Im folgenden Video siehst du, wie du consolewars als Web-App auf dem Startbildschirm deines Smartphones installieren kannst.
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MATCHMAKING
- People who decline Matchmaking are temporarily restricted from searching for 45 seconds.
- Parties are more likely to be matched against other similarly sized parties.
- When matching parties, the matchmaker now also considers the minimum experience level on both teams rather than just the average.
- Reduced the average skill variance in games where there are 10 individual players.
- Fixed a bug in the matchmaker that was causing it to insufficiently segregate players based on win count.
- Fixed a bug that would cause excessive queue times, especially for large parties or high skill players.
Yes, we use a Elo-type system. We have data that shows that it correlates well with a number of quality metrics.
Showing players their Elo has proven to cause a lot of unwanted behaviour. (The same problems exist in Chess.)
We know that there really is value in knowing how the match was formed, and even in knowing which players were the best, and also who was partied up with whom. It helps to analyze your own skill and try to understand how to get better. We are actively working to try to figure out what data we CAN provide to players (perhaps after the match) to help them do this analysis, without causing too many of the undesirable effects I mentioned. Right now, if there's a steamroll, people look at the only data available to them, which is totally understandable. Also, I believe that there have been problems in the past where it was not doing a good enough job segregating truly inexperienced players from experienced players. We've improved on that. However, our definition of "new player" probably doesn't match exactly with many players. (Their definition is often: "the other guy has fewer wins that I do.") And we have to deal with smurfs and players coming in from other games in the genre, where win count is definitely totally unrelated to the skill level of the player.
Just one last comment on this. Elo is a TERRIBLE way to give players a sense of "progress." Many (most?) people reach a plateau, and their Elo stabilizes. It is simply not mathematically possible for Elo to keep increasing in general for players indefinitely as more and more games are played.
Given this reality, if players used Elo to measure "progress", we would constantly be reminding them that they are NOT making any. That would be really bad.
selbiges, leider sind abaddon und lone die schlechtesten und somit findet man keinen zum tauschen :C
ich frag mich btw inwiefern es sinn macht sich mehrere steam accs zu machen und compendiums zu kaufen damit man die immortal items irgendwann später verschachern kann
Nach über 100 Spielstunden (einige davon mit Yrch, welcher mir gut geholfen hat) muss ich aber sagen das in vielen Spielen das Wort Teamplay ein Fremdwort ist.
Das macht mir das Spiel richtig kaputt.
TI3 nun vorbei.
großartiges finale, spannend bis zum ende.
und nächstes jahr sehen wir hoffentlich genug neue helden für neue nixups, alchi und lifestealer werden langsam öde