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11月13日

Gears of War - Rankings and Parties Examined

[This article was written for the first Gears of War. For info on the Ranking System in Gears of War 2 use the following article: Gears of War 2: Leader Boards and Rankings]

Hey all so today I figured I would weigh in on 2 topics that are gathering a lot of heat on most Gears of War forums. The Ranking system and Party/Friend invites to ranked games. Before I go over my views on either I figure I should first explain how they currently work for those that are not familiar with them.

Rankings: The current ranking system in gears of war is completely dependant on your own actions in game. Whether or not your team wins does not effect your ranking directly. Your ranking is completely tied to your personal kills, revives, downs, headshots, etc... This means if you team wins or loses does not effect it. Only what you do effects it.

A lot of people feel the need for there to be some type of level system in the ranking similar to games like Halo or Ghost Recon so that when you are going into a game you know the skill level of the players in the game. Currently in Gears there is no way of knowing visually in game what another players ranking is without finding them on the leaderboards.

Some feel that they want to only play against similar or better players than themselves so that they can truly judge their skill. Getting a high rank is no good if you do not know the people you defeated to get their were not completely new or unskilled. They also do not want to end up on the team with the 'weaker' players.

This does make it hard for newer players to find games as is evident in games like Ghost Recon where many hosts will kick out players with lower rankings for fear of losing rank if you lose to a lower ranked player. Rank discrimination is not uncommon in many games.

You also have the opposite where hosts will stack their team with all the higher level players in order to make sure they have an easier time. Putting all the lower level players on one team allows for an easier win and more points guaranteed for the higher level players.

I honestly think the current system is fine. If you want to know how good I am play me. A number does not tell you what kind of player I am. I like the feeling that I don't know what to expect from my opponents or teammates. It really does force you to try and work together. I don't want to be a 12 or a 3 I want my ranking to reflect where I am overall. That is just my opinion and I know that others feel very differently so drop me some comments on how you think it can be improved or changed. I am not asking for people to say it is broken, I want actual ideas that you think would improve the current system non constructive comments help nobody.

 

Parties or Friend Invites to Ranked Games: The current system in Gears and some other shooters for the 360 do not allow you to invite friends to ranked games. This is a defense for the ranking system in that it deters (does not stop, only makes it harder) people from boosting their rank by inviting friends into a room either to play on their team or to play opposite and sabotage the opposing team so the invitee can get more points in the game. In a game with individual rankings this can hurt the players who are being abused and help the players that are doing the manipulation. There have also been players who invite all their friends into games and take turns killing each other to boost their stats and get achievements.

Many people do not like this as the feeling is that a game focused on team tactics should allow teams to compete for ranking. This is a very valid point. What is the good of being the best player at a game that is meant for teams. Being the best team would seem a more logical goal. At the same time it is no fun for others who want to play and don't have a team of friends with the game to go in and have no chance with a group that constantly plays together.

I honestly don't know what the best solution is but I have an idea that I think would work. Have 2 separate ladders for rankings. One that is individual and one that is team or clan based. This would solve the issues for both. Force random games to be completely random. Don't even let people see the names of others until the match starts. And for the the other have a ladder where teams/parties/clans/guilds can play in groups of four and get ranking that way. This will keep both groups happy. I am sure there are issues with this that I am not seeing off the top of my head but feel free to let me know in your comments what you think.

Please as always feel free to leave me some comments on what you think about these issues and what you think the best action is. Are there better solutions? Should it be left as is? Let me know!

Frag you later...                         

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yoyoyo

9 月 4 日
John发表:
Hi there.  I don't know why it would be necessary to try and deter friends from playing on the same team in a team-based game.  But for those people who don't want to get absolutely trounced by a cohesive unit every time, the host should be able to select the following setting:
Randomize teams: Once the host tells the match to start, the system randomly assigns players to teams. Then the teams persist for the entire match.
 
I love the idea of separate individual and team ladders.  I think it would be neat if the team only gained points equal to their lowest-scoring member in a match...although I can see lots of people hating that.
12 月 13 日
Debbie发表:
I haven't played that of GoW yet. I gave some shots (received more) on the multiplayer and finished the first Act on Casual.
I plan on advancing tomorrow, and also playing my newly bought THP8.... :-P
 
*game on*
11 月 18 日
My biggest frustration with matchmaking is playing against a team of 4 people who are really good together when I'm with a pickup group of morons.  Currently there is no way to pick a game based on the leaderboard position of those in the game.  What I'd like to see is similar to what GConnel suggested.  I think the important thing is to have the matchmaking service put together teams first.  Create teams of 2-4 or go solo and match up similarly ranked teams/players together to make full 4 person teams.  After teams are set the service matches you up against a similarly ranked team and let each team pick one map.
 
From what I understand the reason they don't have a matchmaking service atm is so people don't cheat the leaderboard somehow.  I'm not sure what exactly they're worried about but if it's having people stack both sides and intentionally lose to get points then the current system just makes that harder, it doesn't stop it.  Plus if you get your 4 buddies on one team chances are you dont have to stack the other side because you'll probably get paired against 4 people who don't know each other with maybe 1 or 2 complete newbies and you'll walk all over them.
11 月 14 日
That is very similar to what I was thinking in terms of having a seperate system for teams. This would be even more flexible if we were to be able to have two leader boards, one for teams and one for individuals. When a player is part of a team their score does not count toward their individual ranking but towards their team rankings. This would keep people who only play team from indirectly dominating the individual leaderboards just because their team did awesome on the team leader board. This would be great as it would allow for clans to truly have a ranking system for thier teams.
11 月 14 日
匿名 的图片
GConnell 发表:
Hey there, here's an idea I cooked up while surfing the GoW forums on xbox.com:

I would like to see a sort of two stage team matching.  The base issue seems (to me) to be that we should not be matching players with hosts, but teams with teams.  Imagine if one kid in gym class got to pick BOTH teams for dodge ball.  How do you think the teams would stack up?  That's what GoW is doing for ranked teams right now.  Here's an example of how two stage team matching could work.  One player hosts a "team"; he is the "captain" of this team/clan.  His console can be collecting up three other players in a sort of pre-match lobby.  After his crew is assembled, a group average of TrueSkill rankings is taken.  Now assume somewhere else in the world, another group of players is doing the same thing.  When a team is ready, they all "lock in", and the "captains" xbox is now the host that decides whom to play against.  After the two "captains" who have built a team are finished, each captain does a team quick-match of sorts.  The second stage kicks in, and matches teams to each other.  No server name exploits, no jumping teams, no starting uneven matches, etc. All you get is a team name in the display.   If the team matching system detects a 3 v 4 matchup, or something un-even, it asks the weaker teams' captain if he/she wants to allow the match to the as yet unnamed opponents.  The system elects one of the 8 machines involved to be the  actual host of the game (or maybe just one of the two "captain" machines). Only when the match starts do the two teams see each other.  If anyone quits, or one of the two captain xboxes drops, the match is terminated.  Players that remain reachable on the network get trueskill points, the rest loose out.

That would seem to allow friends (clans?) to get together on the same team, and prevent  any of the stacking the other team with drones/allies/cheaters, etc.  It just seems like the trouble here is all caused by allowing the host to control what each side looks like in a match to an extent.  Give that job to two seperate hosts at first, then play on one system when the "duel" has been agreed to.

I guess you could even get to have clan matchups, if you allowed seaching for clan tags in the browser of my mythical team matching system.  You'd just have to know each others' names.  

The flow could look like this:

1. Choose: Play MP
2. Choose: Host a player match OR Host a Ranked TEAM OR JOIN a RANKED Team.
3A. If joining a ranked team, you just pick what type of game you want to play, (execution, etc) and wait for a team to form, etc.
3B. If Hosting a player match (not ranked, then it stays the same - carry on).
3C. If hosting a ranked team, then you must create 0-3 private slots if you want your friends to join in.  Invite them now.
4. Get the 3 players + yourself to pick models, ready to go.  They all lock in.
5. You (as the captain) can now quick search for a server that is hosting another TEAM.
6. Ready teams are searched and matched against your average (weighted averaged) TrueSkill ranks and desired game type.  Captains pick a match.
7. The XBox with the best bandwidth or a simple vote is used to select the xbox that hosts the actual match.
8. Enjoy a fair, balanced, Ranked game. :)

That's my idea.  Seems workable at first glance. As long as two hosts are in control of the matchups, it seems to balance some things out.  I'm sure this has flaws as well, but it could give the people what they want to an extent. :)
11 月 14 日

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