Nighthawk

Matchmaking Hakkında Verilen Bilgiler

Bu yazıyı derecelendir
Bu yazı Valve'in Dota 2 matchmaking hakkında şimdiye kadar verdiği bilgilerin derlemesidir.

Bunların hepsi güncel olmayabilir, yani değiştirilmiş olabilir.

As far as Matchmaking is concerned none of those buckets [low, medium, high] exist - We match on a continuous scale.
the easiest way to think about it is as a percentile rank so 100 levels.

There is a maximum range that we match to that decreases based on your party size. This is why when you have a stack of 5 you end up taking longer to match since we can only match you to a few percent of the population.
Typically the trade off in matchmaking is wait time versus match quality. We could always try and slow down the match time in an attempt to provide higher accuracy matches but this will get better naturally as we add more players so I'd rather keep match times snappy.
High skill games are definitely an area that will benefit as we get more players. It's also an area has had issues with match times in the past so I'm sensitive to how long this group needs to wait.

There can be no guarantee of how a game will play out even with perfect matchmaking. Hopefully someone can help me out with the details of that recent tourney where the winner of the winners bracket was in the finals and got destroyed in one game then destroyed the other team in the next. I think it's actually a good thing that the outcome of a match isn't set from the beginning but depends on the decisions that individuals are making during the course of play.

Building on the previous point, even with good matchmaking there are plenty of things that can go wrong:
* Being conterpicked or having a bad team comp (overdependence on farm, no heroes that can stop a push, lack of DPS, bad teamfight, etc.)
* Allowing teammates to lose a lane early
* Luck
* Natural variations in individual performance
* People trying a new hero or strategy

We don't enforce a 50-50 win rate (Maybe we should?) instead we always try to make the best match possible. I'm always happy when I see someone with a win rate close to 50% though since it means that we haven't been skewing one way or the other in giving matches that were too hard or too easy. I totally agree with your desire to have fewer stomps though.

We don't try to match high skill players with low skill players instead we try to get 10 people that fit together the best. Parties can sometimes create a very big gap in skill on a team though and are generally the reason for anything that seems really wacky. Remember too that people people will always have good games and bad games so that person that seems terrible might just be having an off day instead.

The outcome of a games is determined more by the best person on a team rather than the worst player. My assumption was originally the same as yours but I had to change my mind once I saw the stats showing otherwise.
Battle Points and Battle Level are not used in matchmaking.
Performance Bars are not used in matchmaking.
the longer you search for a match, the broader the search range gets. unbalanced matches might be results of a broad search range. either change to a better populated server (in case you are playing at odd hours) or simply reset the search to restart at a finer search range.
Q: What makes a "high quality" match?
a perfect match in a perfect world is where everybody has the same (correctly measured skill).
a "high quality" match tries to get as close as possible to that result.
Q: Do you add the percentile points for each team member and swap players untill both teams are even, or something more complex?
We have two stages to create a game from Matchmaking
1) Try to find 10 players that all match well to each other
2) Try to split these 10 players into two groups of 5 that will create a balanced game
Q: What about if someone who reported someone else, are they ever matched again?
Yes, they are. Several Suggestions have already been made in that direction (Personal Banlist)
Q: Does matchmaking take players who only play one or two heroes into consideration?
No. At least not yet.
Q: Does matchmaking take the type of hero a player likes to play (support, pusher, carry, random...) into consideration?
No. At least not yet. But there are threads about it ( Pick role before sign up for a game)
Q. Does the commend/report system affect ones percentile?
No.

Nighthawk tarafından 26/01/2013 15:57 tarihinde güncellendi

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  1. KONYALIYOBAZ - ait Kullanıcı Resmi (Avatar)
    Q: Does matchmaking take the type of hero a player likes to play (support, pusher, carry, random...) into consideration?
    No. At least not yet. But there are threads about it ( Pick role before sign up for a game)

    İyi olur ama support işaretleyip carry alanlar olursa sıkıntı olur.
  2. Nighthawk - ait Kullanıcı Resmi (Avatar)
    Alıntı Alıntı: Latyos
    Q: Does matchmaking take the type of hero a player likes to play (support, pusher, carry, random...) into consideration?
    No. At least not yet. But there are threads about it ( Pick role before sign up for a game)

    İyi olur ama support işaretleyip carry alanlar olursa sıkıntı olur.
    Aslında heroların aldığı roller çok esnek. Yani heroyu almakla bitmiyor iş, ne rolde oynadığı yine değişir.
  3. FuatKoseoglu - ait Kullanıcı Resmi (Avatar)
    Mesela işaretlersin ben bunları oynarım diye. Ama heronun valve gösterdiği gibi olucak durable support falan özellikler var ya hani. Wow gibi işte pat giriceksin,tertemiz
  4. ViktorReznov - ait Kullanıcı Resmi (Avatar)
    Personal banlist de fena değil gibi gözüküyorda yüzbinlerce kişi var hani , birkaç kişiyi ayıklamak pek bir işe yaramayacaktır.
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