Con il linguaggio di cerca alleanza.Come viene determinata la corrispondenza delle guerre mondiali
Cs was asked if munitions add war weight and they said that they didn’t. Is cs misinformed, because you make it sound like they do.Hey @sevenjapan,
I've answered questions around this in a few other posts on the forums, but I'll take your post as an opportunity to collate a bunch of it in one place. While I can't share every detail of our algorithm (people might take advantage of it then!). I can share some of the basics!
Step 1: When an alliance enters matchmaking the leader had to say who was joining them in war. We take this list of players and then look through their main bases. On those bases we look at things like buildings,trooptactics, munitions, etc. and their levels. We use this to assign a "war weight" to each player. I'll also note here that if a player somehow manages to not have all of their buildings on their war base, that just puts them at a disadvantage because we counted everything on their main base. War bases are just for you guys to reorganize things as you wish
Step 2: We do some math. We combine all of the war weights of each player in the alliance into a total "alliance war weight" We don't do a simple summation here because we don't want to heavily disincentivize alliances from bringing along a couple weaker players to show them the ropes.
Step 3: We do some more math. We also figure out an alliance's power spread. This is our attempt to handle the scenarios where 1 alliance may have 10 drone age players, and another alliance may have 1 player in each age (I do not recommend doing this by the way). The first alliance will have a tight spread, while the second will have a very broad spread. I will also make a note here that while I use age in my example, we take in a multitude of variables into account here, and age is not one of them. The reason for not using age is that the combination of our other values shows us a more accurate power level than something on the integer scale of 1-16. We use this power spread to try to match alliances to similar power spreads so everyone in the war is more likely to have someone else they can be on even footing with. But, the longer you're waiting in matchmaking the less we require the power spreads to match so you can get into War in a decent time.
Step 4: We toss the alliance into matchmaking! This is where all of the alliances have their values compared and we attempt to find the best match we can in the least amount of time we can. Something you may realize though is that those are two goals that contradict each other. If we have you wait longer, then the chances of you finding a better match increase as you see more opportunities, but that leads to longer matchmaking times. While if we reduce matchmaking times then you guys get to War faster, but the overall quality of everyone's matches will go down. Its a tough balancing act!
Step 5: War!
I've simplified things down here, and maybe have shared a bit more than I have in other places but I hope this gives everyone an idea of how we go about matching two alliances. In short: glory (which I didn't mention but I believe everyone knows about by now), alliance war weight, and alliance power spread are what we look at when deciding who should War against each other.
EDIT: We look at your tactics, not your troop tactics, my b!![]()
So my next question. When you assign war weight for matching. Do you include everything that’s been manufactured in a players inventory or do you only include what is equipped at the time of the war search?Hey @UnHoLyGhOsT,
Munitions do in fact add to your war weight. @Harlems369th helped me in giving our latest world war matchmaking documentation to our CS team so everyone is on the same page![]()
you are a sneaky one eh? lolSo my next question. When you assign war weight for matching. Do you include everything that’s been manufactured in a players inventory or do you only include what is equipped at the time of the war search?
I’ve heard of some players dropping in war line up over removing defense munitions. Just trying to get some clarity.you are a sneaky one eh? lol
I really hope the answer is what is produced and not what is currently assigned
It's crazy that the game allows this. The game should take a snapshot of what's activated at the time of a war search - and then anything that's changed after the fact doesn't get activated for that player's attacks. Like adding buildings afterward ...I’ve heard of some players dropping in war line up over removing defense munitions. Just trying to get some clarity.![]()
I'm sorry guys but this question is a bit too specific for me to answerSo my next question. When you assign war weight for matching. Do you include everything that’s been manufactured in a players inventory or do you only include what is equipped at the time of the war search?
I think what OP wants to know is:All that I can say here is that munitions are taken into account.
You're right about it being a simple question, but that doesn't mean I'm allowed to answer itI think what OP wants to know is:
munitions taken into account = ALL munitions manufactured?
or
munitions taken into account = munitions assigned to the troops in the war?
Quite a simple question really ...
Thanks for the detailed responseYou're right about it being a simple question, but that doesn't mean I'm allowed to answer it
If I answer this simple, but specific, question, then it is much more likely for someone else to come along and find a way to manipulate or take advantage of our matchmaking system. At that point, our ability to improve matchmaking becomes harder because we are no longer just trying to improve the complex algorithm for normal players, we would have nefarious actors affecting our numbers as well.
No one wants that to happen...
Thank you for actually coming in here and taking time to explain.Hey @sevenjapan,
I've answered questions around this in a few other posts on the forums, but I'll take your post as an opportunity to collate a bunch of it in one place. While I can't share every detail of our algorithm (people might take advantage of it then!). I can share some of the basics!
Step 1: When an alliance enters matchmaking the leader had to say who was joining them in war. We take this list of players and then look through their main bases. On those bases we look at things like buildings,trooptactics, munitions, etc. and their levels. We use this to assign a "war weight" to each player. I'll also note here that if a player somehow manages to not have all of their buildings on their war base, that just puts them at a disadvantage because we counted everything on their main base. War bases are just for you guys to reorganize things as you wish
Step 2: We do some math. We combine all of the war weights of each player in the alliance into a total "alliance war weight" We don't do a simple summation here because we don't want to heavily disincentivize alliances from bringing along a couple weaker players to show them the ropes.
Step 3: We do some more math. We also figure out an alliance's power spread. This is our attempt to handle the scenarios where 1 alliance may have 10 drone age players, and another alliance may have 1 player in each age (I do not recommend doing this by the way). The first alliance will have a tight spread, while the second will have a very broad spread. I will also make a note here that while I use age in my example, we take in a multitude of variables into account here, and age is not one of them. The reason for not using age is that the combination of our other values shows us a more accurate power level than something on the integer scale of 1-16. We use this power spread to try to match alliances to similar power spreads so everyone in the war is more likely to have someone else they can be on even footing with. But, the longer you're waiting in matchmaking the less we require the power spreads to match so you can get into War in a decent time.
Step 4: We toss the alliance into matchmaking! This is where all of the alliances have their values compared and we attempt to find the best match we can in the least amount of time we can. Something you may realize though is that those are two goals that contradict each other. If we have you wait longer, then the chances of you finding a better match increase as you see more opportunities, but that leads to longer matchmaking times. While if we reduce matchmaking times then you guys get to War faster, but the overall quality of everyone's matches will go down. Its a tough balancing act!
Step 5: War!
I've simplified things down here, and maybe have shared a bit more than I have in other places but I hope this gives everyone an idea of how we go about matching two alliances. In short: glory (which I didn't mention but I believe everyone knows about by now), alliance war weight, and alliance power spread are what we look at when deciding who should War against each other.
EDIT: We look at your tactics, not your troop tactics, my b!![]()
Appreciate the reply.You're right about it being a simple question, but that doesn't mean I'm allowed to answer it
If I answer this simple, but specific, question, then it is much more likely for someone else to come along and find a way to manipulate or take advantage of our matchmaking system. At that point, our ability to improve matchmaking becomes harder because we are no longer just trying to improve the complex algorithm for normal players, we would have nefarious actors affecting our numbers as well.
No one wants that to happen...
Let’s not give them any ideas. Anything I have set during planning day. I want to know that it’s working. Museum, council and munitionsAppreciate the reply.
So why not just make it that any changes applied after the successful matchup don't come into effect?
Well I would suggest as a mid way point between unholy ghost and king.Let’s not give them any ideas. Anything I have set during planning day. I want to know that it’s working. Museum, council and munitions
That's what I'm saying.If something is not set prior to war start and visible on war screen then that buildings effect should not be allowed in war.