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Team matchmaking improvement suggestions

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Date Editor Before After
6/12/2018 7:50:03 AMDErankAdminmojjj before revert after revert
Before After
1 In my opinion, having played several matches, the team matchmaking is in dire need of improvement. Or at least a big red warning to new players saying "do not click, lol". 1 In my opinion, having played several matches, the team matchmaking is in dire need of improvement. Or at least a big red warning to new players saying "do not click, lol".
2 \n 2 \n
3 Reasoning: 3 Reasoning:
4 \n 4 \n
5 1. It puts premades vs random queuers (even when there is a huge elo difference). 5 1. It puts premades vs random queuers (even when there is a huge elo difference).
6 2. It puts players with a huge elo difference on the same team, yet still shares mass equally. So 50% of your eco is going to some guy's turret swarm or bertha at 5 min. 6 2. It puts players with a huge elo difference on the same team, yet still shares mass equally. So 50% of your eco is going to some guy's turret swarm or bertha at 5 min.
7 \n 7 \n
8 For example: http://zero-k. info/Battles/Detail/559238. Me + random vs premade of two players both much higher elo and level than me. Random player makes 4 stardusts to begin, then leaves. Not a good experience at all. 8 For example: http://zero-k. info/Battles/Detail/559238 . Me + random vs premade of two players both much higher elo and level than me. Random player makes 4 stardusts to begin, then leaves. Not a good experience at all.
9 \n 9 \n
10 Suggestion: 10 Suggestion:
11 \n 11 \n
12 1. Ban premade, or make it clear and allow people to dodge. The community is too small and this is just a tool to stomp people. 12 1. Ban premade, or make it clear and allow people to dodge. The community is too small and this is just a tool to stomp people.
13 2. Distribute mass by 1v1 elo predict%. So for example if a blue player is with a yellow one, yellow player gets whatever his win% would be in a 1v1 (or something similar), so 20% or whatever the implied probability is. 13 2. Distribute mass by 1v1 elo predict%. So for example if a blue player is with a yellow one, yellow player gets whatever his win% would be in a 1v1 (or something similar), so 20% or whatever the implied probability is.
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16 mod-edit: fix broken link