We haven’t been able to win a war all summer. We came close two times.
This feature needs clear, userfriendly individual opt outs, so players who are away can be taken out of the matchmaking. Because I strongly believe that this is a major culprit in muddying our matchmaking.
Also the matchmaking needs to change to an ELO like system. Why? Because the current matchmaking is based on theoretical strength, which doesn’t equate to actual strength. Which is also influenced by hero composition and skill. So if you’re winning you’ll keep winning and if you’re losing you’ll keep losing. The result of a purely theoretical matchmaking is that it will systematically either overestimate or underestimate actual alliance strength.
ELO, or matchmaking based on past performance, is entirely based on actual alliance strength. And thus should be the way forward. That will even out into overall a 50/50 win loss of AW’s. Which for the enjoyment of the game is a good thing, even though it’s not the most economic outcome for better than average performing alliances.
A comparison: imagine a group of friends. They play the same game every Friday for a year. Maggie always wins, and sometimes Stephen. Alfie never wins, but comes in second a lot. ■■■■, well, sorry, he always loses. One Friday ■■■■ and Alfie don’t show up. And Maggie and Stephen can’t play their game anymore. A fun game is one that you will win from time to time. That at least gives you the impression you have a fighting chance.
Maybe it’s not to late to add an “equalizer” to the game? A method to weed out consistently underperforming alliances and give them a better matchmaking? It’s probably too late to totally overhaul, right @mhalttu?