
r/LowSodiumMarathon

A Game Theory Understanding of Lobby Wiping
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This is a long post. If you are not interested/willing to read a long post, you should just ignore this.
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I made a post last week making two suggestions that I framed as addressing the problem of post-wipe lobbies being boring, but actually arose from a game theory understanding of why lobby wiping occurs and an attempt to address one of those causes. The reaction to this post was mixed to say the least, but mostly focused on the stated motivation for the suggestions rather than the suggestions themselves.
I (perhaps foolishly) hope that a more satisfying discussion can be had around the mechanics of the problem itself, separate from any solutions I might suggest for it.
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What is Lobby Wiping?
It is worth establishing what we are talking about before getting into the details. I think there are a couple of different understandings of the term that are active in discussions around this. These are:
- players infiling with the intention of finding and killing all other players in the lobby and then being able to do so;
- the observed phenomonon in which only one team survives to exfil from the map.
I often see people assert that the former understanding is something which rarely is actually in effect, and while I disagree, it is ultimately not important as it is the second condition which actually matters, and which very much is typically in effect (though not exclusively). The second understanding is what I think many find problematic, though the first understanding is a factor in the second arising. Even when not infiling with the specific intention to find and kill all other players in the lobby, the game design results in most players making moment-to-moment choices that result in behavior that is essentially indistinguishable from their operating under the first understanding.
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Is It a Problem?
Based on the feedback of many people on Reddit, Steam, YouTube, and even conversation in game, I think the answer is an obvious 'yes.' Though it is probably worthwhile to actually state why:
- There are real consequences in the form of lost resources and time when a player gets wiped.
- Players able to repeatedly wipe lobbies enjoy benefits in terms of resources and successful practice which enhances their ability to conduct lobby wipes in the future by being both better equiped and more skilled (from practice). The inverse effect applies to those repeatedly wiped.
- Repeated and frequent losses are frustrating and demoralizing, which can result in some players playing less or not at all, which has the effect of making the game's lobbies on average more difficult.
It is also worth mentioning that it is very often brought up that in games like Escape from Tarkov and Arc Raiders, lobby wiping is not an issue in large part because it does not frequently happen (leaving the 'why' it doesn't in those other games for another day, another post).
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An Outline of the Why
While I'm going to break both of these out into more detail there are essentially two conditions which make lobby wiping prevalent:
- It is possible and practical to wipe the lobby.
- It is more desireable to attempt to wipe the lobby than engage in any alternative approach.
The only way 'lobby wiping' becomes less prevalent is if one of those two conditions changes.
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'Possible and Practical'
Given that lobby wiping does happen, it should be obvious that it is possible to do so, but 'practical' deserves some additional explanation. While it will (functionally) never be impossible to prevent lobby wiping from occurring, it is the combination of the facts that: (a) players have access to sufficient information to reliably locate the other players, (b) are able to move to those locations quickly enough for the information to be of use, and (c) possess enough combat resources to engage and eliminate other players repeatedly until there are no other remaining players.
It is the combination of those three facts that make it 'practical', and if any of those three facts became untrue, 'lobby wiping' would no longer become a 'practical' strategy.
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'More Desireable'
The rest of this post lays out a game theory model justifying the assertion that it is more desireable to attempt to wipe the lobby (or engage in behavior that gives essentially the same result regardless of intention), than to engage in any alternative approach.
At the very end is a brief description of how to change this, in terms of the game theory model.
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Game Theory Model
From a game theory perspective we can expect players to behave however they think best improves their match outcome (utility) with respect to their objective.
We'll define objective loosely as either completion of a priority contract, or a full bag of high quality loot (secured either from other players, a map's central loot cache, or from a key room). Partial completion of their objective is possible in the form of standard contract completions and/or a bag partially filled with high quality loot or fully filled with low quality loot.
We'll assess utility for the possible failure/success outcomes as follows:
- Failure
- A loss (wipe) results in negative utility from lost gear/time as well as the negative emotions associated with it (-4).
- This negative utility may be offset by the completion of standard contracts which did not require exfil (-3).
- This negative utility may be offset by an absence of the negative associated emotions when players have been on a winning streak, have a well stocked vault, or otherwise are unbothered by the loss, though the loss of gear/time is still relevant (-2).
- A loss (wipe) results in negative utility from lost gear/time as well as the negative emotions associated with it (-4).
- Success
- An exfil without having completed their objective results in no positive or negative utility, as they did not lose their gear but have not benefited from the run either (+0).
- An exfil with a partially completed objective results in marginal positive utility, as they did not lose their gear but have only mildly benefitted from the run (+1).
- An exfil with a completed objective results in positive utility (+3).
Players have essentially six broad options for how to behave at any given moment during a run:
- Passivity
- Includes waiting, hiding, laying an ambush/preparing a defense, and passive information gathering (sitting and listening/watching)
- Maneuver
- Looting
- Engage in PvE
- Engage in PvP
- Includes actual combat (whether as aggressor or defender) as well as active information gathering (Thief Drone, TADs, Sentinel, Assassin Invis Scouting)
- Attempt to Exfil
Players' will decide between these options based on how they expect each option to impact their final expected Utility (outcome). While that consideration is complex we'll attempt to fit it into the following specific impacts:
- Detectability - seek to minimize
- the degree to which players are detectable to other players, included location as well as status/condition, and activity.
- Intel - seek to maximize
- information players acquire about other players' location, status/condition, and activity.
- Vulnerability- seek to minimize.
- the degree to which players are prepared/unprepared for combat. Low health/shields and looting corresponds to high vulnerability, full health/shields and presighted on attack vectors corresponds to low vilnerability.
- Threat - seek to minimize.
- the total amount of threat posed to players both in aggregate and at present. Enemy players present in the lobby contribute to aggregate threat. Enemy players in the vicinity of a player contribute to present threat. At this time PvE enemies are only regarded as a threat indirectly as engaging with them results in increased Detectability and Vulnerability.
- Expected Utility - seek to maximize.
- The utility arising from Failure/Success outcomes.
There are some other factors which influence decision making that are worth mentioning: time remaining, players' remaining combat resources (ammo, heals, equipment, consumables), and players' confidence about their ability to win in a PvP encounter. These primarily exert influence by changing players' predictions about the impacts of a given behavior.
We can distill all of this down to the behavior/impact matrix shown below.
| Behavior | Detectability | Intel | Vulnerability | Threat | Expected Utility |
|---|---|---|---|---|---|
| Passivity | ↓↓ | ↑ | ↓↓ | - | - |
| Maneuver | ↑ | ↑ | ↑ | - | - |
| Looting | ↑ | - | ↑↑ | - | ↑ |
| Engage in PvE | ↑↑↑ | - | ↑↑↑ | - | - |
| Engage in PvP (Lose) | - | - | - | - | ↓↓↓ |
| Engage in PvP (Win) | ↑↑↑ | ↑ | ↑↑↑ | ↓ | - |
| Attempt Exfil | ↑↑ | - | ↑ | - | ↑ |
While not captured in the above matrix, successful Exfils reduce the amount of Threat on the remaining players in the lobby. Additionally, players not involved in PvP encounters also benefit from reduced Threat at the conclusion of the PvP encounter (assuming one of the teams was eliminated).
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Player Behavior Decision-making Modeled
Engaging in PvP is the primary source of risk of a Failure outcome, however the degree of risk is different between four distinct modes of Engaging in PvP. In ascending order by risk: (1) as the aggressor, against an unaware and unprepared defender, (2) as the aggressor, against an aware and prepared defender, (3) as an aware and prepared defender, and (4) as an unaware and unprepared defender.
High Intel, and low Detectability and Vulnerability are directly correlated with lower risk values for the modes of Engaging in PvP.
While Threat exists, decreases to Intel and increases to Detectability and Vulnerability are associated with an increased likelihood of PvP that caries a higher risk of a loss, and therefore are associated with lower Expected Utility.
While Threat exists, increases to Intel and decreases to Detectability and Vulnerability are associated with an increased likelihood of PvP that caries a lower risk of a loss, and therefore associated with higher Expected Utility.
Players' only options to increase Expected Utility also directly increase Detectability and Vulnerability, which are impacts directly associated with reduced Expected Utility while Threat is present. This means that until Threat is reduced or eliminated there are NO behaviors available to the player which increase (or meaningfully increase) Expected Utility. Players' must reduce Threat as a prerequisite to increasing Expected Utility.
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Specific Player Behavior Predictions
Players will prefer to to engage in Passivity and Maneuvering to all other behaviors until Threat is reduced, as these behaviors provide Intel.
Looting which does not require engaging in PvE will be less prefered while Threat remains, but may still be pursued by players who do not feel confident in their ability to successfully engage in PvP. The same is true for Attempting to Exfil.
Engaging in PvE will be strongly disprefered so long as Threat remains as its impacts are only associated with reduced Expected Utility while Threat is present. While Threat remains a factor, the only instances in which players will actively decide to engage in PvE is when doing so is a necessary prerequisite to Manuevering, Looting, and/or Attempting to Exfil and when Passivity is no longer viable.
Due to risk of a Failure outcome inherent to Engaging in PvP, players will be cautious about these engagements and may actively avoid them until such time as they can maximize the likelihood they will be able to Engage in PvP using the least risky mode (as an aggressor, against an unaware and unprepared defender).
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How to Change This
Given that Engaging in PvP is also the primary source of risk of a Failure outcome, the decision to repeatedly engage in this behavior only makes sense in the context of this behavior's ability to reduce Threat permanently and ultimately entirely.
If the capacity of this behavior to permanently and/or completely reduce Threat were curtailed or eliminated, players would choose to engage in PvP less frequently in accordance with its perceived risk, and no longer defer those behaviors which do directly increase Expected Utility in favor of Engaging in PvP first. Players would be expected to make decisions around Engaging in PvP similarly to how they make decisions about Engaging in PvE while Threat is present, as a instrumental task necessary to their terminal goal of maximizing Expected Utility but which carries with it significant risk downsides that cannot be avoided.
Some Thoughts on S3
At this point, we don't really know what Bungie is planning for S3 other than an increased focus on PvE and PvPvE, but I wanted to outline some things I think I'd like to see heading into the future of Marathon:
Valuables / Salvage Revamp
Obviously, this is a bit of an ask but for me the fact that I'm still looking for the same salvage and finding the same valuables that I was finding in S1 to be a bit boring. To be clear, I'm not saying a brand new system, but maybe a handful of new mats for each rarity would be cool and at least be a relatively cheap way to provide some novelty / lore.
Contracts
At this point, voice-acted cutscenes are probably a cost too high so why not dive into more of the weirder, ARG-style stuff Bungie knocks out of the park each time? I think we just need more writing in general -- doesn't matter if its voiced. The way the contracts unlock or play in-game is less important to me than what they unlock / reveal about the world.
Solo Support
Treat Solo like the VIP experience that players want it to be. Vault Breaker's increased crit damage for solos was a really good step in the right direction for a solo PvE experience. More stuff like that, among others that make the solo experience an enjoyable one / more unique than the standard trios mode would be welcome.
Ranked
At this point, Ranked needs to be entirely rethought. I think instead of making it a separate mode, having it be something like how the Codex Titles work with objectives and achievements could be cool. Something that rewards an understanding of the entirety of Marathon - not just PVP. Let Cryo be the premier PvP experience.
Cryo Archive
Speaking of Cryo, I think having the big bad map be more locked down could be interesting. Keeping teams in their spawns for longer, having more prerequisites to get out / less prerequisites for unlocking vaults, and just more direct Faction representation in what is on the ship would make it feel less like a huge slog and more like the "exploring the truth of Tau-Ceti and the UESC" goal Bungie stated to have prior to launch.
Anyway, these are just some ideas I've been mulling over lately. Interested to hear what other folks are thinking.
One of the Problems with Lobby Wiping and a Possible Solution
TL;DR: Sorry this is so long, in short the suggestion boils down to a better (and more vengeful) Rook experience and new higher difficulty PvE enemies that only appear when a lobby has been wiped.
You can skip to the bottom and just read the first and second 'Prong' sections if you are only interested in the suggestion. The problem attempting to be addressed here is NOT that lobby wiping happens, but that it results in a boring experience for the lobby wipers, as well as giving players who were just wiped another way with even more reason to hop back in (as a Rook).
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While there are a number of problems that arise from the current Lobby Wiping meta, the primary one I'm taking target of with this post is that the post-wipe lobby tends to be static, boring, and easy for the wiping team. This problem is likely also a contributing factor in the relatively sparse loot availability on the maps as otherwise the lobby wiping team would be getting outrageously looted every run. This loot sparsity also contributes to making the rewards available for accomplishing a lobby wipe often disappointing meaning only players that can regularly pull off a lobby wipe are regularly able to come away from a run with a real sense of reward but even they are coming away from a lot of runs disappointed with their loot. For players who are rarely able to pull off a lobby wipe, there is a sizeable chance the actual rewards available to them for doing so will be underwhelming, resulting in what should have been a highly rewarding run breaking up a series of unrewarding, wiped runs ends up landing flat and leaving them feeling like playing the game for them is all stick and no carrot.
A Contrast Between Seasons
As someone who did a lot of lobby wiping in Season 1 and still does a lot in Season 2, the most significant change I've noticed between the Seasons is what happens after the wipe. In Season 1, it would either take you long enough to pull off the wipe most of the time that there was only a little time left over in which to do some of the available PvE activities or Contract objectives or loot caches. If you did manage to pull off a lobby wipe early in the run it meant you were going to see a lot of Rooks, even all the way up to the end of the season.
Overall the amount of reward you received relative to the effort of pulling off the lobby wipe felt good, but you either still had too little time to fully exhaust the possible rewards (loot/objectives left behind for time) leaving you wanting more, or still faced significant risk from an unknown number of Rooks who would appear at unpredictable times and from unpredictable directions, maintaining a sense of tension and risk that kept things compelling.
The people who were getting wiped had a reasonably remunerative way to recover by running as a Rook, and the fact that there would be many Rooks on the map allowed for fun, emergent gameplay that allowed Rooks to be a genuine threat to the lobby wiping team and have a chance at some incredible loot off their bodies (with the follow-on unpredictability and challenge of the Rook alliance possibly breaking down at that point). This was made possible by prox chat and the relatively strong individual kit a fully upgraded Rook spawned in with, and then further facilitated and improved by the addition of depleted self-revives and mercy kits. I think this dynamic resulted in overall higher satisfaction for all/most players and is a significant factor in why the last month of Season 1 had relatively stable player counts that were more than double what we're currently seeing.
Here in Season 2, Rooks have a much less capable individual kit even when fully upgraded and as a result many less people are running Rook. This has the knock on effect of making Rook-to-Rook interactions much less likely to occur and therefore there is significantly less opportunity for Rook players to group up and pull off successful challenges to lobby-wiping teams which reduces both the fun and likely rewards for Rook players. This then makes people less likely to run Rook and the dynamic reinforces itself. As a whole this results in less player satisfaction both for those pulling off lobby wipes as well as those being wiped/playing as a Rook.
A Possible Solution(s)
In Season 3 I think they should address this problem (boring, unchallenging, and consequently unrewarding post-wipe lobbies) with a two pronged approach. The first prong builds on what I think worked about the Rook mode in Season 1 and also provides some improvements to the experience of anyone playing as a Rook (but especially those who play as a Rook immediately after being wiped as a Runner). The second prong adds new mechanics and gameplay variety while also providing an opportunity to further develop the game's story/narrative/lore.
These two prongs combined would I think help by giving players reasons to actively avoid lobby wiping at times, and when they do lobby wipe, would serve to maintain the sense of danger, risk, and unpredictability that keeps things compelling and engaging.
First Prong
Signficantly improve the Rook's kit (at max upgrade), and provide additional incentives for people to play them, both in terms of outright rewards/incentives but also by making it very likely that if you queue in as a Rook you'll be put into the last match you were in as a Runner, if it's still running. This would allow players to hit the ground with some knowledge about the state of the lobby and with the ability to get revenge on the team that killed you and maybe recover your gear.
Second Prong
Bungie should introduce a more mobile, proactive, and aggressive form of UESC bots that only spawn in when there is one trio left on the map and a shortage of Rooks, who spawn in and actively hunt the last surviving trio/duo. A hunter-killer team if you will, Orion's strongest soldiers, with the commander unit possessing a significantly more varied set of attacks/moves justified as it being under Orion's direct control with some voice lines helping to sell that explanation and improve the sense of personal antagonism from Orion toward the Runners/players. Even better if there is another class of enemies (like the Pfhor) which can begin to spawn in and attack everything (UESC and Runners) some of the time too, just to keep things unpredictable and providing another avenue for story/narrative development.
This would also allow them to concentrate the Rooks that are queing into a smaller number of lobbies, ensuring a higher Rook count when Rooks are present without it being to the detriment of the lobbies that don't get the Rooks (since they would instead get the UESC Hunter-Killers or the Pfhor assualt). This would have the added impact of improving both the challenge provided by Rooks to Runners and improving the gameplay for Rooks specifically by allowing more opportunities for grouping up.
While there are some balancing challenges with implementing both prongs of this suggestion (and technical implementation challenges too), it's the sort of thing that I'd expect a studio like Bungie to be more than capable of pulling off. Though the Pfhor addition part of the suggestion may be too much to have ready/complete in time for Season 3 unless they started a lot of that work several-to-many months ago.
Updated, Verified, and Expanded TTKs and Weapon Stats
Starting with the resource provided here by the wonderful u/Ok_Blacksmith_3192, I've made a number of additions and refinements. Briefly listed below:
- TTK calculation precision increased to account for:
- the fact the first burst/shot fires without delay;
- the specific time between shots within a burst;
- which shot within burst delivers the killing damage;
- Verification of the charge time for the V85 and V99, with RPM revised to account for this;
- I believe this RPM can be further refined if someone is able to determine what delay there is between firing a shot and when the next charge up can begin;
- Verification of the V75's RPM;
- Calculation of the Conquests ramp up time for its RoF, and adjustment of TTKs accordingly;
- Explicit indication of headshot damage values;
- Addition of base magazine sizes/depths;
- Addition of maximum potential damage contained within the base magazine when assuming all body shots or all headshots;
- Adjustment of the color scaling to scale body shot TTKs separately from head shot TTKs;
- Addition of color scaling for base damage, headshot damage, total potential damage within magazine, range, and RPM, all separately scaled within each column.
- Addition a breakout of the individual sub-calculation values used in determining TTK, with drop downs (usable on the web version) to allow users to select which specific TTK calculation they want the values broken out for.
All values/calculations are for the base version of the weapon, not taking into account any mods (including golds), uniques, or other modifying values.
TTKs provided reflect the first shot fired at T+0:00:00. This means the TTK for the Conquest reflects it's RPM ramp up time, however the TTKs for the V85, V99, and railguns do not include their charge time.
Do note that these are ideal TTKs, and may not always be practically possible (looking at you WSTR).
Weapons are sorted within categories based on TTK for Headshots against Purple shields, in ascending order (the faster killing weapons are higher).
LINK TO SPREADSHEET
Please let me know if you find any inaccuracies or have suggestions for further additions/improvements/inclusions.
EDIT: I'm aware the dropdowns are not currently working, I'm not sure why (I don't usually work with Google Sheets). I'll figure it out later when I'm not playing Marathon). I figured it out.
Weapon Tier List - Updated Again
EDIT: If you don't like my rankings, please come tell me what I got wrong!
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An update to my initial tier list and my previous tier list. This is ignoring golds and uniques, and assuming good attachment choices. Also this is as assessed for PvP, specifically trios/duos.
Compared to when I last made this I've spent some more time with these weapons and I'm now not just going off a vibes but also taking into account TTKs.
Please do note however that I am not ranking things solely based on TTKs but also taking into account things not readily tracked like how a weapon feels, as well as things which simply aren't well tracked like bloom, recoil, etc.
Arrows (↑ or ↓) indicate whether a weapon has moved up or down tiers compared to the last time around.
S Tier - The Meta
- Bully SMG
- Impact H-AR
- V85 Circuit Breaker (↑)
- Outland (↑)
A Tier - Losing With These is a Skill Issue
- Misriah 2442 (↓)
- D54 Battle Pistol
- BR33 Volley Rifle
- Magnum MC (↑)
- Copperhead RF (↑)
- Longshot (↑)
B Tier - A Good Choice
- Twin Tap HBR (↓)
- M77 Assault Rifle (↓)
- V22 Volt Thrower
- Demolition HMG
- BRRT SMG
- Stryder M1T
- Hardline PR
- V00 Zeus RG (↑)
C Tier - Reliable Workhorses in the Right Hands
- V11 Punch
- Ares RG
- KKV-9SD
- Retaliator LMG
- V99 Channel (↑)
D Tier - Swap for Something Better at the First Opportunity
- V66 Lookout
- V75 Scar
- WSTR Shotgun
- Overrun AR
- Conquest LMG (↑)
F Tier - Sell for Scrap
- Repeater HPR
- CE Tactical
Ungradeable
- Biotoxic Disinjector
- Utility Knife
THEY KARKING ADDED A SNIPER GRENADE LAUNCHER IN MARATHON
this is the first fps game in recent years that added a compact tank cannon weapon like this by the way and IT'S SO KARKING PEAK
What's your best Marathon elitest hot take?
Mine is the cradle, this needs to take more xp to fully max out. Like for example, each prestige should take more xp to fully max out but, instead of getting 1 energy point you get 2 points and some other cool cosmetics besides the ones we get rn. it will give more insentive to acually grind out for the end game players.