BlackZero
Inkling Commander
- Joined
- Nov 3, 2015
- Messages
- 350
I think the TrueSkill algorithm (or a derivative), while not perfect, would be a huge step in the right direction as it actually factors in individual performance as well as team performance. They would just have to configure the stats they want to use as a basis for establishing a player skill value to reflect Splatoon's unique mechanics.Thinking about this in depth, it makes it a lot more complicated to figure out how to fix it. That Elo & lobby system would be core to the entire system, they're not going to change it.
Yep. If people want to win TW matches, they have to pull their weight in the coverage department. Thus, a high level player who focuses on inking turf would likely see more low-level players who pretty much have to ink turf to win their games. That doesn't mean there aren't a lot of low-level killers though.That would be good. I'm thinking a player that sees more beginners and few lv40-50, who is a bad player that mostly inks but sometimes splats if someone turns up (and gets splatted often, though sometimes has positive k/d.) is paired with lower levels, then, not because it's keeping them with unskilled noobs, but because lower leveled players are more likely to focus entirely on inking?
The K factor is already implemented in Ranked. You gain and lose rank points with each win or loss. This is the K factor. In chess, a new player starts with a value (let's say 800). To move up to the next tier of chess players, let's say they need to increase their value to 1000. As they play other people at their own level, they gain points. In the "provisional match" phase, it's really high (24-32) compared to what they'll get in a non-provisional match (8-12). It's the same thing in Ranked mode, only you don't have a provisional phase (or if you did, it was Turf Wars). A beginner chess player works their way up to the next tier 8-12 points at a time with every win. It's the same thing in Ranked, only the tiers are C,B,A, and S instead of 800,1000, etc.There is the other possibility though, which is applying k factor to the lobby building sequence. I mention that because of the the 2.4 patch notes for Turf Wars:
IF the system works the way we think, that would imply they have introduced k into the lobby builder, at least in TW. Maybe they can apply that to ranked (or already have?) as well if so. Though if ranked worked correctly you wouldn't need to as rank would be a better indicator anyway.
- In Regular Battle and Splatfest, players of similar skill will be matched more often.
I think it would help Turf a lot if they implemented a "hidden F factor" to group players based on past performances. It wouldn't count towards rank, and would create a tighter grouping of player values to choose from. I think the devs worried that this would make the "casual" mode too competitive though, as I'm sure people would pick up on the hidden ranking system eventually. Personally, I think it would help a lot, but a skilled player would find themselves stuck playing the same caliber of players in TW as they do in Ranked if they played too well in that mode. That may not be very casual for A or S rank players.