1 |
Not claiming to speak for GoogleFrog, but those were my thoughts for abuse potential: the MM population is small, so there is potential for using the WHR width to strongly increase the odds that you get a game with someone weaker than yourself in conjunction with the WHR width increasing with time (e.g. if you know someone 240 stronger than you is out there, you can queue for X minutes to preemptively dodge them with your WHR width set to 300).
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1 |
Not claiming to speak for GoogleFrog, but those were my thoughts for abuse potential: the MM population is small, so there is potential for using the WHR width to strongly increase the odds that you get a game with someone weaker than yourself in conjunction with the WHR width increasing with time (e.g. if you know someone 240 stronger than you is out there, you can queue for X minutes to preemptively dodge them with your WHR width set to 300).
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2 |
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2 |
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3 |
Right now I think you can leave a MM game without penalty once it's started, but that's much more visible than if you manipulate MM to prevent such games from happening. Making MM more transparently customizable will make it easier to game the system, which would ultimately hurt the MM population if not addressed. (This may happen without any intent to abuse the system too if users can set their WHR width to be too low for games to have any chance of starting. This is not an insurmountable problem by any means)
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3 |
Right now I think you can leave a MM game without penalty once it's started, but that's much more visible than if you manipulate MM to prevent such games from happening. Making MM more transparently customizable will make it easier to game the system, which would ultimately hurt the MM population if not addressed. (This may happen without any intent to abuse the system too if users can set their WHR width to be too low for games to have any chance of starting. This is not an insurmountable problem by any means)
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4 |
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4 |
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5 |
The
matchmaking
code
lives
in
https://github.
com/ZeroK-RTS/Zero-K-Infrastructure/tree/master/ZkLobbyServer/MatchMaker
.
MatchMaker.
PlayerEntry
has
the
EloWidth
property
which
would
become
dynamic
per
user,
and
this
change
would
be
reflected
in
MatchMaker.
ProposedBattle
(
and
maybe
in
the
MatchMaker
class
itself
in
its
method
that
tries
to
look
for
a
battle)
.
The
user's
EloWidth
could
be
passed
when
the
user
enters
a
MM
queue,
stored
server-side
like
the
map
bans
are,
or
be
sent
as
a
command
from
the
client
while
in
the
MM
queue.
|
5 |
The
matchmaking
code
lives
in
[https://github.
com/ZeroK-RTS/Zero-K-Infrastructure/tree/master/ZkLobbyServer/MatchMaker].
MatchMaker.
PlayerEntry
has
the
EloWidth
property
which
would
become
dynamic
per
user,
and
this
change
would
be
reflected
in
MatchMaker.
ProposedBattle
(
and
maybe
in
the
MatchMaker
class
itself
in
its
method
that
tries
to
look
for
a
battle)
.
The
user's
EloWidth
could
be
passed
when
the
user
enters
a
MM
queue,
stored
server-side
like
the
map
bans
are,
or
be
sent
as
a
command
from
the
client
while
in
the
MM
queue.
|