LOL, you had my almost on the floor with this. I didn't think it was possible to get worse players than my teams, but you somehow consistently manage to. Even my courageous little level 1 bravely went out to the middle to get splatted over and over again. And the sweet little level 14 patiently practicing chargers by repeatedly shooting the floor in the middle of kelp dome next to the tower that I must apologize for mercilessly butchering with a roller. I've never see the ones that won't even enter their own base if it's not painted yet. I don't know how you got those! or maybe that's who I see lagging behind on the spawn all the time and assume they've dc'd! I see them standing there, assume they're afk or dc'd, but maybe they're your inkers! I'm usually flying past them to go recover from the inevitable collapse of the defense line after I got splatted. :p
Yes, I would often see very low-level players, like 5 or below, who I know are true beginners because they behave like beginners, but they still try and are not afraid to get splatted. They might go 0-6 or so, but I see they've gained about 300p or more and I see them on the front lines on the map, either in the middle or getting to the middle. And admittedly, I see them WAY more, at least in Turf War, than the players who fear getting splatted so much that they will stay as far away from enemy ink as possible. At least until Ranked and Splatfests. Then, they come right out of the woodwork, especially in Splatfests.
Maybe it's because my splat counts are usually not that high in Turf War. In Turf War, I typically mind my own business. My style is to observe what my teammates are doing, figure if they have some void in roles that need to be played, and play that role. If I get a lot of, erm, Team Deathmatch people, I stick around and ink the area around the spawn, then head out looking for uninked ground. If my team is full of people who are more concerned with inking, I'll move forward ahead of them and see what the opposing team is doing. I only really attack opponents if they're interfering with what I'm doing; I don't go out of my way to fight (the exception being snipers, as it's important to get rid of them to open up space for me and my teammates). I most often lead the pack in ground coverage though, regardless of how I play or what I'm using.
But because my splat count is likely lower than any of yours, I'm guessing I'm getting teamed up with other players with low splat counts, only they're low because they actively avoid any opponents and won't take any chances. (Not that it stops them, as I usually see at least a 0-2 by the end of a Ranked match.)
LOL, you mean your opponents wait until the gates to come down to flank your team??? Mine charge through the gates in the first 20 seconds of the match. 2-3 of them, and if I'm not guarding the gates, the team will get slaughtered up on the bridge! If they wait a full minute I know I'm in deep doo doo, because that means they've charged up their bubblers and I can't resist the assault!
Usually, the area in front of the spawn in Camp Triggerfish remains pretty free of opponents for me much of the way through. It's probably a consequence of there always being at least one person on my team who immediately heads out to fight and can hold them off for at least a little while. Rarely do I ever see anyone, regardless of how splat-hungry they are, go for the jugular and get to the opponent's spawn point as quickly as possible. That behavior they save for when Walleye Warehouse comes up.
No, because in our EU version it's supposedly directly translated from theirs and from Google Translate (from a video on Yt) roughly it means 'take the Rainmaker to the goal' for the general idea. They're probably screwing around.
That'd be a terrible way to screw around then, to deliberately invoke a loss.
(It was Walleye Warehouse, they hid behind that second shipping container with the sheets of paper on it, and the opposing team was winning. They were ultimately inksploded by the Rainmaker.)
Meanwhile even a bad eliter player is going to have very low deaths and much higher liklihood of positive k/d (unless the team let them get totally overrun.) Good ones will have high kills, bad ones will have low kills. But at face value, that system would assign eliter players to teams that have good balanced stats by nature of the stats the weapon offers.
I'm actually bad enough with an E-liter that I get records of 1-4 or somewhere around there more often than not. I frequently get cornered, then splatted. Well, unless I'm using a Custom E-liter, and THEN I get more splats than I get splatted pretty consistently because I can activate the Kraken should that situation happen (or rather, when).
Then again, most often, what happens is that my team has so little ink that, by the last 60 seconds, I have to leave my usual spots and go ink with the rest of them, which usually results in me getting splatted once or twice in the process.
Worse, team composition, by nature of being a team, should never, ever, ever, every be a homogenous group of identical traits, it should be a mix of complimentary traits. The system ideally should be mixing 2 inkers and 2 aggressors to create a balanced, well rounded team capable of offense and defense, not assmbling polar opposite teams of all defense and all offense and pitting them against each other in game modes that require pushing an objective. I can't fathom that anyone skilled in game design enough to work at Nintendo at all could be so incompetent as to miss that concept. There must be more to it. Any school sports coach could have told them as much. Moreover their own company tells them as much with how they pitched ideas to come up wtih Splatoon and cited the very different designs people came up with which led to the variety of maps due to the very different types of people on the team. That should have been a clue for them!
I'm sure people who work on Pokémon games have had some degree of communication with the
Splatoon team; they probably know more than anyone about how a good team is varied in purpose, as it creates adaptibility. I don't think an all-offense or all-defense team is a good idea, and I hope the
Splatoon peopleknow that.
That being said, NCAA basketball is going on right now--a lot of the coaches have a high-defense strategy, where one or two players play offense and the rest play defense. While there is still some variety, the sheer defensiveness compared to regular NBA games means scores for winning teams are normally 60 to 80 points, as opposed to 100 to 140 points for an NBA game. (Indeed, basketball fans are largely not happy about this because it means not much happens in a particular game.) But I guess that's an extraordinary circumstance, because high defense is a consensus among college basketball coaches, so it's going to be defense vs. defense most of the time.
That makes me wonder if the system effectively punishes players who play more TW than ranked. Those of us that play a lot of TW will have a lot more inking, and then it would pair us with all ink teams in ranked. And punishes tower riders and RM carriers more than those that don't ride the tower or carry the RM since they will have more deaths (and possibly negative k/d often.) If that's the case then
@Zombie Aladdin 's little inkers that are terrified of getting splatted are actually the smart players. Avoid the tower, avoid the RM, go 0/0, and you'll get paired with better teams to soar through the ranks later.[.quote]
They don't go 0-0. These people get splatted every single match. They don't get splatted much (unless it's a total massacre with the opponents having reduced all of us to the spawn point), but they do get splatted. When they're focused on inking tiny patches of uninked ground, they don't pay attention of an opponent has snuck up behind them. Even if they realize it before the opponent's ink can reach them, it's too late because they are not accustomed to attacking opponents at all. They cannot aim, and they panic. These are the people you see pointing their Aerospray RGs and Tentatek Splattershots at the ground two feet in front of them. Sometimes they swim to the next patch, sometimes they walk. And if they're using a roller (usually Splat Roller, Krak-On Splat Roller, or Carbon Roller), they only dive down into ink to refill, making them an obvious target 95% of the match.
That is, they only pay attention to the five feet or so around them until they look for another patch to ink. If an enemy comes close, creating a path to ink and siwm in to reach this person, they WILL get splatted because they don't know what to do.
I did a more detailed post on how TrueSkill (Microsoft's matchmaking algorithm for games like CoD & Halo) works
here. It goes into more detail. Without looking at the game's source code, it's hard to tell how different weapons are weighted in assessing kill and coverage counts but I wouldn't be surprised if they were weighted differently. Still, weapon choice reflects play-style to a degree.
I acutally played a game that uses TrueSkill that isn't a shooter at all:
Meteos Wars. It's a falling-blocks match-three puzzle game (which apparently, this time around, did not have Masahiro Sakurai's involvement). If TrueSkill can be applied to a falling-blocks puzzle game, then other formulae can be applied to
Splatoon, as, while it's not a typical shooter in the least, it is still a shooter. I have no idea how TrueSkill is used for
Meteos Wars though. Not enough people were playing the game for me to do much with ranked.
[QUOTE="BlackZero, post: 141895, member: 11772"I'm sure there is, but I simplified it to those three variables because a) these things are horrendously complex and we'd be here all day listing out everything that could factor in to skill, and b) these three stats are key indicators of play style and factor heavily into all the online play modes. I'm sure the game records how many times you play Rain Maker and carry the RM yourself vs letting someone else carry it and factors that into your player skill in Rain Maker. It probably also records how close you get to the goal with it and factors that in. That may be why some RM teams are full of people who don't want to carry the RM while others aren't. I would imagine that Tower Control matchmaking does something similar with how often you ride the tower.
Hmm, that's interesting. I am usually the most aggressive on my team in getting the Rainmaker and the tower. I feel it's important to be the first team to get on the scoreboard, because that pressures the opposing team to act and might make them nervous. I wonder if that affects the type of teammates I get any.
[QUOTE="BlackZero, post: 141895, member: 11772"With that said, if someone builds up a higher coverage stat in TW before starting Ranked, the matchmaking will likely pair them with other people who focused on coverage, and are more likely have a passive play style. That may have been a means of "easing" players into the more competitive Ranked mode in addition to building a baseline player skill value.[/QUOTE]
That might also explain a lot--I was focused on inking, and I still am. I don't think I'm that passive of a player though, but I guess as far as the matchmaking system goes, it probably classifies me as the same type of player as the one who will avoid and run away from opponents (if they see them).