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SidPika's avatar
5 years ago

TW Sandbagging issue

the TW matchmaking is a problem. a lot of guilds exploits this matchmaking, sandbagging, going with less players, and enjoy easier fights. it shouldn't happen.
I'm not sure if you are now realizing that there's a problem (cause in one Q&A I saw that one of your devs don't understand what's the problem..) so I'll explain:
a guild of 300M GP, has a few not sign up, they go with active GP of 260-270M, and face a guild with 260-270M GP.
the guild with 300M GP have fewer players, but it doesn't matter, they have much much more mods, relics, and super top teams like GL Rey/Kylo. A HUGE advantage to the 300M guild with fewer players.
so when will you fix the sandbagging issue? there are many solutions for it.. you can:

- Create more brackets and "punish sandbaggers" that go lower bracket

- you can make it mandatory for all 50 (maybe not so good idea, but will increase competitiveness)

- you can change the matchmaking to prioritize number of players also... guild of 300M that sandbagged 10 people to 240M, won't face 240M guild, but face a guild with 9-11 missing players, at 295-305M Gp. it will create much more even matchups, and won't punish anyone actually.

- you can make the zones still 25 even if a guild comes with 40, and that might help a bit to the weaker guild, cause the sandbaggers need to place more on def.

- you can, but you won't do, make the rewards much better and worth joining.

60 Replies

  • "WhoDat;c-2116130" wrote:
    Rewards tiers based on gp, makes sense, but matchups should really compare GLs, relics etc.


    not necessarily. how effectively each of us builds our rosters should have some effect on us in the game mode, not just on what we walk away with.

    Average GP would be a good add to refine match making, it should help limit the wide variance we see in MM.
  • "WhoDat;c-2116130" wrote:
    Rewards tiers based on gp, makes sense, but matchups should really compare GLs, relics etc.


    I disagree on the last part. Guilds that build stronger rosters (stronger for TW) should benefit.
  • LoL at all those defending the current system. Before reaching our GP we had perhaps 1 mismatch every 20 TW's. Once we went into top bracket, 3 out of 4 guilds we face in TW are 25-30m above us. Is it because HSTR, Alts, Sandbagging? no idea.. the effect is the same. Guilds with substantially higher GP avg per member gain a massive advantage in TW. HSTR excuse is lame because that idiotic reward structure has been a problem since day 1 and NOTHING has ever been done about it. To say because some want better loot so on top of that they should get advantageous matchups is laughable argument.. to say it PC.

    Sandbagging happens in top tier - a lot. Intentional or not, a lot of guilds run at or below 44/45 in TW's and it benefits them immensely. I don't really give a rats ass reason why - it's still an advantage. Now, don't mind me - we've lost 10 TW's total and we still mostly beat sandbagging guilds as well. But we focus a lot on TW's and the average guild probably doesn't. Nothing will be done, can't fix this spaghetti code and get rid of simple bugs. I have no hopes they address issues like this or HSTR reward structure. Not sure what devs even do in this game anymore...
  • Just like GAC top tier being broad, the top tier of TW is broad... new tiers over time would be amazing
  • "DarjeloSalas;c-2116186" wrote:
    "Mixelplux;c-2116185" wrote:
    LoL at all those defending the current system. Before reaching our GP we had perhaps 1 mismatch every 20 TW's. Once we went into top bracket, 3 out of 4 guilds we face in TW are 25-30m above us. Is it because HSTR, Alts, Sandbagging? no idea.. the effect is the same. Guilds with substantially higher GP avg per member gain a massive advantage in TW. HSTR excuse is lame because that **** reward structure has been a problem since day 1 and NOTHING has ever been done about it. To say because some want better loot so on top of that they should get advantageous matchups is laughable argument.. to say it PC.

    Sandbagging happens in top tier - a lot. Intentional or not, a lot of guilds run at or below 44/45 in TW's and it benefits them immensely. I don't really give a rats **** reason why - it's still an advantage. Now, don't mind me - we've lost 10 TW's total and we still mostly beat sandbagging guilds as well. But we focus a lot on TW's and the average guild probably doesn't. Nothing will be done, can't fix this spaghetti code and get rid of simple bugs. I have no hopes they address issues like this or HSTR reward structure. Not sure what devs even do in this game anymore...

    Who in this thread is defending the current system?


    Preemptive?
  • "Kudlaty;c-2115000" wrote:

    Galactic legends: our guild 1GLR 4SLK vs 22GLR 15SLK
    Our guild 48 people vs 40 (from what I saw most common in sandbagging) in opponent guild.
    When You have rotation set for 40 people, every guild member plays 4 TW and pause 1 - outcome per person: you win them all, you have more Zeta materials than from 5 loses and no morale problem in the guild. And of course as a bonus: bragging rights how awesome guild you have. It’s most common in highest reward bracket with guilds that have enough GP to stay in highest bracket with only 40 people participating. I can’t believe that developer can’t track that behavior- just look for guilds that have all the time around 40 out of 50 people participating. Guilds playing the system are taking away all fun from TW :(


    5 GL's vs 37 GL's (1 Rey vs 22)? Sounds perfectly fair. Just clear those front walls with your own GL's and all your GAS, DR, JKR, Thrawn, GBA, Wat, etc. material and you'll have an easy day for sure.
    /s
  • I don't think there is anything that can reasonably be done concerning this issue. Just is what it is
  • "veejayti;c-2116368" wrote:
    I don't think there is anything that can reasonably be done concerning this issue. Just is what it is


    There are many things can be done about this issue, and I stated a few....
  • "Waqui;c-2116182" wrote:
    "WhoDat;c-2116130" wrote:
    Rewards tiers based on gp, makes sense, but matchups should really compare GLs, relics etc.


    I disagree on the last part. Guilds that build stronger rosters (stronger for TW) should benefit.


    I don't agree with you often, but it's pretty hard to argue here. :smile:

    My 2-step plan for TW matchmaking (in absence of broader changes like a bigger map, bonuses, etc.)

    1) Raise the low-pass filter threshold for characters (and by extension effective GP) in the higher divisions. While 6k may have made sense at one point, it should probably be somewhere in the 12-15k range for the upper divisions. Someone in a 340GP guild isn't using G7 characters in TW...

    2) Tighten the matchmaking algorithm to prevent matches with more than ±2 users. In divisions that have less guilds (and more risk of no match), this could perhaps be loosened a bit.

    Other than that, let people play; at this point we all have copious amounts of information available about what characters are useful and how to mod correctly. If someone constructs a trash roster, they deserve to lose; garbage in, garbage out.

  • "BeralCator;c-2116827" wrote:
    "Waqui;c-2116182" wrote:
    "WhoDat;c-2116130" wrote:
    Rewards tiers based on gp, makes sense, but matchups should really compare GLs, relics etc.


    I disagree on the last part. Guilds that build stronger rosters (stronger for TW) should benefit.


    I don't agree with you often, but it's pretty hard to argue here. :smile:


    I don't believe I've noticed you before, so I wouldn't know how often I agree with you. But at least we agree here :smile:.

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