ELO penalization if people closes the game when a match is found
The team shouldn’t split up if the ranked match got suspended before it loaded, because it’s hard to re-invite everyone and get them to accept again, also, because it could simply requeue automatically.
When a ranked match is found, players should be asked to confirm that they actually want to play. Sometimes a lot of time passes in queue, and some people may have to step away to use the bathroom or handle something urgent. It would be better if everyone had to click ‘Accept’ before joining the ranked match, so we don’t enter the game and find an inactive player for the first two minutes or an AFK.
rewards for consistency (i think this is the most important)
Add an Option to Avoid 300+ ELO Differences in Ranked Matches
When a match is found, the screen that shows the player names should also display each player’s ELO. ELO should also be visible on the scoreboard during the match
additional:
sometimes ranked makes you play a team NOT PREMADE 1300+ vs a NOT PREMADE team 900 rated.
Minor point: Elo is not an acronym. It’s actually the name of the person who first devised the Elo rating system. Capitalise the E but nothing else.
Strong agree.
Also agree. But I would extend this: you should stay in the group you created until you do something specifically to leave the group. If the game finishes, it should be one click to queue up again within the same group.
Don’t agree. This would undermine point 1, and would just slow down getting into games even more. While you’re queuing up, you should be ready to play on short notice. The long queue, countdown, and game loading times provide you a good buffer for this. And then once in the game, autoqueue villagers means you won’t fall as far behind in aom as you would in aoe2 or aoe4 if you are slow to get there.
I’d love to see season rewards like aoe4 has.
I don’t disagree, but you can get this anyway. The way matchmaking works, it starts looking close to your range, and the longer you have to wait, the wider the range it looks for. So if you stop searching and then restart, it should be narrow again. I’d say restart the search after 3–5 minutes, depending on your taste.
I personally like the mystery. And at worst, doing this could encourage more people to queue dodge or resign early.
Agree. People can avoid all maps or things they dont want, but punish them more than just closing the game. Also i know its a very small playerbase that does this but refusing to play all but the 1-3 maps your gods has an advantage on is very dumb imo and should not be encouraged.
Yea, if you are ueing as a group it should put you back into one or at least give you the option to.
This tends to generate issues. Some games that have implemented this and dont have too many people get into dynamics where you miss the timer for accepting and you are back to queu or you get constant matches of games canceling due to someone not clicking it in time.
Yea, Leagues, icons, a small ribbon, anything really that gives a progress sense more than an elo number.
I get the sentiment when you are playing people better than you, I guess you can say you would wait 20 mins for your game, but the issue of this situations its simply how games with low pop handle it. It broadens the scope until it matches anything. Otherwise you say to certain part of the player base “we wont find games for you, go play something else” which is a bad move for any developer.
If you are bent on only getting people close to yur elo you can manually reset the queue and go again and repeat every couple of minutes so you dont enter into the broadening part.
Highly disagree, specially if with your 1st point of punishing people for dodging and your 300 elo difference prevention. People would just dodge if its X opponent, X god, X elo. Specially on team games it would become a nightmare to play most games if even 1 of your allies/opponents sees a bigger elo and just leaves.
Premade teams should not play in ranked team matches. AOMR is not a game designed for premade teams versus random teams. And if premade teams want to play with their friends just for fun, then those premade teams should not earn any ELO points and should play only for honor. Premade teams already have too much of an advantage, and for that reason they do not deserve any kind of reward for their cowardly tactics, such as a 3 vs 1 rush. Only in this way will people stop complaining about unbalanced matches.
At least show a message when the system starts searching for a 300+ rating difference match
I’m aware that AoMStats provides this information, but players shouldn’t have to visit an external website while playing. The game itself should notify us the elo of players, so we can help other low elo players in our team without losing time visiting aomstats. People who aren’t aware will become aware eventually. the only ones that quit a ranked match is people with low elo, a 1600 elo player is not going to quit the match. There is not perfect system, people will quit anyway. but why visiting a webpage if it can be in the match?
I agree. I’ve played in a premade team, and I would really like a separate mode specifically for premade teams.
I know tournaments already exist, but it’s very difficult to coordinate schedules. It would be great to have a game mode designed for premade teams, where the system detects when all three players from the team are online and then sends a notification letting them know they can enter to a special pre made playroom sala and play their match. Once a team wins 3 games out of 5 they play versus other pre made team
But also there is a hotkey to communicate using voice chat so you can communicate to other players without typing
There shouldn’t be a separate mode. All players should compete under equal conditions in team ranked matches with completely random teams. Only in that way can it be proven whether players truly have the skill level needed to be at the top of the rankeds. True professional players are not those who rush 3 vs 1 like cowards with a premade team; rather, True professional players are the ones who can lead their team to victory under equal conditions and without unfair advantages.
If players want to play with premade teams, they can create a private lobby and invite their friends to private matches, or play without receiving any reward for their undeserved victory.
Premade teams pull off coordinated attacks that random teams just can’t replicate. Because of that, they’re gaining ELO easily without putting in any effort. They use coordinated 3v1 god powers, and their matches always end in 12 minutes. They only join to drive away players who actually want to play; they don’t even care about the game itself. Thanks to them, matches always end up toxic, resulting in reports and bans. In short, premades always ruin ranked matches and are an obstacle for everyone. Furthermore, premade teams are a waste of time for all players.
Dont waste your time trying to say obvious things to someone unwilling to listen to anything but themselves. It’s just useless and you’ll be called cheater, coward or something silly like that.
This will help smurfs. Time ban is better than Elo penalty.
This should have been present in the game since day one!
This wont be good. What if someone just wants to troll? You join the matchmaking, wait for a team game, never confirm it and now your partner and/or opponents have to leave it and try to find another game, which will cause them to lose Elo, based in your first suggestion, or a time ban based on mine.
No opinion on this.
Will lead to even longer queue times. If you get an opponent 300 higher or lower than you is because you or them is waiting too much already. Though it sucks to both parts… you can cancel your queue if it gets to 7 minutes, at least in AOE2 is when it starts to look for people outside a “comfortable Elo range”.
This will influence too much the game. Its better to face someone that has an unknown Elo, so you can think you have a chance, them see your opponent is x points higher than you therefore you’ll 100% lose. Like, 100 points is a high difference, but the lower player still has a considerable chance to win.
Forfeiting on a vote in team games. I’ve had games where we’re winning/in the lead but i’ve had teammates forfeit for no reason or over minor inconvienences and that costs us the entire game. Larger maps as well as everyone is sandwhiched too close to one another, and maps that have natural mountains and hills so you can play defensivly effectly without rellying solely on trees as natural barriers
We have had discussion of voting, the dynamic goes that you would be forcing people to play a game they dont wanna be in, and unlike other game genres people bring about how it works on lol or inserta other mona here the game dynamic is too different.
Also how would you go about it in even player team games? 2 vs 2 and 4 vs 4. Which side matters more if it ties? You cant surrender? Or you force the people to end a game they dont Want to
Its def not random, finding a match very quickly results in similar elo opponents and when you have long wait time you get the very big gaps. Theres def some mechanic involved on how often it broadens a search.
Random would imply you have equal chance of playing someone from your own elo range to the best/worst players at all times, which i doubt is what happens. If that were the case you would have really short queue times and it would just group up whoever 2 players and not drag it on.
This leaves out a lot of important detail but sure.
Except there is, and theres a lot of levels to it. The first and easiest is to confirm it yourself by asking.
The more robust one is that there was a patches in which the system was modified so queue times where faster and they adressed the functioning of the system.
Its anything but random and if anything theres no proof that its random. Specially since code wise theres no “random” when it comes to code and how you build it in an engine. No ones flipping a coin or picking a number to match you with another one. You have to set parameters for the match making system to follow.