How does apb matchmaking work
Players are matched with other players across all instances of the same action district, so we can ideally narrow the range of skill as much as possible. Once they are matched, the server moves both teams to a different server where the mission plays out. In my opinion, this is the holy grail. We eliminate segregated districts, because it doesn't matter which one you join. We eliminate visible threat levels, because it's not information you can act on.
We increase the pool of players you match against for even matches. First, and most importantly, it requires us to finish upgrading to Unreal 3. We need the ability to move players from one instance of a district to another instance of the same district without unloading all the art. Second, we need to add latency to our matchmaking algorithm so that you are all grouped on an instance of the district that is closest to most of the players.
Lastly, in an ideal scenario, we would collapse down to a single World with multiple servers in North America, Europe and Asia. Even if you hide threat level and remove district instance choice, it's still possible and easy to dethreat because it's an automated system.
As a Jericho player, I wonder how much phasing will even help considering we can barely fill a single silver district anyways. If we ever get to a point when the engine upgrade is complete and these changes are possible then I'm sure there will already be way more people back in the game.
I think a lot of work needs to be done on how threat or skill is calculated. It feels like we should be measuring activity better, and change should be more gradual like BXNNXD referred from an earlier post of mine. I feel like filling a Silver district right now is a bad criteria because it is affected by other issues like dethreating and general server population issues. Instead I think players would choose to enter the type of action district they want..
Financial or Waterfront. Then we would load balance and put the player in whatever instance makes sense. That could be 3 instances of Financial with 40 players each. It could be 2 instance of Financial with 60 players each. Once they want a mission, we can match their skill across all of the players in any instance of the same type.
This is an interesting idea, in the instance that latency is unstable, would the average or highest value be the determining factor? Might be worth considering that other highly variable things affect this aside from just latency, like which resolution a player uses, or if a player has better client performance and stability. As ky4 stated, the upgrade to UE3. Especially if MattScott pushes an advertisement campaign about it. The 'roughly-the-same latency' part with our already low population could introduce new problems like barely finding any populated matches or having the same squad and opponents which some people might not enjoy playing with.
By 'seperate server' you mean an instance with only say the 4 players on one side and 4 on the other in the entire district kind of thing? I mean this could possibly eliminate mission griefing, but wouldn't it feel a bit isolating and lonely? Will the threat level actually be removed or will it just be simply hidden from others? Matching based on latency will make it very difficult for players from the SEA area of the world to find matches because they don't have their own servers and their pop is already REAL dead.
That's the only worry I can really express there. I was thinking about this as well. The groupings divide players out based on the types of equipment they have and the amount of progression they have made in the game. Therefore the next big thing is going to be creating some basic "skill-level districts.
We'll share more details on how this will be handled, as we get closer to releasing game changes that incorporate this. User Control Debate One of the key items we keep debating internally is the amount of end-user control we should expose to the players in parallel with the Open World systems that will always be the core of the system.
In other words, how "counter-strike-like" we should make the start up of some matches. In Counter-Strike, since you can determine the exact nature of the team and your opponents, you actually are less dependent on a good rating system. So, one potential fix is to permit players the ability to queue-up and start their own fights of course NOT removing anything from the current city or mission systems, just adding this ability in addition to the the mission systems. Even though that might seem counter to some of the original APB ideas of launching things under the veneer of the living city, giving people direct game control would potentially let players set up matches that the system would never really promote on its own who would NOT like 14 v 14 fights if they were available?
Our addition of Chaos rules and Turf Wars certainly adds some elements of session fights, and Chaos and Turf Wars are certainly our next big focus, but in addition to those enhancements, we are also debating if we should add direct match tools to the game.
We are happy to take feedback on this point, though I have a feeling that the true feedback would come in terms of a user trial ie - we might put some of that in there and see where players go.
The timing however, is obviously a little foggy, given the enormous amount of changes we are already working on and the huge backlog of game changes we are working on right now. Finally - Thanks to Hackers For the past 3 weeks we have been watching and observing user behavior in Closed Beta. We'd like to extend a "thanks" to the 60 odd players that have been toying around with various hack tools about 0. Thanks to your hard cheating work, we are now much better equipped to deal with you going forward.
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Matchmaking Welcome to APB. Last edited by The Lone Martian ; 2 Jul, pm. Athens View Profile View Posts. Match making is a system that ensures you have someone to play against. You can play against anyone and with anyone in the district. There is a balance mechanic at work but the pool of players it has to choose from will inevitably place you against players where you feel you are vastly superior too or completely inferior too at times. Consider the difficult times a chance for you to learn and the easy times a chance to teach.
I'm assuming you're silver playing in a silver district. Littwin spends a good amount of time going over everything from the new mission and witnessing structure to changes involving APB's matchmaking and scoring systems.
We want to make this score visible to players and highlight the amount of score you get when doing certain activities. We can then also increase the amount of benefit that score gives ," Littwin says. Check out the full text at the APB Reloaded blog and have a look at the Asylum shots in our gallery below.
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