#Updated Match Maker is not balanced

1 messages · Page 2 of 1

unreal hound
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i get to much yoloed when trying so not for me

digital orchid
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I mean SU has good camo it’s not invisible tho. The SU also was my second ever premium tank, and before Cold War came along, so I used it to grind credits. Ofc I have a lot of games in it

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Not like an STRV or UDES

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But sitting at the back of the map. Nah. I’d play arty if I wanted to do that

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Contrary to popular belief you don’t do very well sitting on the redline. I don’t really understand where that belief comes from tbh

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It’s actually bad players that play like that

unreal hound
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it depends the knowledge to know when to be agressive and when to sit back is the difference between good and great players. I still make the wrong decision sometimes

final robin
unreal hound
viscid gorge
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No lol

digital orchid
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Lost with 9 enemy tanks left JustKekU JustKekU

digital orchid
viscid gorge
digital orchid
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Career is never going to be higher than recents though. That’s just how it works, and how that metric is calculated. You won’t ever have a player with higher career than recents

Unless they deliberately build up a high career wn8 and then go afk for thousands of games

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That RHM in @simple zodiac game played like a 1900 player not a 3100 player which his recents show. His score is proof of that

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Whereas that tusk played like a career 3200 player, even more so. Heck of a game

viscid gorge
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If someone looked at my IS7 career, they'd think I'm braindead cause it was my first tier 10.

lean scroll
digital orchid
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I won’t get into it because this isn’t the thread for it

digital orchid
viscid gorge
digital orchid
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It wouldn’t be easily fixable if you were still a blue player by career. Even if your recents were ~3.5k

uneven shoal
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Could I go through a bunch of low tiers and stat pad? Sure. Is that the point of the game? No

digital orchid
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I’ve plateaued at 4650 career. I’ve been there now for at least 2 years

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Even though my recents are way higher. And I don’t stat pad

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Either way. This isn’t really relevant to this topic so I’ll leave that there now

Back to it though. Another nice win rate session for today in the GSOR that I am number 2 in right now JustKekU JustKekU. 55.6% wr since the update

lament mica
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Just a thought, but I wonder if maps affect this somewhat. Some maps are imho, more prone to some players doing terrible things and teamwork is more dependent. For instance, seeing 3/4 of the team including all the tier 10s immediately head beach on Overlord when there are zero arty in play makes me want to drive over the cliff.

Of course as I write this the guy with the 3.2k games in the E5 and 46 percent win rate in it has a monster game of almost 7k damage followed by the guy in the 268 v4 with a nearly 6k game and 49 percent win rate.

Just die early guys. It will shift the RNG delta and your team will do magical things to win. 😂

paper anvil
gusty hedge
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That is expected. When the matches are created so that both sides have an equal chance at winning, this means your win Rates will be ~50% also. Using WR as a metric of skill no longer applies anymore. Its your performance that seperates you from others, not WR.

digital orchid
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Why are good players who play solo now being handicapped, regardless of how well they play?

digital orchid
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I’ve not seen one reason given yet which makes sense

unreal hound
fleet elm
simple zodiac
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I hope wot dies lol ive been saying it for years and each update we get one step closer😂

fleet elm
digital orchid
uneven shoal
fleet elm
fleet elm
uneven shoal
errant saddle
fleet elm
fleet elm
digital orchid
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Or it’s nonsensical arguments like “you just want to stomp bad players”. Like I’m still doing that, I’m just losing way more games under this new system because I don’t platoon

fleet elm
simple zodiac
cursive tinsel
fleet elm
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I’d take ranked over this. At least I wouldn’t have idiots on my team all the time

golden agate
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The fact that they said it’s only applied to WW2 is kind of a slap in the face too
I know I saw that confirmed in the thread

bleak oriole
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The WW2 and CW MM are entirely different. The plan was/is to eventually move CW to use the same style of MM - you all might remember that we tested that in LIVE a few years back. We decided to not go forward it with because there was an unacceptable rate of people waiting out the 5 minute queue w/o a match.

As for these threads, I'll continue to read them and answer questions as to how the MM works, and looking at specific matches to see "why" the MM that particular pairing. But, I'll leave answering the design-type questions to the ... designers.

lament mica
bleak oriole
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CW does not have an rule to absolutely balance on class and tier - you could have a case where one team has 5 top-of-era tanks and the other team only has 4

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If you want the particulars, the CW matchmaker was based upon the previous version of the WW2 MM and adapted to an era system. That was gotten ready and launched in 7.0

While that was going on, we were listening to the feedback on the WW2 MM - eg: "my team 8 heavies and 0 TDs and the other team has 0 heavies and 8 TDSs, how the f is this fair" - and wrote the pairs MM.

We wanted to update CW to use it, but the key goal was to get it working for WW2. When we did test it for CW, we decided that we would have to make more extensive changes, and those have been waiting (tm).

lament mica
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Ah. So WW2 actually has more balanced teams now more often than CW?

Seems like the ERA system makes CW better—bottom does not feel so bottom.

fleet elm
lament mica
sand dock
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And here's my matchmaking

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1/3rd of the team 0 damage

paper anvil
# sand dock And here's my matchmaking

Yeah since the update i see that trend a lot, you have some "normal" games and the you have several games (this can be on your team or the enemy team) 3, 4 or 5 players with zero Damage done.

digital orchid
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I mean my sample size is low cause I don’t have the time to spend playing 50 games a day anymore like I used to. But I’ve still played 235 games since the update

And I’m still performing the same, yet winning less. And it’s way harder to keep up this performance because of the crap team mates we are given as outlier players

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Will I be the first super uni to achieve 49% wr with that wn8 and that average tier? JustKekU JustKekU

digital orchid
# uneven shoal That’s the goal! lol

I’m more impressed at this point tbh this is the best I have been playing for 90 days. Like I can’t do much more 😂. Yet the wr continues to drop and drop lol

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But no ofc MM isn’t broken!

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Waiting for Meat Dongus Dingus to come along and tell me it’s because I snipe from the redline every game JustKekU

paper anvil
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Jokes aside:
Every tank you hit = enemy weaker.
Every tank you destroy = one less for you and your team to worry about.
the more you do the more you are rewarded in the end, Silver, TANK XP, Crew XP, and Free XP.
Something that even if done with the matchmaker doing the damage of 3 to 5 tanks that contribute zero would ask a sole player to do the damage of those players plus your extra own to help win the game, so if 3 players do 0, you have to do 3 + you equivalent, if you have 5 tanks that also do 0 you have to do 5 + you, so you are carrying the weight of 6 players, that is what seems to be unbalanced and unfair.

lean scroll
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Hey to all the people posting screenshots are you actually looking up and comparing wn8's of teams or just complaining about people with no damage? I know thats blasphemy of me for asking. I'm just sayin the numbers would help prove or disprove your arguments

digital orchid
lean scroll
uneven shoal
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I haven't had time to pull more teams, but I actually did pull all the numbers

paper anvil
fleet elm
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Well finally had a day with a decent win rate. Only took 6700 dpg in some of the most OP TDs in the game

digital orchid
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Can’t do anything before my team has melted or melt the enemy team

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So much for this system apparently making more close games JustKekU

fleet elm
vale maple
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It's garbage getting tier 10 players with no clue doing zero or 1 shot of damage making players leave will be what happens

vestal cypress
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Sounds relatable lmao

tulip cliff
digital orchid
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Just gotta do 13k then you might win

tulip cliff
digital orchid
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The two sessions above 50% were platooned. The others all solo

fleet elm
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@bleak oriole is there any data you can share about match length and battle quality (closeness of matches) now that it’s been a few weeks?

bleak oriole
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I'll point in BAM's general direction

errant saddle
uneven shoal
tulip cliff
austere osprey
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@uneven shoal might be one to investigate!

uneven shoal
austere osprey
digital orchid
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It’s crazy how much easier games in light tanks are than heavy tanks under this new matchmaking

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Like the difference in caliber of players is hilariously noticeable. And I’m also having a wider spread of players too. Not being matched with the same names in back to back games all the time

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Play heavy tanks where I have 70% wins and my teams are stacked to hell 24/7

Play light tanks where the win rate is naturally lower anyway because they aren’t damage dealers, and the games are hilariously easy. I can’t be the only one noticing this?

fleet elm
digital orchid
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Guess I’m just gunna play light tanks now then if that’s the only way I can enjoy this game anymore

fleet elm
errant saddle
digital orchid
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Two box and get ez lobbies

errant saddle
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Yup

digital orchid
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bUt itS wHat tHe plAyeRs wAnTeD

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Literally nobody

grizzled vessel
fleet elm
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The issue for players is that 50/50 often doesn’t feel like 50/50. Highway is a 50/50 on spawns but it feels weird and bad if you spawn field. Steamrolls that people describe aren’t always that bad. Some maps fall apart if you lose map control and 2 tank disadvantage turns into a route

devout wyvern
# fleet elm The issue for players is that 50/50 often doesn’t feel like 50/50. Highway is a ...

That is exactly the case. Trying to correct something which is based on feelings by doing factual stuff is doomed idea from get go. Steamrolls are equally (or even more) frequent after MM update as they were before. Statistically games might last bit longer as unis sweat and refuse to lose while blueberries don’t throw their vehicles. Better overall "balance"? I don't think so. More exciting matches? Maybe bit more for ones who had no issue with old MM.

lament mica
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Those premiums, use the factual spreadsheet to balance them, and not the player feels.
—AVRE

hoary lance
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I started collecting my own data on August 15 and wrote down the match durations and final scores of each game. I put everything into a small spreadsheet and analyzed the results (see link below). What stood out to me immediately: out of 256 matches, not a single one ended 15:0, and only two ended 14:0. For me, that’s clearly something that comes from the new matchmaker. Now there are good players on both teams who always manage to get at least one or two kills, and there are weak players on both sides who get taken out. That means those extremely one-sided results basically don’t happen anymore — at least not for me.

Of course, I don’t have any old data from before the MM update to compare directly. But I still feel like the matches are lasting longer now and often feel much more exciting. I also think it’s a bit exaggerated when people here say that they always get the bad players and the enemy team gets none. I’ve looked at some of the replays people posted here, and the weak players are actually quite evenly spread between both teams. It’s definitely not like you’re playing 10 vs. 15. People often forget that the enemy team also has bad players. And in the evenings on the EU server, there are so many players with high winrates playing that balance often just happens naturally — those players end up on opposite teams.

For example, I watched the match from that short Twitch clip posted by Gamblt, and the two players in the Czolg and the Sturmtiger — the ones everyone was complaining about — both had over 50% overall winrate. You really can’t call them bad players and then blame the matchmaker for putting them on your team. They're just average, decent players. If they miss some shots, that’s not the MM’s fault. Koza already made a good post about this and explained it really well.

https://docs.google.com/spreadsheets/d/1NxX0q7ejNzil2EFbciErUUt992ssf18mx630J4--sCk/edit?usp=sharing

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Also, don’t forget that even before this update, the matchmaker already tried to build two teams of roughly equal strength. The problem was that it used total number of matches played as the main factor, which just isn’t a great metric. There are players with thousands of matches who still play poorly, and new players with fewer matches who are already good — maybe because they have PC experience and already know the maps and mechanics. So to me, it still makes no sense that total matches played is apparently still part of the formula. But okay, at least it’s better than it was before.

That said, I still think the number of matches that only last 4–5 minutes or end 10:0, 11:0 is way too high. I hope that’ll improve once the commander skills for accuracy and reload are removed.

Finally, I just want to say something more general: I play this game mainly because I want exciting, tactical, and balanced matches. A hard-fought win against an equally good team feels way better to me than a 13:0 stomp. So for me, matches with totally random teams just make no sense. And even if I end up losing more games that way, I’d still prefer it. I’d rather lose 3 matches in a row 0:2 than keep winning 13:0 or 14:0. There’s just nothing better than a 3 vs. 3 or 5 vs. 5 endgame — that’s exactly what this game is about.

fleet elm
# hoary lance Also, don’t forget that even before this update, the matchmaker already tried to...

The old MM didn't try to build equal strength. It just tried to even battle counts so one side didn't get a bunch of inexperienced players. The new MM targets equal strength.

The issue isn't the games with equal numbers of each skill level of player on each team. The issue is with outlier matches where there is a 65%er and the next best player is a 53%er. The 65%er will get on average 50% more of the worst players in the lobby compared to before and playing with a bunch of bad players is, as I'm sure we've all experienced, not very fun. It doesn't end up being tactical. It ends up being trying to carry and force the issue before the flank I'm not on completely collapses. Many games, you can see it's a lost cause before you even see an enemy and just try to farm damage before dying

hoary lance
fleet elm
hoary lance
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Yes

fleet elm
# hoary lance Yes

That can severely mess things up. Plus the order of the matchmaking affects how balanced teams are. One battle isn’t enough to show that. But even still, this example shows that the left team got more bad players

hoary lance
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Yes, because they had more exceptionally good players. That’s what 'balancing' means.

fleet elm
digital orchid
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I can’t provide proof of anything, because quite frankly I don’t care enough to, since it won’t be listened to anyway. But I can certainly speak on what I have noticed playing purely solo

I can say that yes, 15-0 battles are less common. But they weren’t even that common before anyway I didn’t think. What’s more common now without a shadow of a doubt is 14-1, and games like that. Tonnes of lopsided matches where one team rolls and the other gets a couple kills if that (if you’re playing solo with a high win rate and tanks with a high win rate).

If you play lower win rate tanks, you get easier games that feel like how the system worked before. Harder fought victories, more close matches and longer match duration. This is what I noticed immediately when playing my lower win rate light tanks. But like Nate said, that’s how it has been designed to work

The games weren’t necessarily easier, and so far my win rate is still quite bad relative to my career WR, because carrying in a light is hard anyway, but they were noticeably more balanced games. With way more games coming down to 6v6, 4v4 etc etc towards the end where I could be really effective. I’m not getting any of that in these hyper stacked lobbies, it’s just steam rolls in both directions, since everyone can actually aim in these stacked lobbies. playing my heavies with 70+ win rates on a lot of them from before, and so once the bad players fall in my team, which they do, quickly, when they’re put in games with multiple super uni’s , it spirals into an uncontrollable game very fast. My 30 day win rate is now at 54 % lmao as a 62 overall. I’m only playing light tanks now going forward if that’s what I have to do to get fair games, better quality games, and longer more tactical games as a solo player

random chasm
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I can’t play this game solo anymore it’s actually unbearable how much it feels the games are against you.

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Ww2 games are feeling like Cold War getting aped by the whole team In positions I shouldn’t be

uneven shoal
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I put together a document where anyone can see some stats for their matches as I’m now busy enough that I definitely won’t be able to pull individual games

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https://docs.google.com/spreadsheets/d/1hf38l5Wc6upOLszvps-k3v9ZiGpEse_EwIFLl3rSCfg/edit?usp=sharing

I highly recommend doing this on a computer of some kind

First thing Make a copy of the document and save it

  • Each player needs entered in this form: Gamertag-console (ex: Bilder Nick-x for xbox or Bilder Nick-p for playstation)
  • Use the dropdown menus for the tank names

When you hit the Process button, it might require you to authorize the script.

  1. Click OK
  2. Click your email/account
  3. Click advanced, then go to "whatever the name of the sheet is"
  4. Select All, then continue
digital orchid
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You’re a couple of percent better off but still shockingly low compared to your 60 and 90 day, and career

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You mostly solo?

sand dock
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Don't matchmake me with these guys again please and thank you

fleet elm
sand dock
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You dont take that hill you dont win

fleet elm
sand dock
digital orchid
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WW2 or Cold War

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That’s immediate loss

sand dock
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Theres only 3 prices of cover, its very open on that side

fleet elm
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Field >>> hill, especially ww2. You can’t leave hill and get bombed with arty until you lose

sand dock
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If you dont hold the hill you dont spot

fleet elm
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A6-A7 spots everything leaving for e7 to farm. Field is just as viable as long as you don’t have 3 tanks go hill without support and die for nothing

sand dock
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Especially heavies

fleet elm
digital orchid
sand dock
digital orchid
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Even if I spot K line we still lose

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Cause the caliber of player that goes 0 line is terrible

digital orchid
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Or if hill is still contested

sand dock
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You cant leave it free either

fleet elm
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It’s better in ww2 with arty. You have all the vision and safe cover. That light and 2 meds are in amazing position

fleet elm
sand dock
lament mica
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You might take the map discussion to dms or somewhere else. Also e7

random chasm
digital orchid
random chasm
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For show!

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Games busted

bleak oriole
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Not sure about that screenshot, it's cut off for me - but the fact that there at least 6 platoons on it could have resulted in up to 12 players per team having "fixed" assignments.

That could easily have stack things incredibly in the favor or one side or other. It's doubtful that the 6 random players that could have been assigned to either team would actually make that much of a difference

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There could easily be 3 man platoon on team 1, which would could have fixed things for up to 13 players per team being "fixed"

bleak oriole
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3man platoon #1 on Team 1 -> forces 3 specific solo players on team 2
2man platoon #3 on Team 1 -> forces 2 specific solo players on team 2
2man platoon #5 on Team 1 ->forces 2 specific solo players on team 2

That's because if the platoons on Team 2 do not match those on team one directly, they must be matched against solos. So at this point, there's 7 players on team 1 and 7 on team 2 - where skill doesn't even come into the equation.

On team 2, there are three 2 man platoons - I cannot see what they are given the screenshot. So similar to the above, that's 6 solos players on Team 1 that are fixed.

That's a total of 13 players per team that have fixed team assignment.

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EG: 3man platoon #1 might be SPG + 2 lights ... well unless, there's a matching platoon in the pool that means that the pair that is made is by finding a solo SPG and two solo slight lights.
The platoon is put on team 1 and the solos are on team 2.

Then platoon #2 is added - because there's a 3 man platoon team #1, it has to be added to team 2...

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etc etc

cunning dew
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Im am so sick and tired of getting sh**ers on my team. I feel I can no longer carry. I am a good player 63% winrate recents but cant carry anymore. Its went down about 5 percent since the update

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Goes to show i did this the other day and almost lost. Thats how bad my team was. 11.5k damage and it came down to a 1vs 1

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More than half my team did less than 1k damage. Pathetic 😂

muted oracle
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You would have had that situation before the update with carrying people, also coming down to a 1v1 finish is exactly what great games are made of no? …proves nothing to me that game and actually supports the changes (enemy team had 6 players less than 1k damage too)

Great game by the way 👍🏻

unreal hound
cunning dew
bleak oriole
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I would feel for you, but I look at the enemy team list and noticed that one of the Tier X heavies - the ones that would match up against your platoon - one of them had a 62% win rate.

IE: a value where the MM thinks that both teams are balanced at that point and tries to keep assigning teams round-round.

I didn't go thru the full list of players, but I would challenge yours assertion that your team was considered "superior" and thus the other team got the "good" players while you got the "bad" ones.

autumn light
fleet elm
autumn light
bleak oriole
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my take - fwiw - is the messaging incoming is that the MM sucks because every single match, the deck is stacked against you.

Yet, when I look, it's not the case that the it's the whole MM point system that is causing the issue - usually it's something like platoons, or something like the above screenshot where both teams look like they had the same amount of outlier players

fleet elm
fleet elm
bleak oriole
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tbh, I'm waiting to see what @autumn light says here

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i keep seeing him type, so ...

digital orchid
unreal hound
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after 30 days i can say my winrate stayed the exact same so did many top players i would like to know whats the difference to some people losing more % in winrate

digital orchid
unreal hound
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less than normal for testing purpose

digital orchid
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I have zero for reference. Whether or not that’s enough to shift the balance, idk

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I purposely have avoided platooning to see how low it would drop

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After I first saw it dipping a few %

unreal hound
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i stay solo at 62 roundabout i checked Durchblick guys they stay the same roundabout so did some of the 1f guys some fell a bit but all are still way above 60 %

fleet elm
digital orchid
unreal hound
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i have tanks with much lower winrate than others that happened before the update as well i think people are just blaming the MM for everything now like the game was working perfect before

coral zephyr
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Does the new MM rules effect arty if there are only 1 per side? Will the MM just put one each side and leave them out of the "skill/win-rate" balancing?

gray kernel
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The WG staff should tell everyone it changed back without changing it. I'll bet everyone would talk about how it's finally back to normal without realizing they've been played.

digital orchid
autumn light
# fleet elm How else does it make fair teams where I win 10% less than before?

i said it's likely not true that the you get more "worse" players than before. Realistically the same number of those players will be in the game, I mean for many of the people bringing up the issue the other 14 on their team are "worse" players and so that number can't change. Previously they will have had a more random distribution, so the bell curve would have been wider but the centre point will likely be the same.

And to the "the only way" comment, that's not true either. What can change is how consistently even the fight is amongst those 14, and how often it will stack the 2 best players in the game on the same team. That could mean that rather than 2x 60% players, 2x 45% on one side and then 4x 55% on the other, you end up with 1x 60%, 2x 55% and 1x 45% on each team. So rather than have 2 45% and 1 60% on your team you get 2x 55% and 1x 45%. So you have more "good" players on your team, not less. You may not win those games as reliably due to the individual battles within the game being more even and less mismatched, which is technically what a lot of players have been repeatedly asking for over and over. It's still a random grouping of win rates brought in by the MM, but the teams are "less stacked" and more consistently balanced once the game begins. And i'm sure people like SPG will be looking at ways to make any improvements that could be required.

digital orchid
autumn light
autumn light
digital orchid
autumn light
# coral zephyr Does the new MM rules effect arty if there are only 1 per side? Will the MM jus...

the MM has hard rules that are always followed to create the "pairs" in game. So matching class, tier, etc. The MM pays 0 attention to things like skill/win rate. The change is once those players are pulled from the queue by the MM, they need to be distributed between the 2 teams but again with the pairs being fixed. AKA it can't take a Tier 10 TD from one side and put it on the other side so that team has 2 Tier 10 TDs because some form of skill/win rate balancing.

So the new system added win rate to part of the already existing calculation for how to assign each player from it's pair to which team. So it'll work out a point difference between the 2 arty players and then based on the "difference" between the players so far in the pairs order, it'll put players on the teams that reduces that difference.

errant saddle
fleet elm
# autumn light i said it's likely not true that the you get more "worse" players than before. R...

That’s not the way the math works though. If I’m a 65% player and the next best player in the lobby is 55%, how is the MM going to balance teams beyond that? The only way it works is to put more of the lesser players on my team. You can cite fifo and narrowing curves or platoons, it doesn’t matter. On average there will be more “worse” players on the team of a high outlier in a lobby.

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There is no other way the math works over large samples baring some outside factor that you haven’t told us or that we have no way of knowing

cunning dew
digital orchid
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All I care about is uncovering why some of us 60%+ players are taking 10% hits to our recent win rates despite the same, if not better performance than normal, while other good players aren’t seeing quite the hits, if any at all

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The only factor that we know plays a part is platoons because they’re less affected

cunning dew
errant saddle
errant saddle
cunning dew
cunning dew
errant saddle
errant saddle
autumn light
# fleet elm That’s not the way the math works though. If I’m a 65% player and the next best ...

that is how the math works though. You are stating that it will factually give more "worse" players now that before but that assumed the old one never did that or did it "less" than now... but as my example pointed out that just isn't true. The old system was probably more likely to stick you with "more worse players" than the new one because it didn't factor in win rate and so it didn't care if you had 14x 45% players on your team and 15x 55%+ on the other. Obviously a hyperbolic example, but it's just not accurate to say that it is fact that you'll have "more worse" players now than before. Before it may give you 10 worse players, then 5, then 0, then 10, etc etc... it was a likely wide and almost random distribution, whereas now the number would be more consistent and quite equal across both teams.

And yes, without knowing how the brackets, points and so on work any assumption on how it works is very unlikely to be accurate. As is pointed out by @digital orchid the drop in win rate is not being seen consistently across all "high win rate" players, so if it was as black and white as you are saying then it would be seen unanimously amongst all players. But it is being looked into to see what is happening and why, and i'm sure more info will be shared in the future.

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Consistent =/= More

cunning dew
cunning dew
fleet elm
# autumn light that is how the math works though. You are stating that it will factually give m...

I'm sure more extremes were possible before but the average (negating battle count sorting) was 7 top halves of pairs and 7 bottom halves of pairs for the rest of my team. If I have the highest winrate in the lobby by a significant margin, my average team is no longer 7 top, 7 bottom. I obviously can't get enough data easily to work out the actual average but there is no world where that average improves based on the math you've described. My guess is 5 top halves and 9 bottom halves as an average, but it could be 6/8 or 6.5/7.5. I get consistent worse teams but I also am unlikely to get the worst examples of the previous mm

autumn light
errant saddle
cunning dew
cunning dew
errant saddle
cunning dew
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No. Thats what makes it good

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Same reload as the intra clip for the 10

errant saddle
#

But I'm going for the auto lol xD ahhh ok I see...

digital orchid
simple zodiac
gusty hedge
cunning dew
digital orchid
#

Chances are, if you got multiple top level players complaining about something, others are noticing it too. Even if they don’t speak on it

cunning dew
digital orchid
#

Or even know that there’s a discord server for this game lol

autumn light
# cunning dew Not all people actually talk in it tho. 79 upvotes is alot for this server. T249...

Even 79 people is a very small % of people who play daily (talking in the 2 digit decimals of a %). We are of course monitoring across all social media (Facebook, instagram, etc) and even if people complain via Customer Support.

Objectively, in the complaint raised itself it would exclude 95% of players anyhow - so it would be logical that as i mentioned it is something impacting a smaller, dedicated and highly engaged group. That makes it no less important, but within scale "lots" isn't really accurate.

But also again 😅 it's somewhat irrelevant how many or who, because it is being looked into and if there is ways to make it so more people are enjoying the game then steps towards that would of course be taken

cunning dew
autumn light
cunning dew
#

It reminds me of communism. Everyone will have the same winrate by the end of it. You have 65% winrate so we will give you bad players and lower it so Everyone is the same. This is a comparison not getting political, im not trying to do that🙂

cunning dew
errant saddle
cunning dew
errant saddle
digital orchid
#

Gone are the days where we just played the damn game

cunning dew
digital orchid
#

None of this matchmaking manipulation

digital orchid
#

Like console should just do that. It would be a much better way to balance the game overall

#

I had a match earlier with 6 lights a side lmao. You can guess how that went

#

That’s more of a problem imo, the sheer amount of one class that’s allowed in a single game

cunning dew
digital orchid
#

This was Berlin too btw JustKekU

cunning dew
#

Pcs new matchmaker looks very good. Like grille should be matched with tarans and ebr 105 with manti etc

digital orchid
#

I think first and foremost they should look at limiting the amount of tanks in one class. That would genuinely improve the quality of games

#

Some games you get like 12 TD’s per side

#

Nobody does anything because it’s insta death if you get spotted

#

But I understand our playerbase is severely limited. So maybe this isn’t possible. Idk

cunning dew
#

One side gets 3 techno drone and the other 3 jagas, not balanced lol

cunning dew
#

Like 6 tds max and 3 lights

autumn light
# cunning dew <@115310549394259973> here's an idea you could maybe tell the executives. These ...

We're aware of PCs new MM, but worth considering that it is an entirely new MM that took them years and is unlikely to be something we could just copy pasta at a code level. If there is learnings to be taken from it, i'm sure we'd look into it 🙂

We'd need a massive overhaul to add the subclass stuff though, i was at PC when that stuff was added and it's a nice addition but for some time scale, that's around 4 years between then and now 😅 so keep that in mind for time frames lol

cunning dew
#

Mediums and heavys dont need to be limited. Almost All Heavy games are literally some of the most fun games I get

cunning dew
digital orchid
#

It’s the lights that can die fast with limited HP, and the invisible TD’s that smack for 700+ that are the problem

#

When too many of them are in one game *

autumn light
fleet elm
#

@bleak oriole I found that an outlier player in a simulated lobby had the same or better teammates than the pre update average (7 better halves, 7 worse) ~30% of the time. Is this around what you would expect?

I simulated 10k battles where there is a 65% player and all other players between 45% and 60% with a "performance" point system starting at 0 points below 38% win rate and increasing by 1 point every 3%.

formal pilot
#

all I see is wg just saying anything and everything to defend thier stance when it's obvious alot of players don't like the changes. It's just as simple as that. But let's watch wg listen tto themselves once again.

viscid gorge
formal pilot
#

ah so it's fine for it to negatively impact those players. Gotcha

#

if thier are 79 vocal players affected, then just think about all the non vocal players that are also affected. Just because those non vocal players aren't saying they hate doesn't mean that they enjoy it.

cunning dew
fleet ermine
#

Because good players can say they're going to quit playing but in reality tanks is life and they won't 💯🙏, calling all bluffs.

viscid gorge
#

I'm just saying, relatively, it's not really "a lot"

#

🤷‍♂️

#

Heat kinda mentioned that earlier. They are listening, but relatively, the negative parts impact a small portion of players

fleet elm
viscid gorge
#

People seem to forget that

fleet elm
#

Wait, the new matchmaker is abusable because of how it does FIFO. If you're the 15th pair, the lobby is gonna be balanced and an outlier will massively tip the scales. You just queue for 5s, if you don't launch, back out and reenter the queue. You're going to lower your average spot in the queue and get better teammates on average

open ravine
bleak oriole
# fleet elm Wait, the new matchmaker is abusable because of how it does FIFO. If you're the ...

Since the pair system requires matching class and tier, all you would be doing is arranging that you are the 2nd half of the pair.

As for expectation of outcomes - a lot it depends on the specifics of the queue contents. If you are simulating things where class and tier are all the same in your data set, you'll come up with one answer, but odds are that it won't match reality. Then if you throw platoons into the mix ... <ugh>

The other thing is that this is very much an outlier problem - it's only an issue if there is a very win rate player in the pool, and everyone else is far on the below average side. I haven't seen a screenshot yet of a match where it's situation you report - a 65%, a 60%, the rest "average", where the MM stacked things in a horrible way that would result in a very unfair match for the 65%.

That, btw, is because the change means that the MM will produce fewer of that type of outlier match - it was very possible in the 9.4 MM for the teams to be the 65% + 14 worst players vs 60% + 14 remaining. It was also possible for it to be the 65% + 60% + next 13 players by win rate vs 15 worst players.

I think we can all agree that the above matches are not actually desirable?

fleet elm
#

As for gaming the fifo system, it can’t hurt requeueing every 5s. Being in the first 5 pairings makes a bad (to me) lobby much more likely. Doing what I can to make myself later in the queue will only help

native plaza
#

So if you're a really good player don't sit in que for a long time ?

#

Interesting might try this out

bleak oriole
#

Personally, I don't think that will do much and I don't think I could enjoy queuing and dequeuing consistantly, but I obviously cannot stop you from trying it

digital orchid
native plaza
bleak oriole
#

As for the outcomes being shifted, I've said that I will look at screenshots of team compositions to see if it was "fair" or not. Or at least if the composition wasn't severely hampered by the platoons.

While I do not endorse outside tools, there's a spreadsheet in one of the other channels that will auto-look up the stats for a player. I have no idea if it's "safe" to run a google docs spreedsheet that way, but that will do a bunch of the work for you

#

Or you could just post the screenshot and ask that person to do the lookups for you and paste the rules in one of these channels

#

I'm more than willing to entertain thing like "we didn't pick the right point system" or "there's a bug in the MM where in case X it does the wrong thing".

The first bit might be true - that's why we are looking at it and discussing it internally - but I don't think the second bit applies. However, these are complicated systems, so it's possible, but it's very subtle.

#

There's also the question of frequency - if you can point to one match in hundred where the deck is severely stacked against you, that's one thing.

If you can point to ninety five matches out of a hundred where the deck is severely stacked against, then that's another thing altogether

native plaza
#

This seems more like I have a 1/5 while another person has a 3/5

fleet elm
fleet elm
native plaza
bleak oriole
#

So, see earlier statements about the point system being in design's playspace.

And me wearing my "I'm a player hat, not a WG employee hat" - 5% to 10% of matches is the impact level for better MM for the rest of us? Geez...

fleet elm
#

Also, is it better for the rest of players? No info has been given out

unreal hound
#

i looked many good players up most have no real change in their Winrate.

My guess is either people who lost more than 5% of their W/R got really lucky before the MM change in their games since all was random so they got good Teammates most of the times it was artificially boosting their Winrate.
Or they just happen to have bad luck now and are getting people who are not pulling their stats now.
Either way more fair matches are good and i dont want it to revert i dont care about losing 3% more if the games i have are more fun to play.
And despite people saying they cant win and better players get punished they still pull of 60%+ recent in a 15 vs 15 game so you still can decide those games.

fleet elm
bleak oriole
#

I'm horrible at discord, but someone said earlier that the number of unique people in this particular thread is in the sub 100s - given that a bunch of reds have been posting here, which has the tendency to get people to post due the "hey, they are going to notice my post" effect (although we do read the feedback and suggestions, and simply don't comment 99.9% of the time).

So my perception is that the vast majority of the players don't have a problem with the system. Which doesn't invalidate the complaints, but rather helps frame the discussion

unreal hound
unreal hound
bleak oriole
#

see the 2nd part of my statment

fleet elm
uneven shoal
unreal hound
#

I dont know but i have the feeling people here are complaining the cant farm average players in 7/10 rounds, like its a bad thing to struggle for a win.
Thats how its supposed to be if it would be as hard as people are describing it their winrate would be not at 60% but at 35%.
I have games where i have 0 influence still but that happened before and much more than now and for me a close defeat with 2 persons left is not wasted time compared to 13:0 victory where we stomp the enemy team

proud harbor
# unreal hound i looked many good players up most have no real change in their Winrate. My g...

I mean just taking a look at my clan, there are 8 players (who primarily play solo) with more than 100 battles this month. Seven of them have lower 30 day winrates than 90 day and all time. I wouldnt say its random chance that they achieved 60-70% winrate over 50,000+ battles.

But my problem is not with the winrate, it is with the quality of matches. I have had more lopsided losses now than I have ever had before where I can't even begin to have an impact before my team is dead withing a minute or two. Tank choice obviously plays a role as well. The carry ability of games in an E5 is much greater than for example an AMX M4. I could discuss player performance variation, platoons, etc. but I dont feel like typing an essay. Point is, this MM punishes good players that dont want to just crutch meta tanks in a platoon.

unreal hound
uneven shoal
unreal hound
# uneven shoal Your win rate has gone from 66 to 61

yes with little platoon and meta tanks obviously far less than normal and its still on par with my overall W/R and much closer games like i said i rather loose a close game than rofl stomp the enemy because they got all the bad players and my team has all the good one

cursive tinsel
#

As it been generally established, some players are getting a rougher experience then others so, you might be okay, but others are having a worse experience.

gray kernel
#

I'll get lots of hate for this, but it seems like the complaint about the new mm is that it's no longer easy to farm damage off the bad players because the teams are more even. And that sounds like maybe (just maybe) some of you don't like a fair match.

The mm has issues (I still personally think they should have 3 tiers (low, mid, high wr) and the low / high would never battle each other. That way the bad players get to play without getting clubbed and the good players get a challenging battle) but it's a better system than before. I'm as blue a berry as can be and being the lead damage on a team of Muppets is no better than being the Muppet.

This game has been hemorrhaging players for years and this is their first real attempt to make the average player get a better experience, and y'all want to sh*t on it because your wr dropped 5%.

digital orchid
#

Kellen literally just described that teams are folding before you can even get involved in the game. And that’s been my experience too

It’s not that it’s harder to do damage, it’s that there is way less time to do it now

cursive tinsel
#

I probably need to look at playing another round of game when I can generally be bothered. But after the first round of experience playing solo, it just became frustrating to even get the bare minimum.

native plaza
#

It is a random queue, not ranked why do some people not understand this

#

I have been playing a lot less because I'm having less fun and there are a lot of good players who agree with this, just look at the amount of people streaming ww2 on twitch who play solo

cursive tinsel
#

I dont really want to load up playing solo, in any tank if im just going to have a consistent overall worse time when my monthly battle count is already so low.

If I cared about keeping high damage, id sit up and go farm bots if I cared that much. I've never focused purely on getting damage, just playing.

digital orchid
cursive tinsel
#

I dont really want to boot up and have an overall consistently and infuriating time playing every single time I play solo. Not if im going to have to sure game after game after game before I hit the right percentage in whatever value to get out of having an insufferable experience.

Really I need to play more battle anyway, but if know im not going to have a decent time regardless it really going to limit how much im going to put up with it to the point of, A) why bother loading or B) only running 3 man platoons. Which as a majority solo player, I don't want to do to have a half decent time.

digital orchid
gray kernel
digital orchid
gray kernel
#

I can agree with that 100%

coral zephyr
#

Is there any question that the mm will pair good players with poorer players now? Maybe not 100% of the matches but some, when the MM can.

This being the case, the MM is stacking the deck against good players. Certainly more so than it used to.

Is this not punishing players for having a good win rate? -- you have a 60%+ win rate, now you are required to carry these real low win rate players. (note: I am using win rate as my term here. no need to correct me on semantics)

Seems like if you want players to get good, you don't punish them when they are good. Don't handicap them.

It seems like poor players are getting rewarded. They get to ride the coat tails of the best players in the Queue. Not EVERY match. But certainly the MM is attempting to set it up that way.

Seems like a random team selection was better.

If you want to matches to be better and more competitive, figure out a way to encourage poorer players to play lower tiers where they can learn and be successful.

cursive tinsel
#

Class based MM we didn't have before. We had the odd, tank mirror matching that was it. I'd rather try run a period with just class based MM and go from there. But it hard aswell as any upcoming QoL changes to crews, equipment and tank reworks is going to change the experience anyway. I just dont think trying to make a match as close to 50/50 is a way to do it.

We all had white washes against us, we all had one for us. We have all had game where it could be a 40% winnable game or less and won, we all had a 60% winnable game and lost. Because you know, random battles.

Again for me, it feels like people jump to blame MM before this, when MM hasnt really had anything to do with the outcome. Ti me, more of the blames have been, Im a bottom tier, im facing X tank, X tank is broken, I cant do anything in X tank against X tank. MM is just the easiest thing for people to jump at and say is at fault, heck even if the play they tried didn't work, it not, man that didn't work, it becomes, this is MM fault.

viscid gorge
#

My winrate has declined 11% (66 -> 55) since these changes went into effect. That is quite a large margin PepeThumbsUp

gray kernel
# coral zephyr Is there any question that the mm will pair good players with poorer players now...

This would be true only if there was only one 60+ in the game. What if you're 60 and the player opposite you is 62? Now he's carrying and you've got the better team?

No. Not how that works. Now the teams aren't lopsided as much (in theory) so you'll have some games with more average players and some with worse, across both sides.

But this is the yin to the yang. You can't have the bad players only on the other team, every time. So either separate them into their own mm (which gets soundly rejected every time it's brought up) or what? Because the only thing getting suggested is tank limiting (which I'm for) and not letting bad players be on high wr player teams (which sounds even lamer now that I typed it out).

coral zephyr
#

Is not the best player always getting to carry the worst player? My argument stands.

Also when someone states you only [get shafted] some of the time is no consolation. The difference between 50% and a good 55% is a single match in 20. Between 50 and a great 60% is a single match in 10. So having the MM nerf your team even 5-10% of the matches is no small thing.

fleet elm
grizzled vessel
cunning dew
#

i cant count how many games that are 3-4 minute games. ive never seen matches this fast before

#

And why do you always cater to the Sh**ers of the game? never understood that

#

Its literally like communism. everyone will have the same winrate by the end. I put in the work to become good so I fell I should enjoy that and not be punished.

#

Another thing is I either have an amazing game or a terrible game. I've had 3 10k games in ww2 in 1 week, something I've never done so often. Also ive had so many 2-3k games cause my team dies in 2 minutes and im the last one. its very bizarre how this matcmaker works.

rocky plank
#

I have a WR of 59% overall and good stats, and since the update of the balance system I spend my sessions around 30-40% so I conclude that it is not enough for Wargaming to have lost a lot of old players, it was also necessary to spit on the good players....

uneven shoal
uneven shoal
#

Highlighted players were platooned

Team 2 stats is the side with the 52.97% weighted, didnt realize I missed those titles

fleet elm
uneven shoal
#

Anything to get a decent team

uneven shoal
#

Down 5, nearly 6% win rate so far

#

WN8 has droped by 500

#

Literally every metric on wotstars has gone down for me. Whats the point of playing with these trash teams

#

(Yes, I made the mistake of playing a few solo games, not doing that again)

fleet elm
uneven shoal
fleet elm
uneven shoal
crimson fern
#

This is one of worst mm I ever experienced in tier 8 and win % and wn8 dropped. Feel like they are forced me to lose more frequently and facing tier 9 and x constantly no top tier in last 9 match. Yea i was in tier 9 match too.

unreal hound
#

9 battles 110 overall...

crimson fern
unreal hound
#

Still 9 battles that means nothing also 110 Battles overall with under 50% winrate means you are least effected by those changes

crimson fern
#

@unreal hound then why do it effect only 1 tank I have no problem with other tanks dont make any sense.

simple zodiac
#

Looks pretty fair to me right guys?

#

wg is gonna say “ThE nEw Mm Is A fAiR cHaNgE”

#

Ive been dealing with this since this update. It’s absolutely ridiculous and out of control. Talking to wg devs is like talking to a brick wall.

cunning dew
#

Like bruh everyone i know notices it

fleet elm
fleet elm
cunning dew
digital orchid
#

But even the 2k-3500 players have noticed

wanton wagon
#

This new MM is as about as positive as your wonderful 6.0 update. I have had a horrendous experience, I was close to 80% win rate for last 90 days, I am now since the implementation of this abomination of a decision to change something we never asked for (a common mishap that is prevalent in this game) plummeting in wr. My games are nothing short of insufferable, landslide games resulting in losses and with no solution other than to platoon and simply do the most insane carries ever just to have a chance of winning, I have noticed that I seem to be getting so many 45% wr players on my team, it is unreal I simply cannot keep playing in this current health of the game, good job I guess that the sister game to this has just released something that's promising, looks like my only option currently as we need 6 months of data most likely to find out why it's suboptimal. Food for thought though, MM are so complicated I would say that even the data you're seeing gets interpreted in an incorrect fashion. Easy solution revert change and actually release and balance problem tanks, which by the way there is like 15 at tier 10. peace

digital orchid
#

Wargaming when reading the feedback in this thread

cunning dew
#

But yea I agree man

#

Was up to 70% winrate and am at 60 now

#

You guys im tempted to go to wot pc as they be giving away 2 free tech trees to new players 😂. Seems like they care a lil more about us

digital orchid
cunning dew
#

We get a tier 3 for an 11 year anniversary 😂

#

PC is really tempting now cause I can actually get started

digital orchid
cunning dew
unreal hound
#

we get much more stuff for free to be honest like every season free t8 and enough gold to buy a new season pass

cunning dew
digital orchid
unreal hound
#

i suck with mouse and keyboard so not for me

#

no they are not i dont play cw

digital orchid
#

Neither do I, but I make an exception for the ELC and Wiesel to grind credits as it’s the most efficient. I cba to play in a tier 8 prem when I can play one of those tanks, and make 3x the credits in one game vs like 4 in a tier 8

cunning dew
#

Its a mod I believe

#

One of my friends tried it

wanton wagon
#

Also saying that there is little engagement because of X amount of individual players interacting with this post is intellectually dishonest as this os not an official feedback post from WG as I guess they don’t want feedback on this cesspit of a decision. Don’t forget that this discord used to be a popular place but saying out of 30k people only 80 odd have interacted is just weak. We both know that the large majority of those 30k are no longer active because of what WG have decided with their game so don’t blame the small but passionate community. Last I’ll say on it to keep it on topic.

nocturne cloak
#

For me to feels like, there are much more 13:0 games

#

I tracked my team (left) and the enemy team (right) and compared it.

Its funny to see that my team gets 2 player with huge 37% winrate

#

Btw i tracked the winrate with the tanks they played

digital orchid
#

13 v 15 basically

nocturne cloak
#

Our light was playing heavy line which was the 37% player, and the other player was the 0dmg 215b

wanton wagon
# nocturne cloak I tracked my team (left) and the enemy team (right) and compared it. Its funny...

Interesting as when you find anyone under 45% win rate they’re negatively impacting the game, you can go afk for 1000s of battles and get a 47% win rate. 45% means they’re either trolling and griefing or they place themselves in positions so players ‘believe’ they have help and then drive away and sell them constantly while being toxic I.e spamming map and Good Game while selling their team.

nocturne cloak
#

Exactly, u have to work against your own team to reach under 45%

wanton wagon
#

I know a player who has actively griefed for 2 years and has never been banned he plays type 5 heavy and sits behind TDs to get them killed, he physics abuses constantly and he has a 45% wr

#

He also afks after any sign of loss or heavy in spawn

cunning dew
#

Hate players like that

wanton wagon
#

No name, no shame rule. The report system isn’t great it’s actually very flawed. There is plenty of ways to avoid it.

sharp lily
#

The biggest illusion the MM has is think a great player(65%) can 1v2 a decent player(51-52%) winrate as 45-47% just die by driving or are afk.. Let alone 4-5 45% on one side

fleet elm
sharp lily
#

Yea, we are able to win when queued in at 12-15 position essentially

autumn light
# wanton wagon Also saying that there is little engagement because of X amount of individual pl...

tbh the most dishonest thing i've seen in this thread is what is being claimed we have said.

several staff have been replying a lot and openly saying it's being looked into, but apparently no one is listening and we're just ignoring it.

Yes, it was pointed out that the number of people commenting here is not "a lot" when it comes to our playerbase... because it was in direct reply to people stating that there is clearly a lot of the playerbase complaining about this but it's being ignored. And the full context was to say that it isn't a lot as a % of the playerbase, BUT it is still being looked into (not ignored) and we're using the data we have to get a full scope and look into it and not just discord posts.

Gonna be kinda blunt, the people replying to a lot of this are not paid to do so. They are doing it because they care, because they want to help and they want to do what they can. If the response to that every time is going to be people making up stuff and distorting what has been said then do not be surprised if there really does become a point of no replies and no attempts to converse on the issues. If i hadn't been a player frustrated by feeling ignored by staff for years myself then i'd struggle to find the justification to put extra effort/time to listen and reply to a lot of it.

You're writing here because you care about the game, so are we. So we should all approach it with the same level of respect. peepoLeave

fleet elm
fleet elm
digital orchid
sharp lily
#

Didn't actively tried it but the way it works that will make it so you don't get handicapped that harshly

fleet elm
autumn light
fleet elm
autumn light
# fleet elm Everything I’ve seen is the system working as intended. We’re not sending bugs, ...

SPG also said in those same things that if it's working as intended but changes to the calculations can mean the negative impact being felt by some can be reduced/removed then he is more than open to that. So literally at every point everyone has said they are open to change and improvements, but yes there is of course an intended aim for the change and there will also be an interest if it succeeds in doing that. That is kinda my point in the reply before, people are picking and choosing what to read or just flat out changing what was said. I appreciate your point with that quote (going to trust it's a quote, or at least close enough) but without the context around what else has been said - in a very long thread at this point lol - then it's an inaccurate portrayal of intent.

He also said that the things people have said and what they send haven't matched up, that people are saying they are getting teams loaded with "worse" players and therefore that's why they are losing but then when asking for examples most have been pretty even split of "worse" players. And so he encouraged people to use the tool posted in the other thread to get more data of actual examples because it is also possible that "wrong" games are happening and those also need investigating. So, again, at literally every situation "it's being looked into" is an accurate statement, and it was even encouraged to find more info to prove the case "against" the MM - i'd argue seems pretty implicative of trying to help and find a resolution that pleases all.

fleet elm
autumn light
# fleet elm Obviously the changes meant a negative impact for outlier players. There’s no wa...

the aim was to stop/reduce/lessen one of the most common complaints in the history of the game, 1 sided games and uneven mm spread. I think even Kellen said someone in this thread that people have been complaining about that a LOT but likely it was a misplaced issue, but that's a different issue in a way and welcome to fun side of "why don't you listen to your players" KEKW . I'd put money that several people in here saying they dislike this change at one point posted something about that and how they want it fixed. But none of that changes anything i said in these posts and your point has shifted from "it doesn't feel like it's being looked into" to "well the way it's being looked into doesn't inspire confidence" to "well you know it would screw us anyhow". Which is kinda exactly my entire point.

What i was saying was purely if the approach to people going frankly above and beyond is hostility and twisted words, then no one should be surprised when people stop going above and beyond to reply. Shruge

wanton wagon
#

Without carrying on any debate I said what I believe to be true and still do, I would encourage everyone to keep on topic as to not clutter the base discussion,on the key issue which is the MM. However I did find a way to achieve an 80%+ win rate and that was to platoon with horrendously broken vehicles and yes they were TDs.

fleet elm
wanton wagon
viscid gorge
#

My experience with the new matchmaking has just been steamrolls either way, all day. I either have 40-50% winrate one day and then 65-75+% winrate the next

errant saddle
native plaza
#

I had 70% winrate by insta queuing, honestly still had tones of one sided battles

errant saddle
errant saddle
olive bolt
#

My Winrate has been up. JUSTwhat

#

.8%

proud harbor
#

You only play in 3 man platoons

wanton wagon
#

I will try insta queuing and I’ll see what win rate I can obtain solo, I’m curious

#

@native plaza

olive bolt
#

Dont spread fake propaganda.

#

I see the sweaty 3 and 2 man's though, they out there trying to cope with these hard times. 🤣

cunning dew
#

Don't rly have a problem winning anymore. 3 65% winrate players almost a gurnetee win

#

But its impossible solo now

uneven shoal
sand dock
#

Even when I toon I lose 60% of matches

uneven shoal
cunning dew
#

They've ruined it

wanton wagon
#

Any updates on this? As this solo experience is awful.

errant saddle
fleet elm
digital orchid
gusty hedge
#

Lets try to be a little more positive instead of negative. 🙂

errant saddle
wanton wagon
#

Here is some sessions recently from myself. Never felt so handicapped, gonna go straight into the deep end here and say it actually feels rigged as you can’t win no matter what you do solo. I know it isn’t rigged I’m not one of those players but holy it’s getting there.

errant saddle
wanton wagon
#

As I’ve said before 45% wr players are behaving negatively in the game to achieve this wr, now I’m 5%-7% off that. Crazy times

digital orchid
fleet elm
# gusty hedge Lets try to be a little more positive instead of negative. 🙂

None of the results so far are surprising, it’s all easy enough to simulate. This is obviously the intended effect and you (WG) were ok releasing something that severely reduces game quality for a small subset of the population. There’s no positivity because the expectations are so low based on your own actions

#

It’s not like you did a 2 week test to see how it performs. It was straight in the deep end bc you knew what the result would be and were ok with it

wanton wagon
cursive tinsel
#

Hard to stay positive when you spend time to learn the game and improve as much as you feasible can, to then get basically messed around with and get forced to have a aggravating time you launch into a battle solo. It just become more and more frustrating. Oh just put up with it, well when players are in the high thousands of games, how long are they going to have to suffer with it, just to play a slighlty less stressful game then currently being experienced..

#

As Nate said, this was just thrown in at the deep end. Could of just started with Class based MM to start, see how that runs which wasn't even mentioned to start with. After that if it hadn't improved then start the tweaks here and there.

We still have the QoL changes, equipment changes and further tank reworks then then still have to hit the field as well. Which is another thing that going to shake the outcome around again. Class based MM, then do the QoL and equipment changes, monitor and if it still bad , then start to look at adding the other factors.

gusty hedge
wanton wagon
#

I think he is alluding to the fact we can have 11 TDs per team perhaps

gusty hedge
#

The only thing we did was change how players were sorted for who went on which team.

#

The issues players continued to have with Class-based matchmaking was: Steamrolls / Lopsided matches.
This is the feedback that we are attempting to address so that both teams had a more equal chance at winning.

wanton wagon
#

For the longest time we had a potential for 5 arty per team, it was restricted very late but eventually to 2 per team max. But nobody thought that it could be healthy to make sure that there is more than 1 heavy in each high tier game and not the chance of having more than 2-3 lights per team. Our maps don’t have more than 1 light tank position on average.

#

To put in Lehman’s terms. How can you think having too much of one class can’t be bad for the game.

gusty hedge
#

If you want to see changes to the Class-based matchmaker or other class restrictions, that would be it's own thread topic.

wanton wagon
#

Exhausting stuff. You can lead a horse to water, but you can’t make it drink.

fleet elm
gusty hedge
#

If that was the only factor that mattered, we wouldn't be having this conversation. The negatively isn't needed and is not helpful for anyone.

olive bolt
fleet elm
gusty hedge
fleet elm
gusty hedge
#

I see this is going no where, have a good day.

fleet elm
wanton wagon
#

I can tell you who wasn’t in the meeting, TJ Wagner and Jeff Gregg

lament mica
#

This thread has just become a meme itself.

I wish WG staff would spend as much time talking to more players about other broader issues in game as they have spent here.

digital orchid
#

But as with +1-1, which received overwhelmingly positive feedback across all skills levels of the playerbase, still was not implemented

#

So really does any of it even matter 💁‍♂️

#

They’re gunna do what they want anyway

lament mica
# digital orchid I respect them for taking the concerns of us top players seriously, since we are...

Oh they’ve been asking. That’s why there are a whole host of changes flowing as well—commander skills, equipment, terrain, etc. Lots of opinions who all think they are right though.

I’m not unsympathetic to players here though I think it’s a waste of time arguing over positivity (the meme).

I’ve seen no negative change personally with this recent change—wildly up and down teams have been part of my experience for the last several years and I feel I’ve dealt with more losing streaks since the change to number of games played mm. I do not know what goes into their point system calculation but feel the number of games played is not being held against me as much anymore. I do wonder if what natedaishmaster is experiencing is some type of devaluation due to his games played vs others with many more games.

CW is still a much more enjoyable mm experience overall so I have sanctuary there as well.

lament mica
fleet elm
digital orchid
#

We had way more players

autumn light
autumn light
# lament mica This thread has just become a meme itself. I wish WG staff would spend as muc...

tbf, we talk as much as it can be talked about. I think due to the complicated nature of this and the type of people feeling impacted there is a lot of back and forth. If a feedback is simply "i would like this" or a discussion between players on what they'd like, there isn't much to say. If you have examples where you think there is more to be said and we haven't, please highlight them Shruge

also timing, i am up early a lot because of my kid and then she sleeps on me and i have nothing to do but doom scroll on my phone 😅 so that probably helps

lament mica
autumn light
# digital orchid But as with +1-1, which received overwhelmingly positive feedback across all ski...

i was a player at the time, but from what i remember even at the time of testing it was viewed as detrimental to the health of the game to implement. I mean look at the changes to PC atm where their brand new MM is going to "try" to give +-1mm when possible. And their server pop now is still higher than ours at peak, so if they can't implement it hard now, there is no way we ever could. It's just an assumption people make because it fits the narrative that bad decisions are the cause of all problems, opposed to accepting the reality that sometimes there is a legit good reason that a good thing can't happen.

uneven shoal
#

I think a lot of the frustration here is that we the players are not seeing action.

Yes, we appreciate staff’s willingness to listen, chime in, and explain, but at the end of the day, the system hasn’t changed.

native plaza
autumn light
# digital orchid They’re gunna do what they want anyway

What i want and what is best for the game have oddly little cross over if i'm being honest. As i just exposed what i want tends to be what a very small % of the playerbase would also like/want, and we'd love it. But i also know it'd be bad for overall game health. So what gets done, rightly or wrongly being a different argument, is done for the best intentions of the games health and longevity... which has been very successful in being achieved objectively - so something is being done right or we'd not have a game/discord to complain about lol

autumn light
lament mica
autumn light
autumn light
#

Oh, i'd also add, this is a current/ongoing thing that's new. So the engagement around this is a first time. If you look at anything that meets that criteria it tends to have more engagement from all sides. But if something is about something much older it's possible if not likely things about that have been answered already, maybe multiple times. So it becomes decreasingly likely that a person is going to want to come and post the thing they have posted a dozen times to a new person (or sometimes the same people saying the same thing lol)

open ravine
#

It has been 30 days since the MM changes. I think this illustrates there is clearly an issue. I have not changed my gameplay. The only change is the MM. 10% drop.

#

All solo.

fleet elm
open ravine
#

I know. The "expected outcome" is the issue. I'm glad they are looking in to it. I won't be playing again until the MM changes are reverted.

uneven shoal
# open ravine I know. The "expected outcome" is the issue. I'm glad they are looking in to it...

I keep trying to play some (I must be a glutton for punishment or something) and every time I get off frustrated and annoyed.

It’s almost constant now, I can’t perform to the level I normally do because my teams just collapse. If anything, I’m seeing more steamrolls, not less.

I know WG has said they are working on it, but it’s hard to have faith in change when we haven’t seen any action beyond “it’s being discussed.” I want to have faith in them, but when it takes weeks of complaining and making a tool to help collect data! Just to get “we are talking about it,” it’s hard to

desert flower
# uneven shoal I keep trying to play some (I must be a glutton for punishment or something) and...

I share your frustration. I’m not a high win rate player. I have 9 years and over 20k games having shared the early game time with my son and having a laugh. Last two years I decided to try and get better and climb above 50% career win rate(my 90 day has been sitting at around 55% since then). Since the MM update it’s just not fun. Yes my Win8 has increased but the sense that you can affect the game as a solo player has evaporated. The MM changes should have benefited a player like me but it’s had the opposite effect and I guess I’m not the only one feeling despondent about the game.

cunning dew
#

My winrate still keeps going down. Getting annoying tbh

#

And im not doing anything different

devout wyvern
#

Questions remain regarding how WG will assess the results of the new matchmaking system. Possible metrics could include the development of win rate span of active players, average match length, or the number of games determined by fewer than five vehicles. The latter can be considered to be a significant metric, while others are inherent to the system and do not require analysis, nor do they relate to match balance.

fleet elm
#

Has anyone else played a significant number of battles queue resetting?

cunning dew
paper anvil
#

The main problem i see here is the last 3 to 5 players are completely incompetent, at worst you see 0 damage done, at best they might do 200 to 500 each, or some the others still stay at 0 and 2 got a lucky pen or got rammed...
So the top player has to do the heavy carry of those 3 or 5 players plus himself, so you are putting one player with the job of doing the lifting of 4 to 6 players at once, that can't just happen every time, maybe if you reduce the MM to 2 at worst 3 terrible players per team, it would be better for the bottom and the top.

errant saddle
coral zephyr
#

I would look at the winrate of sub 45% too. Has theirs gone up?

coral zephyr
#

I think there was a misunderstanding.

When players asked for "better team balance", they didn't mean this. They weren't asking that the complete player roster be balanced out between the two teams.

So what DID they want and mean??

Players asking for better balanced were asking that all the sub 100 damage players NOT be put on one team. It is quite frustrating for you to get the highest damage in the match. Yet lose because you had six on your team that did zero.

Perhaps the really low damage ratio players can be balanced on each team. Then just randomly assign everyone else.

digital orchid
#

You’re never going to balance the games when we can still have 12 invisible TD’s vs 12 invisible TD’s

#

Or 5 light tanks on each side

olive bolt
#

Ive never seen 12 triangles vs 12 triangles

vague vortex
#

Maybe WG can adjust the MM to put 15 of the same tank on each side. 30 LTs, or 30 Mediums, etc.

Yuri would say "Papadanya! Is balanced!"

cunning dew
#

Maybe if wargamming taught they're players there wouldn't be so many bad ones

#

Like 70% of my team do under 1k damage at tier 10

#

Thats literally 2 shots maybe 3. Pathetic

cunning dew
paper anvil
cunning dew
raw star
paper anvil
paper anvil
paper anvil
raw star
# paper anvil It is also not being improved by newer or casual players, they are the bottom 3 ...

if what gambit said is true then over time when WR Max is 55%, all good players have left and we assume that this WR is actually representing the skill WN8/DPG as of pre update, then the overall skill ceiling of the game itself is lowered. This would result in no one being actually capable of influencing the game as much as before which would give bad players (since the spread of WR is way smaller thanks to the update result they would obviously meet more players of their own skill level) the opputurnity to perform to some degree better as with the good players around

autumn light
autumn light
nocturne cloak
#

I like that wg Stuff is writing here

#

I would have liked to see it on my "Moe Thread" before it was stomped

raw star
paper anvil
paper anvil
autumn light
# raw star if theres no high wr player among the 30 to sort anymore because of the changes ...

i mean there will always be "high win rate" players. All in all this isn't a SBMM because it still keeps a random spread of "skill/win rate/etc" in the 30 it pulls into the game. So you'll always have players who can influence the outcome more than others in that game, and therefore will have a higher win rate. Even in your hypothetical of every current say 60% or higher left, then the current next most influential players would start winning more as they see those players less and their win rates would go up and so on. Someone will always be better than someone else, in an extreme example of everyone is now within a very small amount of skill/influence of each other, you'll still get a win rate spread it's just the variation in the "most" and "least" influential will be oddly close compared to the gap in the win rate

autumn light
paper anvil
raw star
# autumn light i mean there will always be "high win rate" players. All in all this isn't a SBM...

how can you say it so confidently that you still have effectively a chance to influence the game, surely its there but not most of the time? from what i heard among people that strive for 4th marks it is especially noticeable that they have more often absolutely no chance to turn the battle. this shouldnt be suprising for you if you know that these player sit around 70-75% WR and cant make up with their dpm the hp lost of the team mates due to the bad spread.

paper anvil
wanton wagon
raw star
#

Gambit, a very skilled veteran who is an idol for most players even in competetive doesnt speak up for nothing, you should atleast take his wise adivce to some extent seriously.

autumn light
# wanton wagon I’d be mindful how you word things as this is a very, very complicated Issue and...

i mean objectively that part didn't change, so it won't change anything. In no way does that say it didn't change anything overall, but the MM process has several stages, and the changes all happened after a certain part of that process. I could probs word it better and state that "due to no change in the process the deviation across all 30 players won't change" if i was being quite pedantic i guess, but the meaning remains the same. It will be a random selection of players based on factors that have no relation to skill/ability/etc, same as before.

autumn light
autumn light
vague vortex
#

"It will be a random selection of players based on factors that have no relation to skill/ability/etc, same as before."

Agree to disagree as the original wordings stated the 70% wr mixed with 45% on one team, and 50%s mixed on the other. This would indeed allude to skill based as a 45% wr is not as skilled (in most cases) as a 70% wr.

wanton wagon
# autumn light i mean objectively that part didn't change, so it won't change anything. In no w...

Just from your previous statement you had said that “it would have 0 impact on the spread of player skill within each game, and therefore no impact on “meeting more of their own skill” immediately after this quote you follow with “The change is purely to how the 30 are sorted onto each team” which contradicts your first statement as dependant on various factors like WR you may well be meeting more of your own skill but instead of your team, it’s the enemy team. I hope this is clear.

vague vortex
#

Put my 50% wr 🍑 in a 1v1 against a 70% wr superunicum and I'll be in the garage first every time.

fleet elm
#

It’s kinda a definition thing. Matchmaking is the process of selecting players for a lobby, which hasn’t changed

#

That being said, we use sbmm as an umbrella term to describe any game making process that pushes players towards 50%

vague vortex
wanton wagon
autumn light
vague vortex
#

Factoring in newbies that hang back and live till the end, the better players "carry" them to a W and tada - wr goes up.

fleet elm
vague vortex
autumn light
wanton wagon
native plaza
#

I wouldn't have a problem with this if I was getting more even teams/longer games but from my personal experience it's seems to have the opposite effect. I have noticed more games being over in the first 2 minutes, meaning that I'm taking more passive positions to prolong my "game" but these games are actually impossible to carry/win and honestly not really fun to experience

native plaza
fleet elm
wanton wagon
vague vortex
#

Honestly I'm not a major multiplayer activist as I see my garage more than a fight in MP (yea I'm that bad), but I do see where player's concerns are coming from now.

Other than a +1-1 MM, I don't see what really could be done to "smooth out" matches. WG is trying this out to see what it'll do, and (hopefully) make adjustments as needed when time elapses to provide a long term set of data. 1 month isn't that long in perspective to years of a game.

wanton wagon
fleet elm
#

Like half the games are basically predetermined for us based on queue order plus players in the lobby

proper valley
#

Personally. Me? I didn't even know they updated the matchmaker lol.

#

What's the problem with it this time round?

wanton wagon
autumn light
# wanton wagon I think this is interesting as WG seem to be very against using the term sbmm bu...

not against it, just in specific situations it's an accurate use of the term. And if you look at the confusion you had about what i was saying about the "spread" of players in the 30 selected kinda proves my point about being "correct" and consistent on the terms. It's nothing to due with justification, it's to be accurate and consistent. The same justification has been said for the change since the start, players wanted the teams to feel more balance/fair, this was aimed to do that.

raw star
vague vortex
#

(it's been awhile but) Who said something about a "snake-step" MM? Team A has 1,3,5,7 and team B has 2,4,6,8? This would seem to make things closer to matched on both sides IMO

proper valley
#

That would explain it. I have a 50-51% win rate at this point

#

Could be lower

#

Probably lower

#

So basically nothing changed for me.

raw star
proper valley
#

Yal remember when those mixed games were still in rotation? Where the enemy could have like 7 TDs and you'll only have 3. I understand its gone for balancing reasons...but it was really fun seeing teams pick of different strategies based on their roster.

#

Of topic I know. I apologize.

fleet elm
proper valley
#

I'll go make a thread

wanton wagon
vague vortex
vague vortex
#

Not Steppes the map.

#

Lol

wanton wagon
#

It says a lot when all the top players I know aren’t playing the game currently like the previous season.

autumn light
# vague vortex I know you (or another rep) had said it's FIFO, and the "sorting" % was given as...

correct, SPG said the system in FIFO. It technically uses a bit more than win rate, I'll summarise as info is somewhat spread all over 😄

  • MM generates 15 pairs using hard rules (time in queue, class, tier, etc)
  • it looks at pair 1, player 1 goes to team 1, player 2 goes to team 2. It generates a score for each player and then creates a delta between each player/each team.
  • It looks at pair 2, works out their scores, and assigns them to a team to reduce the delta between the 2 teams.
  • Repeat until all 15 pairs have been assigned to a team

Oh, and platoons throw spanners into this and make it more complicated than i can try to explain 😄 (correction from SPG)

the thing that changed was that score now has Win Rate taken into account, but it could be tank win rate or acc win rate.

Let me know if that makes sense, if anything isn't clear just let me know and i'll try explain/expand 🙂 (OR SPG can, as he is the expert and what i'm saying is based on reading what he has written lol)

bleak oriole
#

seems fairly correct - but skips the whole platoon stuff which happens before any of the score checking stuff and forces assignments

bleak oriole
#

the tl;dr summary is how do you balance 1 outlier player, and then an even mix of average to horrible players.

At some level, there is always going to be perceived unfairness - the team that doesn't have the skilled outlier, if they lose, is going to complain that they didn't have enough regular players to compensate to make it fair, and the steam roll was unfun.

If the team with the skilled oulier loses, then it's clearly because they didn't have enough of the average players and too many of the horrible ones

vague vortex
#

Welp, put me at the head of the MM then... I'll carry y'all 🤣

bleak oriole
#

my personal observation is that players never luck or RNG, or a bad player decision that caused the lose, it's always the MM

#

which makes me sad

#

and lets skip the whole discussion that would result if the MM didn't actually attempt to do balance the teams - hello team 1 with 7 60+ players vs team 2 with no one better than 45%...

autumn light
# raw star watch the video to get the grasp, the higher your winrate the more you have to d...

As SPG says above, the concern/complaint/feedback from gambit, nate, etc relates to a situation where a high win rate player is matched against a much lower win rate player and early in the pair order. So in that situation there is a potentially very high delta that results in the "worse of the pair" being put on the high win rate players team to balance the delta. And as a very high win rate player you will have this happen much more often.

raw star
# autumn light correct, SPG said the system in FIFO. It technically uses a bit more than win ra...

but delta is nothing else than the winrate which quite surely in relation of skill. if the roster of 30 is very unbalanced (the fact that it only looks at 30 people at once and doesnt chnge within that to make it more balanced is actually proof that your system is undeveloped and weak) then the MM gets for the 1 outliner with 70% expontentially worse, especially if he is one of the first pair. how about you try to change the selection system first before doing much more issues for outliners.

wanton wagon
raw star
#

the goal of a matchmaking should be to put both team equal and not to gamble when you get selected..

uneven shoal
bleak oriole
#

again, how do you make equal teams with a single 60+ player with a bunch of 50% and 45% in the queue

autumn light
raw star
uneven shoal
fleet elm
autumn light
# uneven shoal Is it possible to change how the pairs are made? I’m no expert, but I imagine if...

possible yes, but if you started taking skill into account for the MM pairing it would both have really big impacts on things like queue times, and would also be a literal SBMM that would REALLY push your win rate down towards 50%. So any issues with the current system would be far far worse.

The thing to do IMO is to look at the brackets, points, weighting, etc of how the current points are worked out.

raw star
autumn light
bleak oriole
uneven shoal
fleet elm
raw star
bleak oriole
#

yeah, negative on the platoon stuff - as I've said before, platoons make life harder for the MM

bleak oriole
uneven shoal
bleak oriole
#

pretty much

autumn light
#

how the calc works, the weighting in it, brackets, points, etc etc you don't know so it would be impossible to guess the scale of the change

#

a small change in a formula can be a huge change in output

uneven shoal
# bleak oriole pretty much

IMO, if that was possible to add it would help a lot. It’s one of the things that frustrates me a lot with platoons.

fleet elm
uneven shoal
raw star
autumn light
raw star
#

maybe you can do an emergency decision and procced further once you got a well tougth of MM clac?

wanton wagon
fleet elm
uneven shoal
fleet elm
autumn light
cursive tinsel
bleak oriole
raw star
autumn light
fleet elm
bleak oriole
#

hence we why we are active here - we realize that the first pass of our points system could use some improvevements, so we are looking into the exact specifics

#

but at a high level, it's always going to have some kind of "lets try to make the teams even" - which appears to be a goal that isn't accepted by some of the players here

uneven shoal
bleak oriole
#

first we had to let the system collect some data, then we had to go thru it, then we have to make proposals, then we have to simulated the results of those proposals and discuss

#

and ...

#

and ...

uneven shoal
autumn light
uneven shoal
raw star
bleak oriole
#

and poor sods like me have a backlog of other tickets that they need to be working on

fleet elm
bleak oriole
#

"small sample size"

vague vortex
wanton wagon
uneven shoal
paper anvil
# proper valley What's the problem with it this time round?

I am guessing here but i think it changed a bit again, but not sure, i did realize something was very odd when many players at the bottom were doing terrible, you see that sometimes yes, but when you constantly see it after an update, something ticks in your brain, when i got suspicious i also started to pay attention to the enemy team when i was winning, and oh surprise they had several match making players like me when i was loosing, then i saw that indeed in the discord and YT there was something about it, and here we are.

bleak oriole
#

and at some level, there is also MM considerations that queue times matter most, so some truely weird outliers that happen 0.25% of the time are just gonna have to be a thing

fleet elm
paper anvil
bleak oriole
#

that's 1/4 of 1% not 25%

wanton wagon
fleet elm
bleak oriole
#

and I'm talking about the matches where you lot are involved

vague vortex
bleak oriole
#

because from the matches that I've looked at, the #1 cause of the disbalance has been ... platoons

raw star
bleak oriole
#

and you would get that no matter what

fleet elm
uneven shoal
bleak oriole
#

unlikely - because that would produce things like team 1 has 2 platoons and team 2 has 0

raw star
bleak oriole
#

and that was an extremely high level of complaint in the original MM

fleet elm
nocturne cloak
#

For me, the matchmaker shouldnt be touched, its more a problem of the amount of tds/high alpha/camo tanks

uneven shoal
raw star
bleak oriole
#

no - because there is not necessarily at 58% available to match

autumn light
bleak oriole
#

and platoons are handled by making the pairs - so a 3 man platoon is paired up with 3 solos, the points for all of them added up, and the delta applied

wanton wagon
#

Even without platoons in my games. I’ve been losing very badly while putting up numbers.

vague vortex
fleet elm
bleak oriole
#

but because platoons have to be assigned to specific teams, then the deltas mean that subsequent allocations have to correct any imbalances

paper anvil
bleak oriole
#

specifically the 1-2 max bit - because well, that's an opinion and we need to back it up

raw star
fleet elm
vague vortex
#

Just trying to keep it light y'all

wanton wagon
#

In hindsight. WG should have waited for the big changes to the game to go live so you could see some health return to the game first, as our current meta is NOT helping the horrendous games whatsoever.

autumn light
raw star
nocturne cloak
#

Im not crying about losing winrate, its about how i Lose it, mostly battles are like 13:0 and my team is doing nothing

#

Im ready to losing winrate for close battles

nocturne cloak
#

Yep

#

This battles

#

People with 38% winrate in my team

fleet elm
nocturne cloak
#

But i think its rly hard for the matchmaker to match it fairly, because we dont have player numbers like pc

vague vortex
paper anvil
# autumn light worth considering that there is also the other factors i mentioned, for example ...

That makes sense, i normally hover around many of my favorites and silver makers, but i am always playing something different so a bit hard to say, i noticed the MM was very aggressive to me when i was grinding the T-64 line in CW, i know that the MM is not in effect there, but man i was getting similar results as WW2, even posted some games waay waaay up the comments 😝 .
But still hovering around between both games modes and i noticed it a bit less aggressive for me.

nocturne cloak
#

Btw, is it planned to limit the amount of tds in a team?

fleet elm
paper anvil
wanton wagon
autumn light
# vague vortex I can vouch for that. Some tanks I'm great in, some I'm not. If I'm in a "not" I...

to slightly repeat, who you are paired with doesn't and hasn't changed. You are paired because of the tank you are playing, tier of vehicle and how long in the queue and so on. The change is the score you VS the other in the pair. Just trying to make sure that is fully understood, so it isn't pairing you against someone to counteract that tank it's who from the next pair your team gets and so on.

paper anvil
fleet elm
nocturne cloak
#

I mean, it only sacrifice the top10% of players with good winrates

autumn light
cursive tinsel
#

Kinda why ive just given up player until there a development because, im not being the sacrifice each game and having an overall worse time.

paper anvil
vague vortex
cursive tinsel
# paper anvil Patience my young padawan.

I am being patient. I left the game for two year after 6.0 and only came back because to platoon a little bit, started having a bit more of a bite to play the game and playing solo again, then this happened so Bruh

autumn light
cursive tinsel
#

Been around the block long enough at this point.

autumn light
vague vortex
#

I know I'm asking a lot of hypothetical here, as FIFO isn't static as the people coming in aren't. It's just a hypothetical about which stat is used based on nothing else being variable.

uneven shoal
paper anvil
bleak oriole
#

the only things that the MM looks at are vehicle battles, vehicle win rate, and when not enough data is present at the vehicle level, account battles and account win rate

wanton wagon
#

I noticed after gaming in the 705a, I had an awful win rate as this tank is very weak and terrible at carrying games, I finished the session with a 38% win rate. Pretty eye opening experience for me.

bleak oriole
#

the above is in the context of the points system - everything else is related to the vehicle tier/class/platoon

paper anvil
autumn light
vague vortex
fleet elm
uneven shoal
digital orchid
wanton wagon
wanton wagon
#

It actually felt like I was playing a tower defence game.

fleet elm
paper anvil
bleak oriole
#

changing how the pairs are made is unlikely to be on the table.

the steps are what is outlined before:

  • Make the pairs - FIFO rules
  • Once you have enough pairs, then make the teams, again FIFO rules - the pairs with the tanks that are longest in the queue get serviced first (modulo platoon stuff)
  • Once you are processing pairs, look at the points of the pairs and the current teams to decide which team gets which half of the pair
autumn light
#

ah, good timing 😄

autumn light
fleet elm
vague vortex
#

Last thing I'll ask, then I'm out...

Being rewarded the Tiger Maus and never having normally researched a tier 9 tanks at any time... if I go into a match with it the first time (having 0 experience in that tank), will it use career wr to MM me? Or will I be "bottom" matched with other low wr players?

autumn light
autumn light
vague vortex
#

Coolio. Thanks for that. I guess I better git gud at that tank then 😂

#

And yes I'll admit - skill issue def applies to me 🤣

wanton wagon
bleak oriole
#

and the third pair gets put back into the queue

bleak oriole
#

and if we ever do something like limit the other classes, same stuff would apply

vague vortex
#

Aight y'all, I'm out so the big boys can talk without my blueberry 🍑 being a distraction ✌️

fleet elm
wanton wagon
digital orchid
bleak oriole
nocturne cloak
#

I think we have to wait until wargaming has own data collected

paper anvil
bleak oriole
#

but to answer the Q, because the decision was made that the only impact the points system would do is which team gets which half of the pair - changing anything changes the order of service

fleet elm
bleak oriole
#

first, if we sorted [70, 40], [50, 40,] ... by delta descending, then the 70 pair is always done first ... whereas now, it can be last.

#

second, we don't sort because FIFO order matters when processing the pairs - as I said earlier, the 1st 2 SPG pairs get in, any others have to wait

fleet elm
fleet elm
bleak oriole
#

because we take more than 30 players from the queue to make pairs because we have to deal with situations like limit on SPGs pairs

fleet elm
#

So the team building is done in the queue, before the 30 for the match are selected

bleak oriole
#

basically, the pair building process is a well-defined operation that doesn't have any real logic around it - it finds the pairs, and adds them to an internal list

#

then there is another step that is actually make the team - this is where all of the "business logic" lives - so rules like "no more than X spg pairs" are implemented here

#

this makes the system more flexible for additions - instead of having a whole bunch of business logic spread in 20 different places

fleet elm
bleak oriole
#

i've answered that

fleet elm
bleak oriole
#

second, we don't sort because FIFO order matters when processing the pairs - as I said earlier, the 1st 2 SPG pairs get in, any others have to wait

fleet elm
#

I mean I’m not complaining. I think manipulating the queue is doable which explains why I’ve had a higher winrate while doing it

wanton wagon
fleet elm
#

I’ve also had incredibly high dpg as well as winrate but it’s been mostly the technodrome before and after

wanton wagon
bleak oriole
#

I might not be explaining it fully and clearly - I'm trying to do a bunch of things, so apologies if I'm not focusing on this.

Simply put, sorting the pairs by delta after they have been assembled is not currently in the cards because it will impact people queue times.

Basically put, any player that makes a near perfect pair will get sorted at the bottom of the list. If we have more than 30 players worth of pairs in the list - which we need to handle situations like the limit on SPGs in the queue - that could result in those players not being assigned to that team, and being delayed to the next one ... rince and repeat

fleet elm
wanton wagon
fleet elm
fleet elm
wanton wagon
digital orchid
#

Still only at 57 now

#

I’m over it. The enjoyment is simply not there when it’s rigged against you. And that’s not even conspiracy anymore that’s the sad thing that’s literally how the matchmaking has been programmed now

I tried using Nate’s method but I didn’t have the patience for it. Wasn’t finding games consistently after ~5 seconds so I just started to let it queue normally

digital orchid
wanton wagon
wanton wagon
fleet elm
#

It’s a bad system if the outcome is tied to what order you are in the queue.

lament mica
# bleak oriole changing how the pairs are made is unlikely to be on the table. the steps are w...

It seems to satisfy individuals that are high win rate here and unsatisfied with the MM change and those that would oppose giving them more stacked teams more often—eg putting more of the normal instead of the horrible, that changing pairing might be a consideration.

Eg match (build the PAIR) those with 65+ winrate that are in same class and tier so they are on opposite teams. Eg high winrate players wait in queue for a matching player to pair with—another high win rate player in same tank, tier. This will ensure they have the high quality mm and a challenging adversary on the other team.

This of course probably ignores what I imagine would create a tremendous load and possibly wait time issues to satisfy an issue with a tiny amount of games, but that sometimes is what quality of life is right? More wait but better matches has been mentioned a few times here. Just put the wait on the group that is otherwise burdened for quality.

lament mica
fleet elm
paper anvil
fossil girder
lean scroll
digital orchid
lean scroll
digital orchid
#

I’m not getting paid to collect that data. Why would I do it? Wargaming have all the tools needed to come up with that data on their own

I’ve already done my part by simply playing and being part of the statistics

lean scroll
digital orchid
#

WG give out premium days and premium tanks like candy in every season pass. It isn’t like the old days where silver was much harder to earn

#

I genuinely don’t understand gold spam as a complaint if you’re claiming that you’re performing fine. I’ll take your word on that.

viscid gorge
#

🙂

viscid gorge
#

Me being down 13% winrate is a big issue lol

autumn light
#

Can i request we keep it civil please 🙂 This thread has been rather productive (IMO) and rather extensive and it'd be a shame for it to be derailed and moderated

digital orchid
lean scroll
# digital orchid The dude has been maining Cold War so it explains why he hasn’t been seeing any ...

Vickers contract requires CW

And sorry @autumn light all I did was ask questions on data collecting and apparently that sparked controversy

And my bad @fleet elm I thought it was you you that did the sample size of 250+ games

And it the matchmakers job to get a perfect 50/50 WR for the game though I do acknowledge the difficulties its running into when lots of platoons come into play in a game. That one's a hard one to solve

viscid gorge
#

It isn't the MM's job to get perfect 50% winrate, that just ruins motivation to improve at the game

#

Now if I improve, doesn't matter, won't win more.

#

If I'm bad at the game I win just as much as someone doing 3x my damage?

lean scroll
#

Matchmakings goal is to achieve a fair game. That doesn't mean your skill lvl goes unrewarded you still get kills and xp then progress through lines

digital orchid
viscid gorge
#

Match players together and insure fairness on classes in this game

lean scroll
viscid gorge
#

Trying to make everyone's winrate 50% makes it worthless to improve at the game. Yay, I killed 10 people, still lost

#

Or, on the flip side, I put 0 effort in

#

Still recieve bonuses from winning

#

Yay!

fleet elm
lean scroll
digital orchid
#

Would take you twice as long

viscid gorge
#

Honestly, I don't even think the old MM was bad. I think there is quite literally a skill issue amongst a LARGE portion of the playerbase.

Which that and randomness leads to steamrolls. Part of that is to blame for lack of a tutorial, live armor viewer, and other excessible features to teach people how to play well 🤷‍♂️

autumn light
# viscid gorge Now if I improve, doesn't matter, won't win more.

to slightly interject, part of why i've been quite pedantic/obtuse on "this is not a SBMM" is kind of this aspect.

In a true SBMM as you improve, you will be matched against people of as close to your skill as possible, meaning that as stated you will win ~50% of the time and it's other metrics that will be used to define your skill as going up or down. In ours, if you get better you will still win more, because our system doesn't aim to match you exactly against someone or a team of people of your skill. It takes a selection of 30 players and cares 0 about their win rate until they are deiced as the 30 in that game. It then tries to sort people onto each team as best it can to create a more even team. This means that the better you are, the further from 50% your win rate will be, far more easily than a SBMM would allow.

The feedback being given is that due to this sorting, to make the team even our current system is potentially stacking the team with too many players that are the "worse" of their pairs and that in reality due to the snowball nature of fights being won and how much harder it is for a 2 v 1 to be won by the 1 (even if they are a vastly better player) it results in more losses for that better player and more landslide games. This is part of what we are looking at.

I also think it's quite possible to have the best of all worlds, by altering what is already being done to reduce the impact of a single outlier player on the rest of the team sorting. Such a change/middle ground wouldn't be possible in a SBMM.

viscid gorge
#

But no, it isn't fully SBMM

autumn light
# viscid gorge But no, it isn't fully SBMM

i think i've been annoying enough that most have accepted that bit 😅 i was just pointing out that because it isn't, the thing of "getting better won't result in you winning more" isn't really true for this. And thanks to it being more adaptable, i think room for improvement can be found that (hopefully) will make many people much happier

neon dagger
#

Respectfully i didnt had an enjoying experience in the queue

fleet elm
viscid gorge
#

#1405193097079689458 message

autumn light
digital orchid
#

It’s definitely not as aggressive as normal SBMM. Lord knows I’ve played enough cod over the last few years to know that. But it leaves the same sour taste in my mouth, that no matter what I do, I’m now going to have a capped win rate that’s lower than my normal

#

Which strips the fun from it

#

That’s the bottom line for me

fleet elm
lean scroll
fleet elm
#

They’re not evenly spread in our lobbies

lament mica
tawdry sky
#

I definitely feel like the quality of my overall matches have gone down.
Im not talking about my individual games, but rather how my teammates perform.

#

It really feels like I get 1-2 players on my team who will do their tanks health in damage, and the rest are sub 1k.

digital orchid
#

Steamrolls have increased dramatically when it’s full player lobbies

tawdry sky
#

I very much hate blaming my team for losses, but Ive been feeling that a LOT more as of late.

lament mica
digital orchid
#

Yeah CW is unaffected @tawdry sky . Still uses the old algorithm

tawdry sky
cunning dew
#

Maybe you guys should revert it. You can say we are a small percentage that think this but ive never seen this many comments on thread

#

Even some lile t249 nerf were less

#

You guys listen to threads alot smaller than these to. Pls revert it. Your killing off more players including me

olive bolt
#

Are you begging? JUSTwhat

raw star
# zinc summit 🤮 where is the simp emoji

to call it simping is just disrespectul to not just me but Gambit, you seemingly dont understand that he earned that admiration and respect by being a consturctive cc and a skilled player throughout the years. its fine if you dont understand the layers of skills required to be a top player but dont use that as reason to be offensive

raw star
# autumn light to slightly interject, part of why i've been quite pedantic/obtuse on "this is n...

maybe this can help you more to understand the point, i used ai to express my point better

SBMM focuses on overall balance

Classic SBMM tries to minimize team skill difference as a whole.

CTBMM (Class-to-Tier Balanced Matchmaking) is order-sensitive: balance depends on the sequence in which pairs are processed, not the best global distribution.

High-skill players as “anchors”

Strong players repeatedly get forced onto the weaker side, because the system always hands the “worse” of a pair to the stronger team.

Over time, high-WR players constantly feel dragged down.

RNG dominance

Since pairs are random, two identical lobbies can produce very different outcomes.

Players feel like results are more about lottery luck than skill or fair matchmaking.

Forced outcomes perception

Because every pair is “corrected” to shrink delta, players sense that the matchmaker is manipulating results more actively than SBMM.

Composition ≠ fairness

Even though both teams have mirrored classes/tiers, that doesn’t ensure fair skill distribution—especially when early pair assignments snowball.

One-line summary

CTBMM : Both teams get identical class/tier compositions, but players are assigned in random pairs where the stronger team is forced to take the weaker player. This makes outcomes highly order-dependent, punishes high-WR players, and often feels more manipulated and less fair than standard SBMM.

paper anvil
#

I still play, lots to do and many tanks to buy back.

proper valley
#

My humble opinion? This game needs a 2.0 like wotpc.

#

Or maybe just a complete remaster that'll transfer progress.

#

Graphics overhaul, looking back at current issues.

#

Basically just a general overhaul of the game. Its been long due

errant saddle
proper valley
#

:/

#

Yea thats how it feels like sometimes.

errant saddle
proper valley
#

Truly?

#

That sounds. Terrible

#

Also you misunderstand.

#

I mean a 2.0 as in a rework.

#

Not just copying WoTPCs work

errant saddle
#

That's what it feels like to me, most the people asking for nerfs just want to neuter tds, the type5 seems to be good when I go against it anyways.

#

I wouldn't mind tech tree buffs but we got that and people are still crying about those buffs. I want lights to get a big overhaul @proper valley

proper valley
#

As I said before.

#

The community is very opinionated.

#

The devs have to walk a tight rope any time the want to do anything

fleet elm
proper valley
#

Do one thing? They annoy this part of the community.

#

Revert it? Annoys another part.

#

They can't catch a win.

cursive tinsel
#

I mean TD with the current camo are too over the top when they are built into currently. Thats kind athe reason of the QoL changes and equipment changes that should help swing the balance and give scout their ability to spot back. But, that doesn't mean a TD that's double bush is going to be spotted since double bush is like an 80% camo boost.

Just because of the nature of this thread id say try to not steer to far off and keep this as close to a MM thread as possible. Just so stuff isnt lost or filled with stuff about X Y and Z

proper valley
#

I don't particularly like them mainly all kinda niche.

#

And make commander skills just feel inadequate.

#

Ah yes! A 5% reload buff? 0.50 seconds off the reload.

#

But this topic isn't about that.

#

I genuinely think we need a much larger rework than just commander skills.

#

Maybe the insane penetration can be toned down?

#

But back to the matchmaker.

fleet elm
proper valley
#

Why tho?

#

Why should we even have commanders then?

#

If the commander will literally only apply minor buffs what the purpose?

#

It was completely fair because everyone had access to commanders

fleet elm
proper valley
#

Some perks needed nerfing. Yes. Mainly camo ones.

fleet elm
#

And dpm and accuracy

proper valley
#

Now that. That was fine.

#

It made it so you had to react quickly to being shot.

#

You can't just sit there for 10 more seconds after being hit in the side.

#

You have to react.

fleet elm
proper valley
#

You don't. Simple as.

fleet elm
#

Yes. Nerf accuracy

proper valley
#

You just take precautions to just not.

#

WHATM

#

Hold I really need you to explain that reasoning.

fleet elm
#

Getting snapped by a TD HE round when I poke a ridge for 1s isn't exactly fun

proper valley
#

Shouldn't have peeked.

#

Simple.

fleet elm
#

Yes. It creates camping

#

You're making my points for me

proper valley
#

In this game. You're gonna get shot. You can't blame the sniper for doing his job.

fleet elm
proper valley
#

You peeked over a hill. He shot you. Thats how the interaction goes.

#

Either you continue to push and shoot back. Or back down with the knowledge that there is a sniper

fleet elm
#

lol

proper valley
#

Am I wrong?

#

In this game, you won't know when you're about to be shot.

#

If you are the unlucky individual that finds a sniper. You have not only informed yourself but your team that there is a sniper.

#

Another route should be taken or someone with higher HP or maybe just bull rush the thing.

cursive tinsel
proper valley
#

Yes sir.

cursive tinsel
#

Don't give the certain mods the idea to make this a read only thread.

proper valley
#

I'll just stop this here.

#

Nate will probably just call this rage baiting anyways lol.

digital orchid
#

I can’t wait for these accuracy changes so many players going to be crying that they have to actually aim now and can’t be fully accurate after a split second

cursive tinsel
#

Guys, game discussion or another thread end of.

proper valley
#

Please. Shut. This is over. You're late. The talking stick is no longer ours.

fleet elm
#

Reducing accuracy will help deal with the awful teams I get with this MM. My teammates can't hit shots anyways so at least the enemy will have the same issue

digital orchid
proper valley
#

Ah. On topic.

#

Now. That seems more like a matchmaker issue rather than a "must be the accuracy perks" issue

fleet elm
#

Unfortunately I think accuracy and dpm narrow the gap a bit. Less carry potential

proper valley
#

I do agree the matchmaker should probably be looked at again

#

Or maybe they can release a video on how this works

fleet elm
proper valley
#

That'll help greatly.

#

Won't reducing accuracy making camping worse tho?

#

Tank destroyers will just sit further back.

#

Sure they might miss but their accuracy will still be useable.

fleet elm
proper valley
#

No they won't

fleet elm
#

Won't hurt me since I get bad teammates who cant hit shots to begin with

proper valley
#

Guess you gotta carry just a little harder. Friend.

digital orchid