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Thread: How To Make War Matching Balanced - Optional Players

  1. #1
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    Lightbulb How To Make War Matching Balanced - Optional Players

    A good way to balance war matchmaking is to allow certain players to be declared optional. Members declared optional are not guaranteed to get into the war and are used as variables when finding a match. The net result will be significantly more matching options so SC can tighten the matching criteria. The best way I can explain this is by going over some scenarios.

    Scenario 1:
    War started with 14 members, 3 of the 14 are declared optional. The 11 non optional are guaranteed to war. The 3 optional can be left out meaning a war can be started with 11 to 14 players. They can get matched to a clan with 10 non optional and 5 optional where 1 of the 5 optional makes a perfect 11 on 11 or 2&1 optional make a perfect 12 on 12.

    Scenario 2:
    War started with 17 members, 7 declared optional. The 10 not declared optional are guaranteed to war. A war can be matched with anywhere from 10 players to 17 but maybe they end up matching perfectly to a clan with 15 players and 0 optional so 2 of their optional players sit out.

    Scenario 3:
    War started with 20 members, 0 declared optional. All 20 players will be in the war. They might get matched to a clan with 30 players and 10 declared optional (10 sit out) or a clan with 27 players and 17 declared optional (7 sit out).

    Additionally:
    The I'm In / Out can include an I'm Optional so a users preference is automatic.

    To top it all off, you could let clans see all their matches (I am sure there will be dozens, even hundreds at all times) so they can request and accept war between each other (or just accept auto match). Add a clan search into the mix and you can allow clans to declare balanced wars against each other.

    Things This Will Solve:
    1. Wars will be more balanced
    2. Wars can start instantly instead of in hours
    3. You don't have to leave someone out of war because you have 11 ready.
    4. Clans can rage fair wars between each other.

    Thanks,
    If you are looking for a war clan and are not too rushed please join Clan It Be #PCGJ8U9C. We are a mature and relaxed group of clashers and are looking for mid to max TH8's for war but all are welcome! - Juno
    Last edited by ClanItBe; December 6th, 2015 at 11:01 PM. Reason: Things solved

  2. #2
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    Rewriting the algo would be pretty difficult, I think that if you just keep using the nine minute reset method there shouldn't be any problems.


  3. #3
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    Quote Originally Posted by Radiating View Post
    Rewriting the algo would be pretty difficult, I think that if you just keep using the nine minute reset method there shouldn't be any problems.
    I am sure a company making a million dollars a day can figure it out. The algo was tighter in the beginning but wars took several hours to match.

    Starting and stopping matchmaking is not a solution, it is more of a workaround and still does not always give desired results.

    I am sure everyone would agree the matchmaking is broken and something needs to be done. Providing a larger pool of player combinations will certainly go a long way to making it better.
    Last edited by ClanItBe; December 5th, 2015 at 08:49 PM. Reason: A normal word got censored

  4. #4
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    Quote Originally Posted by ClanItBe View Post
    I am sure a company making a million dollars a day can figure it out. The algo was tighter in the beginning but wars took several hours to match.

    Starting and stopping matchmaking is not a solution, it is more of a workaround and still does not always give desired results.

    I am sure everyone would agree the matchmaking is broken and something needs to be done. Providing a larger pool of player combinations will certainly go a long way to making it better.
    I'm not implying anything, but SC can't even add heroes in war, a relatively simple thing that I'm sure could be done in a week's time. I'm no programmer but it definitely seems like adding heroes in war is much easier than having thousands of permutations and thousands of queries at once.


  5. #5
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    Our match up would be better if match making is timed e.g:
    • starts every hour e.g 1pm, 2pm, 3pm etc....
    • starts every 2 hours e.g 2pm, 4pm, 6pm etc....

    that way we have a much bigger pools of clans to match against. also better timing when war starts/ends.


    also they should dump all this 9.5, defenceless bases nonsense. if your town hall 10 with no infernos your base value should be maxed out TH9. if you have no defense and your TH9 you will be considered maxed out TH8. so the formula is basically any weak base = -1TH but maxed out.
    Last edited by rsking; December 5th, 2015 at 11:07 PM.

  6. #6
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    Quote Originally Posted by Radiating View Post
    I'm not implying anything, but SC can't even add heroes in war, a relatively simple thing that I'm sure could be done in a week's time. I'm no programmer but it definitely seems like adding heroes in war is much easier than having thousands of permutations and thousands of queries at once.
    I don't think you should disagree with an idea because you think it is too hard to build. You should evaluate ideas based on their value to the game, not their difficulty to build. I am a programmer and a few permutations is not something to be scared of. In fact, a clan with 5 optional players is only about 15 more combinations.

    I also thought it was well known that the reason upgrading heros can't be in war is not due to a tech challenge and is actually because gemed heros are their top revenue stream.

    If SC can't figure either of these two things out I would be happy to do it for them, an hour of revenue should suffice.

  7. #7
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    15 combinations, multiplied by hundreds of clans searching at once. It's a lot of server strain too, even if it was possible to code. Sure, we could evaluate it based on value to the game, but SC could use that effort to work on more major features, such as quests.


  8. #8
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    Quote Originally Posted by Radiating View Post
    15 combinations, multiplied by hundreds of clans searching at once. It's a lot of server strain too, even if it was possible to code. Sure, we could evaluate it based on value to the game, but SC could use that effort to work on more major features, such as quests.
    As you said, you are not a software engineer so you don't know. You really should not provide opinions on stuff you know nothing about. 15 X 1,000 extra records matching up is nothing. Millions is still child's play. This idea is not limited by computing abilities.

    You might not be an avid war player and prefer "quests" but there is an extensive war community. It is called Clash of Clans not Quests of Clans so making the clashing better is not effort lost.

    Personally, I am tired of uneven matches. I would also like to not have to leave up to 4 people out of war because we don't have increments of 5. I would also like to go to war with specific clans. This idea solves all of that.

  9. #9
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    Interesting idea.

    As for the algorithm, that is likely a complete rewrite of the code. some methods and classes can be reused, but for the most part execution would require a complete rewrite or major modification of the existing code. a few days to a few weeks depending on level of testing, lines required, etc.

  10. #10
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    Quote Originally Posted by ClanItBe View Post
    A good way to balance war matchmaking is to allow certain players to be declared optional. Members declared optional are not guaranteed to get into the war and are used as variables when finding a match. The net result will be significantly more matching options so SC can tighten the matching criteria. The best way I can explain this is by going over some scenarios.

    Scenario 1:
    War started with 14 members, 3 of the 14 are declared optional. The 11 non optional are guaranteed to war. The 3 optional can be left out meaning a war can be started with 11 to 14 players. They can get matched to a clan with 10 non optional and 5 optional where 1 of the 5 optional makes a perfect 11 on 11 or 2&1 optional make a perfect 12 on 12.

    Scenario 2:
    War started with 17 members, 7 declared optional. The 10 not declared optional are guaranteed to war. A war can be matched with anywhere from 10 players to 17 but maybe they end up matching perfectly to a clan with 15 players and 0 optional so 2 of their optional players sit out.

    Scenario 3:
    War started with 20 members, 0 declared optional. All 20 players will be in the war. They might get matched to a clan with 30 players and 10 declared optional (10 sit out) or a clan with 27 players and 17 declared optional (7 sit out).

    Additionally:
    The I'm In / Out can include an I'm Optional so a users preference is automatic.

    Yes, this will be some epic <nerd>big O()</nerd> / [user]programming[/user] for SuperCell but it will also make for lots of perfectly balanced wars.

    To top it all off, you could let clans see all their matches (I am sure there will be dozens, even hundreds at all times) so they can request and accept war between each other (or just accept auto match). Add a clan search into the mix and you can allow clans to declare balanced wars against each other.

    Thanks,
    If you are looking for a war clan and are not too rushed please join Clan It Be #PCGJ8U9C. We are a mature and relaxed group of clashers and are looking for mid to max TH8's for war but all are welcome! - Juno
    im 100% for this! War NEEDS something like this. Weather it be part of all of your ideas this needs to happen!

    Quote Originally Posted by ClanItBe View Post
    I don't think you should disagree with an idea because you think it is too hard to build. You should evaluate ideas based on their value to the game, not their difficulty to build. I am a programmer and a few permutations is not something to be scared of. In fact, a clan with 5 optional players is only about 15 more combinations.

    I also thought it was well known that the reason upgrading heros can't be in war is not due to a tech challenge and is actually because gemed heros are their top revenue stream.
    Bingo... I hate when people say "it's too hard" last I checked supercell is either a billion dollar, or a near billion dollar company. They don't need to employ the advanced graphics and interface guys that call of duty like companies require. Too hard seems like an obsurd reasoning.

    and the hero thing is so obvious, I understand why people want it but come on... Not happening.
    Quote Originally Posted by bobofclashofclans View Post
    Interesting idea.

    As for the algorithm, that is likely a complete rewrite of the code. some methods and classes can be reused, but for the most part execution would require a complete rewrite or major modification of the existing code. a few days to a few weeks depending on level of testing, lines required, etc.
    Those few weeks would improve the average players gaming experience exponentially. They've taken several months to come out with this th11 update, but I wish they'd focus on what's broken prior to adding more things that will enevitably need fixing as well. Don't get me wrong I love the update, just wish they'd do a top to bottom revamp.

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