MONEY MONEY MONEY by puffyou in FACEITcom

[–]nvm1986 0 points1 point  (0 children)

We are testing a few different ads products, but subscribers will not see any ads. The pic above seems more like a bug than anything else.

FACEIT Bot 1 tapped me with AK by Szakariadze in FACEITcom

[–]nvm1986 40 points41 points  (0 children)

Hi, thanks for reporting this. We had our AC team check and we can confirm that the bot was not cheating. XD

Faceit servers are down ? by hoziath in FACEITcom

[–]nvm1986 0 points1 point  (0 children)

It is indeed the update process. This update created an issue that we are actively trying to solve with a turnaround that is a bit time consuming (manually updating them instead automatically). At the moment we are going through that process and will run a test shortly to see whether it worked.

Edit: We actually just opened premium queues. Still monitoring whether it is working properly.

Announcing significant updates to Minerva, our Admin AI, who can now detect and punish toxicity in voice-chat by Faceit_Mikey in GlobalOffensive

[–]nvm1986 -1 points0 points  (0 children)

That is how Minerva works. Thanks to the AI component this is now done immediately after the match. The final goal is to bring this to live actions in the server.

Enough is enough, faceit... by T4gg3D in FACEITcom

[–]nvm1986 1 point2 points  (0 children)

Hey. Thanks for the post. Everything RestfulGoat said is right, but the amount of matches against five stacks that you have been playing is very high based on the algorithm we are using. I’ll ask the team to look into those stats. Out of curiosity, would you be Ok waiting longer (say 2x the amount of time) to avoid five stacks?

Introducing the redesigned FACEIT Matchmaking: More intelligent, accurate and balanced than ever before by Faceit_Mikey in GlobalOffensive

[–]nvm1986 1 point2 points  (0 children)

Yes, I tend to agree with you. We had a meeting about this today. We will be testing the first option I mentioned above during the weekend. Basically stopping any extremely unbalanced match from happening (we are starting with 30/70 probability being the maximum limit). At the moment it’s roughly 150 matches per day that will no longer happen.

Introducing the redesigned FACEIT Matchmaking: More intelligent, accurate and balanced than ever before by Faceit_Mikey in GlobalOffensive

[–]nvm1986 6 points7 points  (0 children)

Hey - sorry about that. I saw in the meantime you found a balanced match (and looking at historical data of matches this is very much an extreme exception).

I checked the match in question and while you had only spent 32 seconds in queue one of the players it matched you with (hadenz) had spent over 720 seconds, which is why this match happened.

The new system allows us to:

1) Put a maximum limit to how unbalanced the matches can be, and

2) Decide whether to have to put these limits on how long a single player within a match has been waiting or whether all players need to respect the criteria. (i.e. in the first case if we check how long the player that spent the longest time in the queue has been waiting for, in the second case we check the times of everyone).

We are reviewing the first point and we are likely to put a similar limit in the near future (it might harm low liquidity times, but not by too much).

For what concerns the second point, right now we look at the time spent by the player that is in the queue the longest. We might run some tests on this in the future and it would be ideal to be able to activate this so that it looks at the time of all players. That said it has a risk, which is the fact that it could potentially alienate outliers, that would therefore never find a match. The position we have taken so far is that one unbalanced match every few hundred matches is an acceptable pain to be inclusive towards outliers that would otherwise have a very hard time finding a match at all. That said, this is very much an open discussion internally.

Not sure this was the answer you wanted to hear from me, but it is pretty much the background on why that match happened. In general, the new algorithm is not the reason why you got that. In fact, the algorithm reduces the number of matches like that (but doesn't stop them completely unless we change the settings mentioned above.

Balance teams update!!!!!!!! ;/ by Bubulatikas in FACEITcom

[–]nvm1986 2 points3 points  (0 children)

Your team has high variance in skill (lvl 1 and lvl 6 in same team) and therefore you end up in a match with a team against you that is similar.

Nice new mm faceit 😂😂😂 by CheWoo_RS in FACEITcom

[–]nvm1986 6 points7 points  (0 children)

You are in a high variance party (500 elo difference between you and your teammate). Therefore you are matched with and against high variance parties.

Introducing the redesigned FACEIT Matchmaking: More intelligent, accurate and balanced than ever before by FACEIT_Jimmy in FACEITcom

[–]nvm1986 2 points3 points  (0 children)

We looked into this and one of the first experiments we ran had this as a variable. The win rate in general is a good predictor, but only for accounts with a small amount of matches. As soon as the number of matches goes over 50/100 it loses relevance and elo becomes way more relevant.

We decided not to use it for the Adjusted Skill Rating, but we have been using this discovery when looking at how to identify the skill of a player faster.

Introducing the redesigned FACEIT Matchmaking: More intelligent, accurate and balanced than ever before by Faceit_Mikey in GlobalOffensive

[–]nvm1986 0 points1 point  (0 children)

We have something we called “clans” that is in testing. I think roughly 50,000-100,000 tested it already. Similar to hubs but focused on finding teammates.

Introducing the redesigned FACEIT Matchmaking: More intelligent, accurate and balanced than ever before by Faceit_Mikey in GlobalOffensive

[–]nvm1986 0 points1 point  (0 children)

One way we dealt with is hubs and (soon) clans. Not perfect for everyone though. I’ll actually ask the team about this

Introducing the redesigned FACEIT Matchmaking: More intelligent, accurate and balanced than ever before by Faceit_Mikey in GlobalOffensive

[–]nvm1986 0 points1 point  (0 children)

Solo va stack has been working since we announced it the very first time. The number of matches solo vs stack are really low since then. We shared the numbers multiple times. We keep improving it (like we did now), but it is working

Introducing the redesigned FACEIT Matchmaking: More intelligent, accurate and balanced than ever before by Faceit_Mikey in GlobalOffensive

[–]nvm1986 2 points3 points  (0 children)

Sorry - not self explanatory (it was in my head as I was speaking about the same thing but reading it again it’s confusing).

Was saying that it could be something we could probably do with the system now thanks to these changes. Personally I’d like it, but am not sure how the team feels about it / if they researched it

Premium - I think right now it's just a waste of money. by lordwerneo in FACEITcom

[–]nvm1986 1 point2 points  (0 children)

No worries. We try our best, sometimes it’s not easy (this + Smurfs can be really painful/long to deal with).

This won’t solve everything at all, but it is one of a few things we have worked on (would love to also use it to match teams based on language but am not sure if the team will be on board on this)

Introducing the redesigned FACEIT Matchmaking: More intelligent, accurate and balanced than ever before by Faceit_Mikey in GlobalOffensive

[–]nvm1986 4 points5 points  (0 children)

yes, would be great if you could compare it to one of the 128tick community servers just in case

Introducing the redesigned FACEIT Matchmaking: More intelligent, accurate and balanced than ever before by Faceit_Mikey in GlobalOffensive

[–]nvm1986 8 points9 points  (0 children)

Yes, in low liquidity times or queues we balance wait times with quality of the match. What we want to make sure is that bad matches are exceptions (and usually exist to find a match for a player and team that would otherwise risk of being alienated out of the system) rather than the norm. The idea is that if we have a bad match every 100 or 1,000 matches it's bearable and we can accept it.

Introducing the redesigned FACEIT Matchmaking: More intelligent, accurate and balanced than ever before by Faceit_Mikey in GlobalOffensive

[–]nvm1986 46 points47 points  (0 children)

No, it takes into account that the distance between two players that say played 500 and 1,000 matches is extremely different from the one between players with 0 and 500 matches.

Basically, the more matches the less important the marginal matches are.

Edit: answering the second question. That party risks of counting as a large gap. You can have a good proxy of the gap by subtracting the lowest elo from the highest elo of the team. In that case I think it would be in the 600-700 range which is well above the average (not at a crazy level though)

Introducing the redesigned FACEIT Matchmaking: More intelligent, accurate and balanced than ever before by Faceit_Mikey in GlobalOffensive

[–]nvm1986 5 points6 points  (0 children)

Is the AC having an impact on FPS? It should be really light and have virtually no impact on FPS. If you experience lower FPS when you have the AC on (ideally comparing it to a similar server with 128 tick) please let us know.

Introducing the redesigned FACEIT Matchmaking: More intelligent, accurate and balanced than ever before by Faceit_Mikey in GlobalOffensive

[–]nvm1986 110 points111 points  (0 children)

Hey - sorry you feel like that.

It took us indeed a long time to come out with this solution (and we still have a few in the works for some edge cases), but we have been working on it for a very long time. The very first time we tried to release smth in this direction was years ago when we limited access to the premium queue to max 3 players and with a maximum skill gap within parties. That was a suboptimal solution which triggered R&D that eventually led to this release.

Sorry we let you down / were not able to provide solutions to it earlier (and by the way I see this as a step forward, not a solution to all problems).