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Some Small World War Matchmaking Improvements...

IDaedalusI

BHG Server Engineer
Staff member
Joined
Jun 8, 2023
Messages
29
Hey Everyone!

I know I've talked a lot about World War Matchmaking here on the forums, but that has always been in answer to your questions. Today I thought it would be fun to share what I've been working on with @RAH-66 from our Design team and with our Analytics team in order to improve matchmaking before Tournament of Glory releases!

You may have noticed recently that you haven't seen as many bad matches or had to wait as long in the worst cases as you used to. This is the result of us increasing the granularity of our matchmaking times, value spreads (collectively called "windows"), and the amount of time you sit in matchmaking before you get a forced match. These changes went out on September 30th, and we are already seeing some interesting results!

The most noticeable changes are the alliances on the extreme ends of the spectrum in power, skill, and variance. Here we have seen a ~33% reduction in the ceiling of our matchmaking system's inefficiency across the 10v10, 15v15, and 20v20 queues. This means that the alliances who used to have to wait the longest now are waiting only 66% of the time that they used to (4 hours less)! The median alliance in these queues won't notice too much of a difference, but here we still see about a ~5% drop in matchmaking inefficiency, which equates to 36 minutes less time spent in matchmaking!

Alongside the faster matchmaking times in those queues, we've also noticed an increase in our Match Quality past 1 standard deviation, which ultimately just means the matches are about ~5% better for you guys!

Now, the 30v30 queue is a bit of a different story. Some of you noticed how that queue has always felt a bit different in both the matchmaking times and the quality of matches. Admittedly, this queue is harder to work with because of the smaller number of alliances that interact with it, but the alliances that DO interact with it are very dedicated and share their passion for a truly competitive experience.

Since we have less data to work with, we can't analyze 30v30s in the same way that we analyze the other groups. What we have done here instead is to increase matchmaking times a bit in order to give the system more breathing room to find the best possible match for you, and not force match alliances so much. As a result of that, we've noticed the matchmaking system focusing a bit more on alliance power levels in an attempt to find good matches. We've also seen a massive reduction in forced wars that effectively have a random match quality associated with them. We are still analyzing this, but for now, this solution seems solid!

Overall, we are quite happy with these first steps and plan on letting things run as-is while we finish up Tournament of Glory. When we release this glorious feature to you all, we are going to have to do another pass at the matchmaking windows due to how we are playing with some of the numbers around glory itself. ;)

Happy Warring!

-Your friendly neighborhood server dev, Daedalus
 

Lezley

Member
Joined
May 17, 2024
Messages
67
Hey Everyone!

I know I've talked a lot about World War Matchmaking here on the forums, but that has always been in answer to your questions. Today I thought it would be fun to share what I've been working on with @RAH-66 from our Design team and with our Analytics team in order to improve matchmaking before Tournament of Glory releases!

You may have noticed recently that you haven't seen as many bad matches or had to wait as long in the worst cases as you used to. This is the result of us increasing the granularity of our matchmaking times, value spreads (collectively called "windows"), and the amount of time you sit in matchmaking before you get a forced match. These changes went out on September 30th, and we are already seeing some interesting results!

The most noticeable changes are the alliances on the extreme ends of the spectrum in power, skill, and variance. Here we have seen a ~33% reduction in the ceiling of our matchmaking system's inefficiency across the 10v10, 15v15, and 20v20 queues. This means that the alliances who used to have to wait the longest now are waiting only 66% of the time that they used to (4 hours less)! The median alliance in these queues won't notice too much of a difference, but here we still see about a ~5% drop in matchmaking inefficiency, which equates to 36 minutes less time spent in matchmaking!

Alongside the faster matchmaking times in those queues, we've also noticed an increase in our Match Quality past 1 standard deviation, which ultimately just means the matches are about ~5% better for you guys!

Now, the 30v30 queue is a bit of a different story. Some of you noticed how that queue has always felt a bit different in both the matchmaking times and the quality of matches. Admittedly, this queue is harder to work with because of the smaller number of alliances that interact with it, but the alliances that DO interact with it are very dedicated and share their passion for a truly competitive experience.

Since we have less data to work with, we can't analyze 30v30s in the same way that we analyze the other groups. What we have done here instead is to increase matchmaking times a bit in order to give the system more breathing room to find the best possible match for you, and not force match alliances so much. As a result of that, we've noticed the matchmaking system focusing a bit more on alliance power levels in an attempt to find good matches. We've also seen a massive reduction in forced wars that effectively have a random match quality associated with them. We are still analyzing this, but for now, this solution seems solid!

Overall, we are quite happy with these first steps and plan on letting things run as-is while we finish up Tournament of Glory. When we release this glorious feature to you all, we are going to have to do another pass at the matchmaking windows due to how we are playing with some of the numbers around glory itself. ;)

Happy Warring!

-Your friendly neighborhood server dev, Daedalus
We've actually had worse matchmaking recently in our alliance, not better.
 

chenz

New member
Joined
May 31, 2023
Messages
22
Thank you for your hard work. I hope things continue to improve!
 

oddin

Approved user
Joined
May 17, 2018
Messages
1,786
The experience we have from various WW matches in all sorts of war sizes is positive. Yeah we may get an unbeatable top 10 team o a ranked #180 alliance that has no chance to beat us but in general we have fair WWs and on par with our alliance strength.
 

Spaceboy

Approved user
Joined
Aug 18, 2016
Messages
586
Interesting..the last wars were quite equal from both sides (15p war) ..nothing spectacular as change but correct..lately we got a match very very fast. Let’s see how it goes the next months…
 

Pamon77

New member
Joined
Jul 28, 2023
Messages
20
Hey Everyone!

I know I've talked a lot about World War Matchmaking here on the forums, but that has always been in answer to your questions. Today I thought it would be fun to share what I've been working on with @RAH-66 from our Design team and with our Analytics team in order to improve matchmaking before Tournament of Glory releases!

You may have noticed recently that you haven't seen as many bad matches or had to wait as long in the worst cases as you used to. This is the result of us increasing the granularity of our matchmaking times, value spreads (collectively called "windows"), and the amount of time you sit in matchmaking before you get a forced match. These changes went out on September 30th, and we are already seeing some interesting results!

The most noticeable changes are the alliances on the extreme ends of the spectrum in power, skill, and variance. Here we have seen a ~33% reduction in the ceiling of our matchmaking system's inefficiency across the 10v10, 15v15, and 20v20 queues. This means that the alliances who used to have to wait the longest now are waiting only 66% of the time that they used to (4 hours less)! The median alliance in these queues won't notice too much of a difference, but here we still see about a ~5% drop in matchmaking inefficiency, which equates to 36 minutes less time spent in matchmaking!

Alongside the faster matchmaking times in those queues, we've also noticed an increase in our Match Quality past 1 standard deviation, which ultimately just means the matches are about ~5% better for you guys!

Now, the 30v30 queue is a bit of a different story. Some of you noticed how that queue has always felt a bit different in both the matchmaking times and the quality of matches. Admittedly, this queue is harder to work with because of the smaller number of alliances that interact with it, but the alliances that DO interact with it are very dedicated and share their passion for a truly competitive experience.

Since we have less data to work with, we can't analyze 30v30s in the same way that we analyze the other groups. What we have done here instead is to increase matchmaking times a bit in order to give the system more breathing room to find the best possible match for you, and not force match alliances so much. As a result of that, we've noticed the matchmaking system focusing a bit more on alliance power levels in an attempt to find good matches. We've also seen a massive reduction in forced wars that effectively have a random match quality associated with them. We are still analyzing this, but for now, this solution seems solid!

Overall, we are quite happy with these first steps and plan on letting things run as-is while we finish up Tournament of Glory. When we release this glorious feature to you all, we are going to have to do another pass at the matchmaking windows due to how we are playing with some of the numbers around glory itself. ;)

Happy Warring!

-Your friendly neighborhood server dev, Daedalus
and the 50 vs 50? they still take an enormous amount of time, from a minimum of 12 hours onwards to match up!
Thank you for your time and dedication, but please make an extra effort and set a maximum limit of at least 6 hours, or less for any matchmaking, especially those of 50 and those of 30, which are the most committed alliances with more active players.
 

JayBee

Approved user
Joined
Nov 22, 2016
Messages
10
all of you may take a look at domistats, you will see the number of ww f.e. for yesterday: 50% 10:10; 25% 15:15; 19% 20:20; 4% 30:30; 0% 50:50.
so, who cares about 50:50? if the results for the ww between 10 to 20 players result in fairer wars, 96% of the players will be happy :)
 

JayBee

Approved user
Joined
Nov 22, 2016
Messages
10
i agree with you for the 30:30, ambitious allies, but the results of searchings will be, as i think, a range of about 50 allies, and that means a very small range of opportunities and a long time of search
 

Chasingwilma

Member
Joined
Jul 17, 2022
Messages
66
When will you guys fix the war matching. You do all sorts of useless bs, but one of the most important features, the wars, you allow to become irrelevant due to crappy matching.
 
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