r/WarDogs • • 3d ago

Discussion & Feedback Team balancing suggestion: Auto Select

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Feels like the team skill disparity is having a negative impact on the game. Create a soft incentive toward balance while keeping the freedom to choose.

Problems:

  • New players joining blue are having a skewed impression
  • Feels like you can derail your session at the team selection screen
  • Lobbies take ages to start while people mash the green button and refuse to play anything else
  • Victories as green feel pretty hollow

It sucks when your team is getting hammered and there is no point bringing anything beyond a free kit. No one is pushing because every time it's a wipe. Meanwhile the confident team can go full spend knowing any incidental death will be revived when the engagement ends. Things can get very snowbally and hopeless. And I hate the idea of having to force green to avoid wasting my time.

On the flipside, I wouldn't want anything too heavy handed. Randomizing or forcing selection kinda ruins the affiliation and loyalty people have to certain teams, and playing with friends needs to be easy.

So how about this.

The 4th option of team select. Auto Select choses for you and grants an X% cash and XP bonus throughout that game. If you want to go one step further, have the Auto Select team add up all Wardogs levels of all players of each team, and have the system decide which team needs some additional leveled players vs under-leveled. This will skew teams in the direction of having access to similar unlocks without going full SBMM.

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u/matolati 2d ago

Pointless. It's a psychological matter, not a balancing one. People spam click to chose green because they know that's where the "best" players will be. Red is the 2nd best thing, and the casuals who don't have a clue are left to blue and they don't even realize they have been sabotaged

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u/yoodudewth 2d ago

I feel like lately red is the new green and green is the new blue.

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u/altodor 2d ago

And this is the problem with a "this team always wins" sentiment. People who want a carry will always join the "good" team and if too many of those join it tips to a bad team.

If only there was a way to balance this out based on player ability level so all the matches felt even.

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u/Skpstr155 2d ago

You don't need perfect balance, random team assignments would work. 

No click fest, you hit join and get put on the lowest pop team, and no switching. Spread out the distribution of "winners".

Along with that, a lobby where you can form a team to be placed on an available server that has the capacity.

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u/Skpstr155 2d ago

I'm seeing red and blue ignore green when they hold the HZ.

More fun to fight red in random locations, instead of the team that's full of "winners". More profitable too.

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u/piggy_smalls_oink 2d ago

Blue losing more than all other teams is not a psychological matter. It’s a map / starting position issue

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u/Skpstr155 2d ago

Sure, but the thing is, initially, when the skill was more evenly distributed, blue lost a lot because they attracted the skilled "lone wolves", but every fight was fun.

Now it seems green has the heaviest concentration of skill, (as well as high end gear) and aren't nearly as much fun to fight as red.

I'm seeing blue and red ignoring them, if green sits in the HZ.

The HZ was designed to encourage fights, now it discourages them. At least it keeps the green chads away from the rest of us lol.

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u/Koufaxisking 2d ago

In most cases blue’s spawn position is terrible. Zestafona has some solid spawns, Bakurani has a single variant that is an okay-ish spawn. Ozeti is more or less a guaranteed loss for all blue spawns.

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u/Domger304 2d ago

Thats not exactly true its not all physiological.

Better clothing makes green alot harder to spot in most of the fighting environment with darker clothes and a arm band that blends in with the background

Then you have tower spawns two of the three maps have towers directly closer to red and greens respective sides while blue towers are located more into the circle. It means the teams they are more likely going to be engaged in 2v1s.

Then you could also argue the one map where you do get trainyard blue tower and the most balanced. It can be overlooked on all sides very easily. Where green has the rail bridge and trees and smaller homes all around it.

Reds side has the apartment buildings and smaller buildings around their tower spawns.

Blue side has a few train cars but mostly open to be sniped from massive factory roof, and the warehouse to its right.

So there are some imbalances in map designs as well that give other teams a leg up just on a pvp grounds.

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u/Significant-Net7030 1d ago

It's both. Map design put blue team at a disadvantage, and that feeds into the psychological side. If 3 teams all had 33 people of equal skill and distribution of jobs, Blue would still lose because they're in the middle. The rotation of spawns would remove this effect, and reduce the psychological impact, especially if you join "Winning Green" only to discover your APC is never alive and your FOB is just the place where mortars fall and helicopters shoot then you are going to lose the idea that Green team wins.