Instead of looking at the dodging action, we should instead look into why people dodge.
Players want either a win (even if its unfair to others, so long as its not us) or at least have a fair chance of winning.
So let’s be fair, a team of randoms aren’t going to beat the best korean team. Knowing the caliber of you koreans, you’re going to beat almost every premade team anyway.
Imagine you’re a casual basketball player, and after a long day of work, you just wanna score some balls but you’re always up against kobe bryant pre-made team with his pro friends over and over and over again. And if kobe is AFK, it’d be michael jordan and his friends. Truth is I don’t know much about famous basketballers. Premade friends or not, against these pros or even semi-pros…
If people really wanted to play a competitive game to get better, they would and should and do play 1v1’s. When it comes to playing with friends and enjoying themselves, they’d want to first at least have a slight chance of winning.
You can hide player names to prevent dodging, but if you think this is actually a fix you’re wrong. The weaker team would get even more frustrated and leave the game.
The emphasis shouldn’t be at all on the dodging part but making games more even. Sadly, the skill gap between pros and semi pros are big, semi pros and good players bigger; good players and casuals even bigger. The quick search system just doesn’t work at all for this sort of game. You guys seen “Darious I”? Just desyncs the game every time it’s over. System can’t even account for cheaters. Certainly wouldn’t account for maphackers. Players need to be able to decide for themselves what’s a fair match and who are dodgy players and who are smurfs. The only way to do so is how it was done 20 years ago in aoe2, all the way back in msnzone where games were actually a lot more fun and balanced. No quickmatch system can account in for so many variables. “Ranked custom games/table”
The current system is even worse because players are now split between ranked and quickmatch, as if player count isn’t bad enough. And seriously what’s the difference between the two? Some worthless medal that only encourages dodging even more. Top players (not really top, but anyway…) still fight for ladder ranks.
Now, another very discouraging factor is how ELO is calculated every game. It seems that, if a team with 200 elo lower beats a team 200 higher on average generally, the amount gained and the amount lost for each side is the same. So to beat a stronger team, you may win 20 elo, and if u lose against them, you also lose 20. For equal elo, you win 15, you lose 30, or something like that. In short, if you win, you win less, if you lose, you lose more. This is not even accounting in desyncers where you can just lose 49. Imagine how long it’d take to regain that if you are all playing on your mains. Sometimes its not just the desyncers, because this game is actually amateurish buggy, seeing people crash isn’t uncommon. (hello devs, 4k res + high quality, ez crash devs, when fix?). Not even the ability to rejoin the game like what a modern typical 2022 game should be capable of doing. If anything would encourage smurfing/boosting it would be this. If you have a lesser chance of winning, it should at least be rewarding, but nope.
To continue on with ELO issues, have any of you noticed some teammates would gain 12, while you gain 1 all in the same match? I’ve observed this long enough and i can tell you it’s not about player score, its not about kills, its not about who has higher/lower elo. It looks entirely random. I think the devs don’t know what they are doing at all.
With regards to boosting, aoe2 already had a system for this, when you mix super low + super high elo. the high elo player wouldn’t gain points or much points against the same average. What we have right now is people resigning just 10 games to get their elo down to 300. You see it in a few of those top 30 players.
Instead, they spend their energy on balance changes all the time instead of actually fixing issues. And what for exactly? Beasty and marinelord received huge changes when they switched from sc2. Didn’t stop beasty from being a beast and marinelord from being a lord. Good players will remain good, and I’m sure you koreans will remain good next season. These balance changes aren’t going to draw much newer players and make things exciting for most people, they are at best refreshing. The real issue is the worthless matchmaking system that we have now, and there is really just a simple fix: Disband quicksearch.
Energy and effort should be spent on the matchmaking system, not the players, not the dodging. Dodging is the consequence of a failed system. If you think hiding player names is going to fix anything, well has anyone come across the all famous Lord Oakshield? If he thinks game has no chance of winning, he just resigns. Ruins the game for 3 of his other players. Then you’d end up wanting to dodge oakshield as your teammate anyway. Ultimately, people will just resign at minute 0, then you’re going to want to start adding penalty for leavers at 0-5min which also does little. If people can’t dodge, can’t resign at minute 0, they will just quit the game. We should be encouraging new players and having players stay, not discouraging people from playing.
At present, it’s actually not fun for us conq3’s to beat up golds and plats… but i can tell you, in terms of perspective, it’s even less fun for them. It’s not like we can specify: “1600+ elo only games”
I don’t have much faith in this game honestly, the devs can’t be bothered communicating with people, i’d like to see some response in this thread, but i know better that wont be happening.
As such, we just keep playing until game becomes truly unbearable and we move on. I do think aoe2 is still the superior game, but I really don’t want oldschool graphics or old netcode anymore. It’s just a real shame this game has the potential to outgrow sc2 if only better decisions and design happens.
My proposal:
We have people host custom games. We are able to specify elo-range. Quicksearch would send players into rooms with criteria filled (maps, elo, etc). In these rooms, we can also decide who goes on which team so that game is balanced. Then we would see jazbaz+3 vs victo+3, unless you wouldn’t mind losing to victo 10 games in a row right with jazbaz+3 vs victo+siral+cz+bum9. You wouldn’t complain right?
It’s a simpler system to design, manage with my proposal.