bjquinniii
Approved user
- Joined
- Aug 17, 2016
- Messages
- 22
I could fix the sandbagging issue with literally one line of code (well, it depends on how their current code is written, best case is one line of code changing the loop controlling the mechanism where they consider each member of the alliance).
Right now, when they are calculating the overall strength of each side to use in the matchmaking system, they take into account all members of each side. This is easily gamed because of what 0s do to any average. Because each player can get 10 stars while only surrendering 5, there is no consequence to loading the bottom half of the lineup with 0s (in the case of our current war, our opponents have 7 cold war agers nicely balanced out by 8 iron agers... note: the iron age accounts aren't even pretending to be real, not a single wall in any of them).
If you're going to keep the "2 attacks but only 1 loss" setup, then the fix is embarrassingly simple.
Only count the top half of the lineup for matchmaking calculations.
This would instantly remove all incentive to pad your lineup with 0s to game the system (it's a math thing).
Right now, when they are calculating the overall strength of each side to use in the matchmaking system, they take into account all members of each side. This is easily gamed because of what 0s do to any average. Because each player can get 10 stars while only surrendering 5, there is no consequence to loading the bottom half of the lineup with 0s (in the case of our current war, our opponents have 7 cold war agers nicely balanced out by 8 iron agers... note: the iron age accounts aren't even pretending to be real, not a single wall in any of them).
If you're going to keep the "2 attacks but only 1 loss" setup, then the fix is embarrassingly simple.
Only count the top half of the lineup for matchmaking calculations.
This would instantly remove all incentive to pad your lineup with 0s to game the system (it's a math thing).