Quote:
Originally Posted by GhostSyndicate
Correct. There are no cheater lobbies, atleast not in the sense that cheaters get flagged and matched with other cheaters. Atleast not with intention.
However it's still likely that cheaters will get into lobbies with other cheaters, simply by the design of the matchmaking system.
Embark's entire tech stack and especially the backend is actually very impressive. As a data guy. I'm just in awe.
I'll just briefly go over it, since that will explain the whole "feels like cheater lobby"
First off. Embark captures every single event that occurs in every single raid. Every bullet, movement, interaction. They collect it all. They can quite literally reconstruct the entirety of a match.
They handle about 5 billion events which equates roughly to 5 TB. Per hour without any issues.
Anyways. They process this data and having a scoring system for players with a dozen different parameters. Kills/Deaths. Looting Activity. Aggressive Y/N?. More ARC fights or PVP? You get the idea. Lot of weights.
These parameters are all queried at least to my last knowledge through Spanner DB. So no. We never will know of changes made to matchmaking through patch notes and all changes made are always sneaky by Embark. We wouldn't know.
And these parameters are then evaluators used in their fork of the Open Match System.
So. Yeah. Cheaters are likely sharing similiar behaviours.
Therefore they are likely to get matched with each other.
I'm not sure when the thresholds of a individual player scoring resets or what the decay rate is.
Since there were rumors going around with 10-15 rounds.
But that definitely is a thing.
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I’m not sure about that.
In my experience, it works exactly like this: more kills lead to tougher PvP players and cheaters; fewer kills result in normal PvP lobbies; and no kills put you into PvE lobbies.
I tested this on a single account, switching lobbies many times, and the differences became noticeable very quickly.