Hello,

Your quickplay system is wearying over time. Until proven otherwise, it’s all based on the randomness.

Tell me if I am wrong, the actual algorithm does something close to :

Query available matchmaking;

with conditions : strict machtmaking (not begun game yet) if possible and with a free slot for your current character

- region lookup is first processing
- the nearest available game has been found
- try to connect
else :

change condition : ask for the player to change character

- repeat the same process
else :

change condition : already begun matchmaking

- repeat the same process
else :

enlarge region range regarding the user’s network settings

- repeat again
else : create and host your own game

Maps you already played previously may not affect the next result.

I think that letting the statistical map distribution to the full randomness itself is not good.

And I feel it bad, because of some facts :

• Each map among the 15 has arround 6.6% equal chances to occur in each trial. p = 1/15.

• Each gets 4‰ (of 1000) chances to occur twice in a row regarding only 2 trials (but read bellow for 10 trials). p = 1/15^2

Let’s play 10 quickplay; (a standard session, made with mixed wins/fails [even though if it does not affect the outcomes, just to say a not so long session])

• Each map gets 14% chances to occur twice *spaced out or not* over 10 quickplay.

Indeed this experiment follows a binomial trial (aka bernouilli), outcomes are success or fail (“I get a specific map or not, and repeat it…”);

Which the binomial distribution for n = 10 trials, with a probabilty of one occurence : p = 6.6%, gives 14% for at least 2 times occurences expected).

Always in this case :

• Each gets 50% chances to not occur at all.

• Each gets 36% chances to occur once only.

While 10 among 15 is still 66.6% of the map list.

However there are multiple different combos -> actually 3003 arrangements (for Binomial coefficient (15, 10));

However again, most of them are made by multiple occurences of the same few maps, spaced out or not.

Let’s go further :

Well, the best scenario we would like to see should be :

getting 10 exclusively different maps among the 15. No double.

That’s here the main point of friction ! For it’s falling to between 3 and 4 of 100,000 chances ! We can say it’s very rare !

For X = x = 10; P = 0.36^10

And chances to get the same map twice in a row (always regarding 10 trials) at least once is:

*No need to paste again one more picture with the binomial applet, it’s* 1 - (224/225)^10 = **4%**

*(for info, 1 - (1 - 1/15^2)^10)*

Which can leads to a realistic example of a possible random 10 trials sample : 1/ the pit; 2/ skittergate; 3/ the pit; 4/ convocation of decay; 5/ righteous; 6/ righteous; 7/ hunger the dark; 8/ into the nest; 9/ skittergate; 10/ athel yen lui;

Counting : 2x the pit (spaced out); 2x skittergate (spaced out); 2x righteous (in a row); only 7 different maps.

Can be worse or better over time; after repeating it every day it’s becoming heavy for the brain ! We are made like this, we feel it like if we always play the same few maps. I know it’s hard to give diversity with only 15 maps. What I want to tell you it’s not that.

Just please try something else, at least enough to prevent many repeated occurences in a small amount of time (I mean a daily playing session) as much as possible you can ! The previous map(s) played should be taken into account on the next algorithm.

Like someone posted : https://www.daxthink.com/think/2017/2/27/apple-made-itunes-shuffle-less-random-to-make-it-more-random

*“Apple Made Their Shuffle Feature Less Random, to Make It More Random”*

I know you have lot of work on many things, and it’s not a high priority, but you should give a try on improving it this year, to make the game even better to play, to make the quickplay funnier.

Thanks for reading.

Keep it up.