⭐ About the new progression and matchmaking

japan and us
axis vs soviets

4 sides to queue

I truly hope it won’t be the case, meaning maps locked with weaponry.

What if one enjoys playing Moscow at higher lvl?

Or one likes playing Normandy/Berlin at low lvl?

This sort of restriction would kinda suck…

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Meta gun are boring to play some of them are fun but i can count them on my hand

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there is where our “speculation” comes into play…
said maps will be avaiable if all players do enter with the same skillpoints or equip points and not 1 or 2 tigers laying around against bolties

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In any case, I’m glad they released a roadmap and sought player base feedback.

So many variables, so many concerns, foreseen problems.

Them taking feedback into account is all I ask. Then the majority (should) have what they wish for, and I’ll be fine with.

(As long as we either get refunded for our slots, or something :stuck_out_tongue:)

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it is not simple rule. MM algorithm needs to be rather lean and simple. checking if someone can destroy vehicle introduces exponential complexity and difficulty in MM algorithm. also most of the vehicles can destroy high tier vehicles if they flank, but they dont stand a chance against them in frontal confrontation.

So lest divide veichle for their kill power

Plane for MG/cannon (and bombs)
Tank for the cannon

Practically if a guy start a battle with a tiger he go aganaist a team with tank have a 75mm cannon or a plane with two 250kg bomb

also it is stupid if there is only 1 vehicle that can destroy enemy. what if player doesnt want to field that vehicle? then it is there only for decoration. every player should have ability to destroy vehicle. with weighted average every player would have option to kill that vehicle and would encourage players to build more balanced teams than trying to abuse average calculation.

I guess we are talking on how avoid “franco” use 3 squad full of BA for field his tiger 2 P aganaist some t60, i miss something?

If i miss some part of the discussion sorry

problem is that either you have skill based MM or equipment based MM. you cant have both. and considering this game is grind to unlock, only fair MM for casual MM is equipment based MM.

even competitive fps like csgo have casual MM where anything goes and ranked where it is based on skill rating. forcing skill based MM in casual fps is bad idea and forcing both equipment and skilled based MM is impossible for current playerbase size.

@1942786 Quick question regarding premium squads: Will we be have one or more of the following options:

1: The ability to choose what additional roles be available to the squad. For example, I would like to have at least 2 engineers for my machine gunner squads, or a radio operator for my sniper squad.

2: The ability to change how many members will be in the squad, EG: 5-9 men.

3: Have secondary weapons.

yes it can be done when playerbase is huge. if we had 100k concurrent players we could easily do both. problem is small playerbase and on small playerbase you cant do both unless you want queues to go for half an hour.

idk where you got 200k number, but i will tell you that statistic is a science of misinterpreting data in your way.

lets say that there are actually 200k people who play enlisted. is that data taken from 1 year, 6 months, 3 months, 1 month, 1 week or 1 day? lets say 200k daily players. we have 3 servers so that is around 66k daily players per server. we have 6 campaigns, so that is 11k players per campaign. 2 sides so that is 5.5k per side daily. you need 10 players for one battle, so that gives 550 battles if every player plays at least one battle. lets say that battles are evenly distributed over 16 hours (we will ignore 8 hours for sleep). that would give you ~34 battles for every hour, or about 1 battle for every 2 minute waiting.

no we have average queue waiting time if every player only plays one battle daily. cause some players play more lets say that average queue waiting time is 1 minute. so why is average queue time important? to see how many people are in queue at every time that need a match. 6 (campaigns) x 2(sides) x 10 (team size)= 120 players that need to be matched every minute according to side, equipment and skill. now apply equipment based MM (lets say that there are only 3 tiers for equipment based MM) and use gaussian distribution for skill based MM and tell me how long a player will need to wait for a match?

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Whats the ETA of these changes? Based on the Roadmap there seems to be at least 1-2 battle passes before this so this is at minimum months away???

There is no ETA for this helper already stated this the full rework of progression is a long process and need time

For the moment keep unlock the equipment of all faction so wen the update come you have already almost everything :slightly_smiling_face: and you can enjoi it better

according to roadmap maybe summer? first phase of roadmap will probably come in next month, so second phase maybe ~3 months after that? that would leave 3rd phase around autumn and 4th phase around winter.

Probably september i beat they release the 1st new campaign map in september alongside the rework and the 2nd campaign map in december at the end of the year with an specific event for the new campaign map

A bit old though.
According to othet sources its around 20-30k daily players.

I honestly dont know if the numbers are true since the first one is outdated and pretty vague and I dont know how they came up with the later one but this would make the devs even dumber because well masses of people would intentionally not play entire campaigns and sides then.

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Betting they’ll release on steam.

The “launch on …” of their roadmap point in that direction and they’d gain much more audience this way.

Plus, there’s only so much milking they can do with actual playerbase by releasing new, a lil improved over last ones, premiums. Especially if the new mm makes them even more irrelevant.

Yes I’d bet on it.

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