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How to nerf Godde?

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Today I tried to stream some 1v1s again, but that only destroyed my mood. Streaming noticeably detracts from my attention (I'm always better at tournaments) which was combined with 3/7 played games where I had a win chance of less than 10%. (The other games were around 50% win chance)

It's completely understandable that players want to hop in when they see me play, but could you think of a way that we could improve the situation such that one isn't stuck in Godde's toy position for the evening when they're the only guy in his elo range? Outside of streaming I'd just wait a bit for someone else to get matched, but that's no solution when one wants to play continuously.

In my case you could probably just tell me to git gud so I can have a fighting chance against top 10 again, but what about other players?

One thing I could imagine would be for the Matchmaker to look at e.g. the last five games of a player and then try to give the player matches that even out the win chances. The downside would be that if you're the strongest player online (or the strongest player overall) you'd have a harder time finding matches if there aren't multiple people to take turns in getting bashed. What would you think about this?
+2 / -0
Getting matched against the same player who you know will kick your ass over and over again is annoying I guess. It might be simpler to just alter the match-maker behavior a little if you would be matched against someone you played against recently. Such as expanding the elo range, giving preference to other players and waiting longer.

Then again, there are rarely more than a few people in matchmaker, so its not like there are lots of options.
+0 / -0
i allmost allways get matched against Godde or randy,i kinda want to play other ppl too,but i understand that its kinda annoying to allways get matched against some with 200-400 elo more than you just to get rekt...On the other hand it gets kinda boring to just play the same ppl all the time.

The problem i think aint the matchmaker thats solvable easily its just that not many ppl play 1v1's actively so you just end up waiting for a game for soo long...thats why its the way it is now with like 200-400 acceptance.
+1 / -0
4 years ago
Are we assuming there will be more than two people in the matchmaking queue?
+3 / -0
4 years ago
How to nerf Godde?


Do you know where he lives?
LOL
+3 / -0
4 years ago
people in party can com 1v1

[Spoiler]
+0 / -0

4 years ago
Why don't you ask SErankGodde?

https://zero-k.info/Battles/Detail/953451

quote:
I'm starting to think Rogue is OP.
This gameplay is pretty boring.
Just spam rogue, lotus turrets and bandits. It is all Sigero and rANDY does nowadays.


quote:
It feels like everything is getting buffed besides raiders.
+1 / -0

4 years ago
Dein just make a room and invite people to play against you!
+0 / -0


4 years ago
I thought godde's toy was my schtick today, were you stealing the spotlight
+1 / -0
4 years ago
I suggest Godde Patreon where as lobs donate for every game lost!
+1 / -0
Perhaps we can make matchmaker do the following if two players of significantly different elo are the only players in queue:

*subsequent re matches after the 1st one won't be counted for elo
*the lower elo player will spawn with various random advantages (extra metal, extra comm, extra fac, etc)
+0 / -0


4 years ago
I've pondered the concept of a game and matchmaking system where the goal of the matchmaker is to feed handicap data into the game such that the win chance of arbitrary matches is 50%. Players would still have a rating, with the 'prestige' of the top rank being that you take a handicap against everyone. It's mathematically possible for a rating system to learn the handicaps required for a toy example, the question is whether a handicap that works and doesn't feel terrible to play with could be devised.

Here is a simple handicap that achieves the basic idea (minus the handicap feeling good) provided the theory behind WHR works. If the lower skill player loses a 1v1 then, with some probability, report that the lower skill player actually won instead. Vary the probability based on the skill gap to make each player actually win 50% of the time. Of course, this handicap is simple and feels terrible.

Making the handicap feel good may well be beyond the scope of ZK. It may even be beyond the scope of traditional RTS. The game would need to be designed with some sort of natural handicap system in mind, and would probably need to have fewer positive feedback loops than are common to RTS. Handicaps that mess with unit stats are dangerous because they throw off your ability to learn unit interactions. Handicaps that mess with economy throw off your ability to feel how much an opponent should have. Maybe it requires some sort of fairly-linear victory point control system, and one player could simply start with more points.
+1 / -0

4 years ago
Another possibility is to record / present some secondary statistic/s.

For example, you could estimate attrition ratio or time to win vs a particular player. Then you could present a number that indicated whether you had performed above or below average in the head to head, even if you "lost".

I appreciate those numbers would be fairly easy to game without some additional constraints.
+0 / -0

4 years ago
I plan to make a super advanced World War II strategy game where you dynamically change the victory conditions depending on the skill disparity between the players.

I will start development any decade now...
+1 / -0