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If the Match maker was really rigged, how would it work?


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NameWasStolenStresslevel #1 Posted 15 September 2019 - 04:11 PM

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After my games taking so long to be assembled because i have to stay on the queue for more than 2 minutes in a server with 11k players and 500 players at tier 7-8, i have come to completly out of mind session of crazy noob teams and almost 2 playerrs going AFK per battle in my team. I coudlnt believe what was happening. So sure the MM might not be rigged and in order to accuse MM is rigged i would need to have a material proof, then i decided to give up my suspicicious that the game is rigged, and decided instead think about how would a rigged MM work in case it was a reality in this game (its already reality in ranked battles).

 

So I think i have come with a good elaboration of how the (secret) rigged MM system would  works in case it existed:

 

  • The System main goal: Balance and distribute WR equally accross the server. Following the socialist russian vision of equality. Making bad players less frustrated with the game and more willing to spend money in the game/invite his friends to become a WoT player; Also attracting more average players to the game, since the 48-55% win rate players on the server are WGs main source of income (80% of the player base).

 

  • The System main flaws: It slow down the Match Maker speed and makes matches  take longer time to assemble thus it cannot be fullly applied or implemented in ANZ server, only in HK server; The system is still a trials and testing, it have been just added to the game a few patches ago (secretly added);

 

  • The System main working mechanism: It separate players by a code that each player on the server constantly gets labeled with, there are a total of 6 codes (from number zero to number five). Every week the server refresh the codes, add more players to specific code, remove some players from a specific code. Some players recieve a new code, others keeps the same code that they had in previous week, other players will not be labeled with any code, but they might recieve a code in the future, manually given/taken by WG employee, or automatically given/taken by The System. Players who are labeled with a code may also lose the code and be back to the category of unlabeled player (eg. streamers, beta testers testing something, test server players, players who complain too much about MM on the forums or sending WG formal complaints in form of Tickets in the Support page)

 

The System separates players by 6 codes: 

 

-Code 0 players are players not directly handled by The System. These players will not be included in the Skill Based MM process, but that means they may end up in the high chance of winning team, or in the high chance of losing team regardless of the impact they usually have in any matches; Players labeled with Code 0 are usually streamers, moderators, beta testers, reporters, reviewers, social media influencers, WG staff etc;

-Code 1 players are players who needs to be carried more often (usually new players or bad players); 

-Code 2 players are usually players who can have some impact in the battle but not so often, they average being among the top 10 players by XP earned;

-Code 3 players are usually players who can have greater impact in battles than code 2 players, they usually always at top 5 by XP earned players;

-Code 4 players are defined by constantly having great impact in a match or being among the top 3 XP earned players very often;

-Code 5 players are bots that WG allows to stay in the game but monitorate and study their effect, impact and composition in a match.

 

10% of the player based must have been assigned to the number 0 (or code zero), but most of the player base would have recieved/being labeled with the code 1, meaning there would be not enough players code 3 and 4 to assemble a team, so the system uses players code 4 more often than code 3 players, and put them in a situation where they will have to carry a team full of players code 2 in order to the other team be able to have more code 3 players and code 4. So the system will put a code 4 player alone because he is suppose to carry the game against a team full of code 3s and 4s.

 

By doing that the system will have enough players to perfectly and as quicky as possible assemble teams. In the other hand players code 4 will create a huge resistence against the oposing team, which will make the battles appear to be more balanced, when in the realitity it is not and the results are quite predictable (from a huge data base perspective, not from winning those great games alone perspective)


Edited by NameWasStolenStresslevel, 15 September 2019 - 04:14 PM.

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Zynth #2 Posted 15 September 2019 - 08:44 PM

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Players are separated into 8 categories.

 

Every day, the intern is blindfolded and told to toss the dart at a dartboard that is split into 8 parts.

 

The number the dart lands on shall always be bottom tier.

If the intern misses the board entirely, flip a coin. On heads, Wargaming buffs a premium currently in supertest. On a tails, Wargaming nerfs a tech tree tank that is currently in supertest.

 

On bullseye, artillery gets a stealth RNG buff of +15%.


 

RIP Aufklärungspanzer Panther 16th July 2015. You will be missed, friend.

But not for long. For "Heroes never die."

This account is proudly sponsored by Wargaming.


DanLBob #3 Posted 15 September 2019 - 10:16 PM

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Come on baby, bullseye, bullseye, bullseye!!!

 

Dan



Puggsley #4 Posted 16 September 2019 - 12:20 PM

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I like to think that the intern was made to also play a drinking game........ 

NameWasStolenStresslevel #5 Posted 25 September 2019 - 05:18 PM

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so basically saying, the intern will always be a "testing subject" for some sadist experiment. And if 60% of the playerbase interns miss all the darts, would we have lots of op premium tanks in the game? i doubt that could be a reality in this game lol. Nah actually i dont doubt it. No proof so it didnt happen.

Edited by NameWasStolenStresslevel, 25 September 2019 - 05:46 PM.

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Frosty_Reception #6 Posted 25 September 2019 - 08:29 PM

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When a 'rigged' MM is discussed, it is usually stated that the whole point is to manipulate win rates.  Have you considered that it could be used to make the grind harder on popular lines, or just before 'flavor of the month' tanks.  There could be several Templates in play.

-Make it hard so we buy gold

-make it hard so we spend gold

-Honeymoon period for players returning after X amount of games

-Lets not forget manipulating those win rates

It would explain why no one can figure out what MM is actually doing,  or , you know, it could all just be random....



NameWasStolenStresslevel #7 Posted Yesterday, 12:01 PM

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i think the perfect rigging MM system would be one that "decides" the outcome of the match before it even starts. Putting a team with high chance of losing against a team of high chance of winning so that the match end faster and WG makes more money with consumables. Oops, i think i am onto something...

Having META problems?

 #Hashtag break the META

     (HAHAGHa i must have drank somethin)

             https://worldoftanks.asia/en/hall-of-fame/vehicles/A100_T49/#wot&w_ts=overall&w_nb=500

         Currently Hall of Fame T49's number 1 in WTR!!! (parameters are *battles +500* and *since 2014's* ranking)





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