@rycoux Thanks Cous, and if I was in town I'd grab a drink with ya! I'm hitting the ground running, just sucks seeing so many people hit by so many layoffs recently.
A hard day. I'm incredibly proud of what we built in such a short time. We reimagined combat from the ground up in just two months. This is a stellar team I’d work with again in a heartbeat.
Taking time to process, but if you’re hiring, anyone from this project is a gem. <3
@Koalifier It was not at Riot, but long ago I was asked by executives if we could IN THE MIDDLE OF A MATCH move players to a bot match without them noticing. Preventing them from a bad match if they spent money recently, it was a good laugh because no but terrifying if it becomes possible.
THIS IS IMPOSSIBLE (I studied and worked on matchmakers for years, like VALORANT).
The reason you start to lose is because your "MMR"/skill rating goes up, and you get matched against stronger opponents. A "Winners/Losers queue" is a paradox that can't exist. Here's why: 🧵👇
“Don’t defend Marvel Rivals devs, it’s the truth… it’s by design to keep you on the game longer, they want you to continue climbing"
Nickmercs says Marvel Rivals will feed you wins/losses to keep you playing
@JoINrbs The whole community, and each player, is constantly changing in skill so you keep needing to update skill rating to see"Is Player A is better then Player B"; if you spend time making matches that can't find a players skill you can no longer match make to force wins/losses.
@JoINrbs Those ideas assume that you already have an established player base with proper skill ratings, but the more you "widescale" force players to play against eachother you are changing your ability to know how good they actually are.
@Jeopardy408 LOL
It's hard to talk about something in small 250 character limits when it's a complex economy of math. I think it's good to be skeptical if this were true(or a company wants it), why play a PvP game if the experience is decided and it's not "My skill has an impact".
@Bisquiits All, any dev with a MMR decay system, does is reduce your MMR when you return based on the amount of time you've been gone based on the data; so that again you don't get stomped and also give other players a free win. Again all in service of a fair match so you play more.
@Bisquiits When matches aren't fair people quit
https://t.co/vLK2jAckon
This is the reason why win/losers trade as a concept doesn't work. You have data of "when a player leaves the game for X amount of time, they come back 10% worse then before" because you have millions of examples.
@Bisquiits Players play games more when they have fair matches, data has shown this. It's more advantageous to make sure matches are fair and that's why match makers are built that way. That's why they care about you having a fair match when you return, so you don't get stomped and leave.
@Bisquiits Most systems do this, it isn't the same; Games using data know "hey if you've been gone for 30days you usually come back about X skill level" you will be lower skill then when you left.
They adjust your MMR based on that data, because they already know how rusty you are.
@quokkastaire If you wanted more "loose" match making, you can say "Hey matchmaker, allow matches to be made that allow a winrate where Team A has a 60% chance to win". Now there is a chance that you will randomly get hard or easy matches. That doesn't mean "put you in losers queue".
@quokkastaire The thing about like "Hey you can have easy or hard matches" is that he's talking about the band that you let players match against.
Generally match making works because using data the game knows "Combination of players on Team A would = 50.01% chance to win against Team B."
@chivejar You would need to hire a mathmatician to try and make your own match making algorithm(why most studios use True Skill). Then you need machine learning people to run simulations to build and tune it, ultimately to do something that data has shown doesn't increase engagement.