Boom Beach Matching System Lacks Self-Balancing Dynamics, Revamped Soon

By flamedust on 0 0

Boom Beach has been online on Canadian Appstore for half a year, the global launch was also up in April 2014. This game is still new and receives different judgements by players all over the world.

The developers team of Boom Beach has been dedicated on the game, the next patch will revamp the original matchmaking system according to the thread from official forum:



Hello fellow Boomers! I have some news for you: The Boom Beach team is planning to make a big change to the matchmaking system. I am a game designer in the Boom team and I thought I could explain some reasoning behind the upcoming change.


Background and thoughts about the original matchmaking system
When creating the original matchmaking system, we wanted to minimize the amount of "gaming" of the system. In particular we wanted to avoid the situation where players would deliberately drop their matchmaking score. Also, we wanted to avoid punishing players for gaining Victory Points or for building up their base and troops. For this and other reasons the matchmaking system has not been tied to Victory Points nor Experience Levels. Instead it’s been working "behind the curtains": there is a hidden matchmaking score and the exact mechanisms how it works are not apparent to players. Our goal was to create a system where players would not need to think about the system, instead just play naturally and we would try to offer the best gaming experience possible. 


Creating a perfectly working matchmaking system for a player vs player game is a great challenge and every matchmaking system tends to have some problems. For our system, we knew beforehand that the path we chose included certain downsides. Firstly, the non-transparency of the system can feel frustrating for players who want to optimize their game. Secondly, as people play and progress in the game very differently, the task to create a fair system for everyone is a great challenge. Lastly, the system is lacking good self-balancing dynamics: If a player ends up with a too high (or low) matchmaking score, it is difficult to bounce back to a more suitable matchmaking level.


For a long time we felt that we can tackle these challenges and that the upsides for the system outweighed the downsides. But now we have come to the conclusion that this is not the case anymore - the problems are becoming more apparent and as time passes the situation will get worse if we don't react. So that's why we finally decided to revise the whole matchmaking system.


So how will the new matchmaking system work? 
The new matchmaking will be based on the number of Victory Points a player has. We will try to match players with a similar Victory Point score. This new matchmaking system should address many of the problems in the old system. Most importantly, the new system is more transparent and offers a better self-balancing mechanic: If you get beaten a lot, you should eventually meet easier opponents. We know that the new system will create some new challenges, but we think these new problems are more manageable.


When will you see an effect?
We will probably roll out this new matchmaking system during the next few days and you don't need to update your game for it. As a sneak peak, we are also planning a new feature related to this in the next update. The idea is to give a Daily Reward: The amount of the reward will depend on how many Victory Points you currently have. The idea is to motivate and encourage players to fight for victory!"

In a word, the new matching system will no longer be based on a hidden value, the substitute is simply based on players medal. This will probably make players more aggressive, it's time to upgrade your defensive buildings and vault now.

TAGS:

Boom Beach, Clash of Clans, Supercell, Slide2P

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