Season 4 Discussion Megathread.

Preseason four feedback

Season 4 of smite is coming January after the world championship. Created list of balance changes I would like to see. Included the reason behind the changes. Won't cover just balance, quality of life changes. Only started to play during season 3.

Matchmaking changes

Hi-Rez released a FAQ page on matchmaking. Highly recommend reading that page answers couple questions. System rates players based on performance. Balancing teams based the rating given to players. Explained in detail on the FAQ page. Certain factors weighted, factoring inconsistency.

Matchmaking rating score is hidden. The formula is unknown, forced to make assumptions. Possible player perception about the system is incorrect. The margin of error is tiny, a vocal minority are wrong. Smite guru offers some insight yet is inaccurate. Biases could be at play, players overconfidence in abilities.

Making series of assumptions based on my own player experience. Matchmaking could be rating certain players to high others to low. The system could be working as intended just overconfident in my skills. A bunch of questions about the system still.

Problem: Team balancing

Current system scores teams trying to pair teams of equal value. Using matchmaking rating system, total sum together trying to find a game. Avoiding massive player differences across the team in general. Problem here system always tries to find a game. Lacking an upper limit or soft limit.

Ranked soft limit can be bypassed after some time. Restrictions reduced after hitting certain time limit.

Solution

  • Upper limit on differences between players.
  • Resetting matchmaking system searching for an extended period of time.
  • Setting soft limit for team balancing
  • Reviewing the restrictions

Problem: Average team balance

Teams total matchmaking rating is taken into account. Balancing teams based on that average. Average could be way off players scores. With massive differences in variables allowed. The highly rated player could be put at a serious disadvantage. Paired with lower rated teammates against higher average opponents.

Solution

Balance based on player average, not team average.

Problem: Rating system favours win/loss ratio.

Does not factor in player performance, changing ratings based on that. Weighted more towards wins and losses. Players can be carried even with poor performance. Players who carry should be rewarded. Just factoring in team performance does not give you clear picture.

Solution:

  • Wins/losses should not be only thing weighted
  • Player performance should be rewarded even with poor team performance
  • Factor other variables, not just wins or losses.
  • Variables like player movement against enemy movement.
/r/Smite Thread