of match-ups would be a lot more rare.
I have no problems if the matches were far apart in GP, but close in terms of mods and gear. These would be a lot more competitive. But matches were you are outclassed in g12 gear and 6e mods are just frustrating and take away from the enjoyment of the game.
We were 50/50. They were 43/50 but 15 million GP mor than our guild. Thanks for the matchmaking system and the experience with it. you can delete TW from SWGOH now. No use to play this shit mode anymore.
@CG_SBCrumb do the developers ever plan on fixing the sandbagging that elite guilds, lets be honest...too many guilds do just to ensure that they get 3 easy zetas?
Our opponents guild deliberately told multiple people to not participate in TW so that they could get matched with a lower GP guild and be guaranteed 3 zetas. We try to encourage every member of our guild to register so that they get rewards.
This game shouldn't encourage overly competitive players to tell members of their guild that "They can't participate in TW" because they want to get 3 zetas without a fight.
Do you know how many members they had to ban from participating to drop 40mil in GP?
Instead of doing these extremely unbalanced matches of equal registered GP vs equal registered GP a system should be enabled that matches based on entire guild GP. In that way your guild is at a disadvantage for not participating versus rewarded for having multiple members of a guild sit TW out.
It's very bizarre that this behavior is still being rewarded.
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