[My Little Twitter] AW ТЕХНИЧЕСКИЕ РАБОТЫ [3 МАРТА] (Пояснение по ММ)
world_of_aw — 02.03.2016
3 марта c 04:00 до 05:00 по московскому времени игра будет
недоступна в связи с плановыми техническими работами, в рамках
которых будет установлено серверное обновление для улучшения работы
матчмейкера 2.0.
Хотим отметить, что корректным считается следующее
распределение техники в боях:
около 60% боев — с двумя уровнями (например, 4-й и 5-й, 6-й и
7-й);
20% — с машинами одного уровня;
20% — с тремя уровнями (например, 4-й, 5-й, 6-й).
Именно такое распределение действовало в игре последние
месяцы.
Указанные цифры являются примерными; не обязательно, что у
каждого игрока каждые 10 боев будут распределяться именно так. Это
общесерверная статистика.
Кое что с сом форума.
Average Win Rate Smoothing
The reason we balance average win rate is due to statistics
gathered on the difference win rate makes in the outcome of a
match. We discovered that even a small advantage of 2 or 3
percentage points resulted in much higher probability of winning.
The below chart is based on the result of over 30,000 matches
before the smoothing algorithm was added.
Prior to implementing the win rate smoothing, only 40% of
matches were within +/- 1 percentage point, 30% were +/- 2
percentage points, and 30% +/- 3 or more. After implementing the
smoothing algorithm, over 99% of matches are now within +/- 1
percentage point (based on a sample of over 140,000 matches).
Landslide Victories
On the topic of the "landslide" issue in AW, we feel this is
often the by-product of the game’s fast-paced nature and not the
result of poor matchmaking. The following distribution shows the
number of survivors remaining on the winning team over a sample of
over 28,000 matches:
The meaning of this distribution is open to interpretation, but
games typically have around 7-9 survivors while 10+ survivors (28%
of matches) is actually a normal result of the game. This supports
the "snowball effect" theory that once a team has a slight
advantage -both in terms of numbers and available HP- they have
more opportunities to quickly overwhelm the opposing team. Our
observations of competitive matches with two teams of similarly
skilled players also back this theory up. Landslide victories
aren’t what we strive for and ideally we’d love for every match
outcome to be a close game, but given the number of variables which
play out in each match it can be a somewhat unrealistic
expectation.
https://aw.my.com/en/forum/showthread.php?64530-Developer-Diary-Matchmaking-2-0