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
change condition : ask for the player to change character
- repeat the same process
change condition : already begun matchmaking
- repeat the same process
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.