So it’s been three months since we introduced separate rooms feature to jinteki.net. Now that the dust has settled, I’d like to hear your opinions on how has this feature has changed your experience with the site.
The initial goal of this change was to help players with certain expectations find more satisfying matchups/opponents. So players with similar expectations end up in the same room, playing each other. Furthermore, by abusing the default effect, we ensure that most of undecided or not-reading-titles players end up in the Casual lobby.
That’s how it was supposed to work on paper, but have we achieved these goals? I’d like to discuss the following:
Do you find that your chances to find a satisfying opponent improved compared to 4 months ago? (ancient history, I know)
Have the increased wait times for finding a game discouraged you from playing on jinteki.net?
Suggestions for improving the matchmaking situation? (often proposed ideas are automated matchmaking, ELO/TrueSkill system, player personal white/blacklists, feel free to discuss these or problems with them)
I have liked it personally. In general it splits quite well and I can bring my fun decks to casual, and if I want to play whiz I can log into competitive.
Future improvements:
I would like an ELO rating assigned to each player based upon results. To avoid the disconnect problem set a 2 min turn time limit per player, with an auto-loss if the time limit is breached.
A tournament / spectator mode would be amazing so that streamers can see the hands of the players playing whilst they are commentating (similar to OCTGN)
As I was telling you earlier, I love the split. I want to play decks I expect to see at top tables against other decks of the same. People used to rage at me for playing boring netdecks before the split, and I’d get annoyed when I stomped a poorly tuned exile deck that neither player really got anything out of. Now basically the only time I get yelled at is for IG or DLR when people don’t read the title.
Eli would be cool in competitive but I don’t have strong feelings about it
I’d personally prefer to have ELO either not be public or at least be optionally invisible. It’s stupid, but I know I’d get “ladder anxiety” with an always visible ELO, which doesn’t fit well with my current user of the site as a place to make a ton of mistakes so I make fewer of them in meatspace.
ELO/other ranking is good when it can be used for matchmaking. Currently we have too little activity to really need matchmaking. I think this could make sense if we get to 200ish parallel games at peak times.
I tracked all of the results between players in our Japanese meetup over the course of 1 year, computing an ELO for each player and then filtered on their runner/corp results to generate a Runner ELO and a Corp ELO by player. There was little difference (after a big enough sample) between the two.
It turns out, perhaps unsurprisingly, that people who are good at runner are good at corp too
Also, recorded win method stats, again it turned out that people who murder a lot also rarely get murdered themselves in the reversed game (those who know how to kill also know how to survive).
I agree with this, and suggest that any statistic should only be derived from games played in the competitive section.
On the OP I think the split works well, I’d provisionally suggest additional groupings of ‘beginner/introductory’ (with new accounts defaulting to there until they play a few games) and ‘tournament/something’ (where you put the functionality of spectators being able to view hands)