JavaScript is required to use Bungie.net

#feedback

11/26/2016 2:11:38 AM
0

A small suggestion on SBMM & CBMM, Weapon and subclass balance.

I think the problem the crucible has right now is 4 main things In my opinion with the fixes to them 1. When a game ends and a team is unbalanced (let`s say a team wins by 4k points in clash) the matchmaking system automatically breaks the teams and puts you in a new search for other players. Instead of reshuffling the players on each team to get a new team formed with the same players. This then ends with more time spent in orbit searching for players lowering the total of population of players that are being matched up and are in the same connection pool, in that playlist to be matched up. So my suggestion is that if the score difference is that of 7k points (unless it`s rift) mercy rule it, shuffle the teams and see the result. If the same result happens, break up the teams and start a new search. Because of this of always breaking up teams after 1 game we are getting matched up with the same people after we logged off and logged on repeating the same thing over and over in an endless cycle that doesn`t help anyone. It`s not providing any different results it`s just giving the same, and Bungie, you`re expecting a different one. And like Einstein said that is madness. 2. If a pool of connections similar to yours are united then divided by equal skill, then a search based on connection is not being implemented since the skill will outweigh the connection pulling a player of equal skill from a worse connection pool that affects all around. So Bungie you guys might need to check the algorithms or whatever you have for the matchmaking system, because one is always overlapping another and is not helping the search properly. (This is my theory on what is happening in the search) So I think it needs to be re-looked at, tweak it and lets say for the upcoming winter break let players know of a difference in the matchmaking that you are trying out across the board on the crucible not just 1 game mode like they did before. Run it on all game modes for 1 week and you will get pure raw data if it works or not, and then choose to implement it or not. 3. Crucible balancing (Weapon & Subclasses) across the board need to be re-tuned my suggestion and feedback clean the slate and start over. Some things are working better than other and some are working a bit too well and effectively. (Examples) I blinked melee a titan and got a critical of 243 damage points giving a 1 shot kill while he had full health. High Caliber rounds too much flinch than needed to stay competitive for both sides of the engagement for both primary and special weapons. Shotguns (and I really don`t care about the hate I use every single weapon type but enjoy some more than others) the perk Rangefinder shouldn`t be a perk for shotguns for 1 reason it makes a shotgun (Matador 64 for example) exactly how shot package did with Fel Winter Lie. Hand Cannons and for this I`m quoting what has been stated by Bungie before. "We don`t want 1 thing to be the main principle of choosing a weapon." Remove bloom I know you can figure it out, it`s making the range stat and the range finder perk and riffled barrel perk (same as shotguns) to be the main principle in using a gun. On Auto Rifles as well remove bloom. You can figure it out you have before. 4. Open the skill gap in the search a bit, it`s too narrow because it`s simply taking into consideration your good games. (At least it feels that way to me & it looks that way from what everyone has said.) The example that is perfect I think. Allow 1 high skilled player and 1 low skilled player to cross paths every now and then, will make it so a low skill player will see that this is how the game is played sometimes. But not always, lets say in every certain amount of round that we (the players) don`t know the count and, games across the board on both teams there is 1 high skilled player and 1 low skilled player and the other 4 are in the middle of the skill gap. This allows for enough of a competition for the high skill players to have a strong match, but the low skilled player isn`t getting run over always. They have a room to improve and grow and at the same time have fun. Or another way of doing it is simply make the freelance play list a permanent addition and make that playlist pure connection based. There everyone is of multiple skill levels tackling each other and are all of the same connection. I say this as a legacy console player who has been keeping up with what`s been happening in the changes and have been seeing them in youtube videos of many channels, reading in the forums, Twitter, Facebook pages, and the bungie weekly updates. Part of these things happen in legacy consoles also, they are things that have been around since the beginning of TTK. And now they are at their climax. Thank you Bungie for your time and hope this helps. I`ll be joining the current gen soon and will help with more feedback of what I see in the future. :) See you in the wild and in the crucible. Z-ro out.

Posting in language:

 

Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

You are not allowed to view this content.
;
preload icon
preload icon
preload icon