Matchmaking, how should it be done?
#1
Posted 21 December 2011 - 03:10 AM
As I see it we have three groups at the start. Faction members, Mercenaries and Lone Wolves. We could also, theoretically have 3 types of gameplay. Casual, Campaign and possibly Solaris VII arena matches.
How do you see the matchmaking being done, given that PGI will be creating all the "instances"? Will there need to be Regional servers, and if so how will groups made up of prople from different countries be able to fight together? At the moment North America has the most members, With the EU & Russia next.
Should matches be based on a form of BV, tonnage, or a mix of both. Does the XP level of those in the lobby determine the mix? What happens if you have a merc (or house) group with a mix of experience?
Should individual "ping" levels be taken into account?
I think that how this system is set up will be essential to the success of the game and I am sure that there are many important factors that I have not mentioned.
I would like your comments and suggestions, perhaps where there is conflict of ideas you could set up polls to determine the strength of support/opposition to these ideas?
#2
Posted 21 December 2011 - 04:05 AM
#3
Posted 21 December 2011 - 04:35 AM
All "campaign" or quest related battles should be instanced, to keep "innocent" bystanders from coming to harm (or to keep them from watching and then taking out the winners. )
Matches should be set up based upon both mech and pilot ratings, might be fair to set a great player in a med mech against a new player in a not to heavy but the other way around would be a slaughter not much fun for any but the ignorant
I would really love to see the ability to have random encounters that don't HAVE to (but can) turn into combat open planets that may have several people exploring opportunities (thinking free for all with benefits)
There needs to be the ability to choose language specific servers and for the lone wolf, single mech missions and the ability to join random instances for groups missing the fourth or to form impromptu lances
/ramble
#4
Posted 21 December 2011 - 06:04 AM
With the Solaris arena, I would like there to be a system in place that puts you in a separate ranking structure based on your wins and loses, just like brackets in any other games. Perhaps have weight classes like boxing. The books all have Solaris matches as a one vs one type of game and I would like to see that as the main type, but maybe with special lance vs lance play or something too. This would give folks who want to do that options and basically almost a completely different game, but a fun one. If we as other players can watch the matches as spectators then it gives folks something to do when they want to be in game but can't play (eating my cheerios, brb while I watch Solaris!).
I think for the planetary assaults within normal house factions it should be based on whatever level your pilot has achieved as that would give them a way to rank you with folks that have been playing for a similar length of time. I don't think that access to all mechs should be based on level though but this would put folks of similar skill in matches so they can learn and advance. Lone wolfs could possibly pick a side to join (per battle) based on open contracts given out by outreach and be paid by them rather than earn LP like the faction players.
#5
Posted 21 December 2011 - 06:11 AM
Instead I hope this game is how I oringially thought I heard it: You start the game, pick whatever mech you want, regardless of weight, class any of it, and go from there. I have always hated how in games you have to grind your way to the top to get the good stuff only to have it for like 2 missions before the game ends.....I have high hopes for this game and am looking foward to it, but I hope its not much like WoT....
#6
Posted 21 December 2011 - 06:38 AM
Nik Van Rhijn, on 21 December 2011 - 03:10 AM, said:
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#7
Posted 21 December 2011 - 06:41 AM
#8
Posted 21 December 2011 - 07:44 AM
HanaYuriko, on 21 December 2011 - 06:41 AM, said:
It might work like that too and I wouldn't mind it, but it could chase off new folks depending on how the difficulty scales etc.
#9
Posted 21 December 2011 - 07:46 AM
I'm of the mindset of removing MM as well, it seems to cause alot of grief and the time spent constantly tweaking it could be used on more important things (DLC, bug testing, etc...)
#10
Posted 21 December 2011 - 07:56 AM
#11
Posted 21 December 2011 - 10:42 AM
- Battle Value - a combination of mech and pilot attributes
- Planet Type - type of planet to battle on.
- Faction - You should only be grouped with people of the same faction.
- Personal Group - you should be able to group with friends (of the same faction) to create a lance(s) and all be dropped into the same match.
- Max Battle Value per side - You could tailor maches to favor certain types/sizes of mechs. I would also allow unbalanced matches, in terms of numbers, where a smaller number of better mechs/pilots could take on a larger force of inferior mechs/pilots based on Battle Value.
- Max Battle Value per mech - You could tailor the matches to exclude certain mechs based on battle value.
Edited by VanillaG, 21 December 2011 - 10:43 AM.
#12
Posted 21 December 2011 - 12:10 PM
#13
Posted 21 December 2011 - 01:25 PM
- Scouts are the fastest and most mobile Mechs, often with advanced equipment to detect enemies better or avoid detection themselves. Avoidance is their best defense.
- Strikers are fast, mobile Mechs that utilize speed and firepower, charging in close and hitting the enemy with heavy weapons. Could be called harassment units. They rely on speed and maneuverability for protection.
- Skirmishers are similar to Strikers except utilizing longer-ranged weaponry. They avoid close-range engagements, instead using their mobility to avoid destruction as they move in and out of cover taking pot-shots at the enemy before retreating and poking out from a different direction. Their role isnt necessarily to destroy the enemy, but also to lock then in an engagement.
- Brawlers are "Mechs of the Line" suited for medium to long range engagements and usually sporting heavy armour and generally poor mobility.
- Juggernauts are heavy slow-moving fortresses. Generally armed with the most destructive short-range weaponry available.
- Snipers naturally sit as far away from the enemy as possible and pelt them with long-range direct-fire weapons. They're usually not very fast and not well armoured.
- Missile Boats are like Snipers in that they usually sit at the back of the battle raining LRMs down on the enemy, most effectively with the help of scouts giving them targeting data.
This translates up and down the weight spectrum as almost every weight class has Mechs that can perform almost any role (and sometimes more than one). The Cougar, Warhammer and Dire Wolf would all make good Brawlers. The Osiris, Shadow Cat and Gargoyle are all Skirmishers.
I think the WoT approach is the only plausible one, where players go into battle and are put into a sorting queue where Mechs of similar sizes and capabilities or tiers are placed into a match, and every match mixes weight classes to a certain extent. Even the most high-tier heavy-ridden games will have light tanks for scouting in WoT.
#15
Posted 21 December 2011 - 02:08 PM
Ranked matches will obviously be fighting for/against a House, and the match making for those will be based soley on if you are or aren't in the Houses involved or working for them. 12v12 combats means 3 lances per side, 1 company, so if you are with friends in a unit that's able to join the combat, I imagine there'll be a way for you to get together and either fill those 3 lances as a unit OR wait for Mercs/Lone Wolf players to join you and fill out the extras.
Levels..since we don't know how they'll work and if they'll actually affect anything directly..can't make a call on that. Same with Skills.
Tonnage..ah yes.. So many people are so used to the way the MW series have dealt with that..the Batchall of the Clans..the Bid..how many tons are you going to use. Sorry, Inner Sphere militaries don't actually DO that sillyness, they toss whatever they've got to toss at the situation and hope it's enough
Typically, in TT, you get a max tonnage per lance/star and go from there. 300 tons per lance means you can get a nice mix of Mechs, 400 means you've got a Steiner Recon Lance How this will work in MWO..not a clue. We know we get our own Mechs, but..do we get more then 1? If so, how many can we have? Will it be possible for me to have a couple of Meds, couple of Heavys and a couple of Assaults, all of various tonnages, so that I can drop/gain a few tons to make a lance tonnage limit work? Previous MW games, we'd just literally grab whatever chassis was the appropiate tonnage and go..will we HAVE that option in MWO? I don't think so, so how tonnage will work..not a clue, again.
Non-ranked combats..well..that'll probably just be up to the people who want to do them won't it? All Lights, all energy only weapons, 'hey, I just got my new CPLT-K2, jump in here with me and lets see how it works!'..we'll set the rules for these fights as we decide to do them I imagine.
#16
Posted 21 December 2011 - 02:10 PM
People generally seemed pro-BV
But as matches seem to have been confirmed as even numbers on each side ... either 12v12 or 8v8 ... then I'm no sure how effective BV will be.
I was hoping for a pure BV matchmaking system that would create 5 v 12 matches (but even BV on each side).
With matched numbers of players the pressure will be to field the max BV possible .... move aside scout mech ... the assaults are coming through!
Also a set 8v8/12v12 system will place more pressure on the mission type/objectives to keep smaller mech viable throughout the life of the game.
I hope the devs are ready for that.
#17
Posted 21 December 2011 - 02:22 PM
#18
Posted 21 December 2011 - 02:39 PM
And I know from experience that a Steiner Recon Lance can be fun..but it's really not the best way to get the job done..and more often then not, it WON'T get the job done. Assaults are big, slow and carry lots of fire power, great for dealing with Heavys and Assaults..not so much for dealing with Lights and Meds who can move really fast and use JJ, ECM and BAP and just harrass the hell out of you, plinking away without you being able to do much more then cuss at them. 4 Panthers vs 4 Atlas in a swamp...my money is on those Panther's every time. The combat scenerio will be a big factor in what Mechs you want to use, bigger isn't always better...remember that.
PGI has stated they want to make sure that all classes have a use and avoid the mistakes of the previous titles, where bigger was, especially in MW4, ALWAYS better. MW2 and 3..smaller Mechs weren't actually a bad thing, they moved so damn fast that getting a hit on them was often impossible..hells, I made a Firemoth that could outrun LRMs for pity's sake, I didn't get shot out of that Mech very often..I usually killed MYSELF by ramming into Assaults..which often killed them as well NOT on purpose usually I might add..it was just really hard to control that little thing at those speeds with the lag we used to have to deal with..nothing like facing an Aussie with a 3 second ping..NEVER knew where that sod was until you ran into him.
#19
Posted 21 December 2011 - 02:43 PM
I just want to see the old chatroom+join lobby
Zonestyle!
#20
Posted 21 December 2011 - 03:12 PM
It simply means a 'metric' to assign a combat value to each mech. Based on its construction and load out.
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