Can you pls make the matchmaking better.
I have the normal gehst Curse and half way to the skelli Curie. But to day my friedlich and i lost o games in a row with players that had golden Curses and we were sunk in like 15 seks.
Mtchmaking.
@finlu1104 that’s a lack of players in the queue waiting for a match my friend, not matchmaking. Unless you want to wait potentially hours for a match with someone of your level, the game is giving you a match quickly even if they’re better than you to save the wait.
Most they can ever do to improve matchmaking for some people in Hg is allow the option to fight in different areas of the world through an in game setting.
There are games with significantly bigger player bases than sot that don't have consistent matchmaking because of player pools (and their bases are far more on the same page than the SoT base is), HG was doomed from the start when it comes to consistent and quality matchmaking. That's why multi-ship battles are better than 1v1 in SoT. Multi-ship is random to where the fun is the randomness, 1v1 in small player pools is a nightmare that only gets any activity because of the fomo/flexing. There are very very few people that will claim they play HG for fun, always gonna be that way in a 1v1 with low participation.
@veronik5682 said in Mtchmaking.:
1v1 is so damn boring.
There is always a denial phase that slows things down in SoT.
Hg never looked good on paper for the reality of SoT, there was never anything going on in SoT that made it seem like there would be enough organic interest for 1v1 without any sort of a quality competitive design, like scoring, time limits, same supplies, etc.
The first few major changes were trying to expand the stamps, that's a participation issue from the start.
Some regs would be happy because they were winning or just being generous about Rare's content or whatever it was, but HG was never quality matchmaking, it was never friendly to casual play. It never had a truly sustainable design.
Yes there is cheating but that is as bad as it is specifically because of how unpopular it was since the start. Bugs just add on to everything.
Personally that's why I'm not a fan of them giving people hope once in a while because at most it'll get nerfed. There is no way to get the participation they need for quality matches.
It's also a terrible place to "learn how to pvp". It just creates an HG mindset which will help nobody in adventure play.
@veronik5682 said in Mtchmaking.:
@wolfmanbush said
15 min games are a lot more enjoyable even if your losing then chasing some troll on solo sloop running in circles for 30 minutes after you hit em with a single cannonball...
That's the sot mindset that was significantly worsened with the fomo and just general unpleasantness of HG.
I'm about 14 months playing on cloud with a controller (and no previous pvp controller experience). I have little tdm in general and playing the way I do has brought that down to pretty much zero with only strong naval and a lot of experience in my corner. I have very low fps and high input lag.
I literally win my fights (the ones I do win) on adventure mindset and cannon accuracy alone, not overall pvp skill. Because Hg has made it to where even skilled players are terrified of losing and are afraid of people clipping them/flexing etc. They are also absorbed in HG metas which are really just holding them back in overall pvp. Some increased accuracy significantly but that's what it is, high accuracy in HG mindset. A few cannonballs and people reset even when they are very experienced with solid skill.
As far as casual play goes it has discouraged people to a significant degree. Gonna be tough to turn around morale with a couple of years of really bad burnout in its history.
@wolfmanbush said in Mtchmaking.:
Because Hg has made it to where even skilled players are terrified of losing
Isn't that the direct result of needing the streaks to be able to get a decent amount of allegiance? I think that if they removed or revamped that necessity of a streak to start getting some decent allegiance people would be less affraid of losing.
Removing seems clear: you don't get more allegiance when you have a higher streak number, but just get a set number of allegiance for a win or lose, independend of how many in a row it was (ofcourse then the amount for a win and loss should be more then now to compensate).
With revamping i think for instance about not rewarding more allegiance for a streak, but for the total number of wins in the last 24 hours. This way if you have a loss, you don't lose that allegiancebonus for previous wins anymore and therefore can take more risk or try different things. It also takes away the incentive to run if you are on a streak and think you can't win (because you no longer have the risk of losing that streak). And if you encounter a runner, it has less negative consequences, since you no longer have to waist a lot of time on him if you don't want to lose your streak, you can then just scuttle or sail out of bounds and just start a new fight against someone who does want to fight without having to start over from 0 again.
@super87ghost said in Mtchmaking.:
@wolfmanbush said in Mtchmaking.:
Because Hg has made it to where even skilled players are terrified of losing
Isn't that the direct result of needing the streaks to be able to get a decent amount of allegiance? I think that if they removed or revamped that necessity of a streak to start getting some decent allegiance people would be less affraid of losing.
Removing seems clear: you don't get more allegiance when you have a higher streak number, but just get a set number of allegiance for a win or lose, independend of how many in a row it was (ofcourse then the amount for a win and loss should be more then now to compensate).
With revamping i think for instance about not rewarding more allegiance for a streak, but for the total number of wins in the last 24 hours. This way if you have a loss, you don't lose that allegiancebonus for previous wins anymore and therefore can take more risk or try different things. It also takes away the incentive to run if you are on a streak and think you can't win (because you no longer have the risk of losing that streak). And if you encounter a runner, it has less negative consequences, since you no longer have to waist a lot of time on him if you don't want to lose your streak, you can then just scuttle or sail out of bounds and just start a new fight against someone who does want to fight without having to start over from 0 again.
It takes years to recover from years of damaging metas and effects so it won't change anything in the short term but in general your suggestion is something that can contribute to an overall healthier design.
This is why I so often focus on what they can control rather than what they have less control over. They have a lot more control with metas and general content design than they do with performance and security.
@finlu1104 the only people playing, are the ones with the golden curses. If you don’t get matched up against us…you’d never have a match.
Good luck out there!
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