http://mwomercs.com/...rns-oct-122012/
Beorning mentioned this first, relaying it from a team mate who came up with it originally, but this is the version as I saw it:
vijil, on 12 October 2012 - 08:32 PM, said:
Perhaps however a better way to do groups:
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A: Groups of 4 or less are allowed in the pool with PUGs, Ideally with a similar group on the other side, but this would not be a requirement. The idea here being to expose new players to team tactics. Class matching would still apply.
B: Groups of 5 or more will have to play other groups of 5 or more, with a warning that it may not be fair numbers wise OR allow a few pugs to even the numbers if the team is happy to do so, but still always 2 groups of at least 5 facing each other. NO class matching here. Want to try out 8 jenners vs 8 atlas? Go for it. Premades should be allowed to find their own effective combinations.
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[edit: Ninja'd to the same basic idea. Great minds think alike!]
So I thought, since I myself think this idea from Beorning and Vijil might be more universally appreciated, that I'd start a poll about it. That said, PGI most likely has their own reasons for wanting to update the MatchMaker as they presented it in the topic above, so this may be a moot point. However feedback, ideas, and suggestions never hurt anyone.
So, Ladies and Gentlemen, have at it.
PS, after the fact I realized I should add the PGI Phase One & Two MM presentation here as well, so here it is.
Paul Inouye, on 12 October 2012 - 05:29 PM, said:
Match Making:
The developers at PGI are all veteran game players. Many of us were or still are competitive gamers and truly know the feeling of a great match played between two equally matched teams.
The next 3 stages of planned releases for Match Making involve the following:
Phase 1:
Reduce the maximum # of players in a group to 4. This means when players form a group, they will only be able to add 3 people. When that group launches, they will be put in a bucket. The match maker will then fill the rest of the 8 player team with 4 PUGs or any partial groups that are looking for a match at that moment. The same will happen for the other team. Matches will still be 8v8 but instead of playing against 8 people in an organized premade, you will see a max of 4.
Now before you light your pitchforks, we know that this does not address all the issues and that 8-player groups are the mainstay of community and organized team-play. This is why we move to Phase 2 VERY soon after Phase 1.
Phase 2:
Players will be able to convert their 4-player group to an 8-player group similarly to how World of Warcraft’s group to raid conversion works. With a click of a button, a group leader can convert a 4-player group to 8-players and invite 4 more players to the group. There is a limitation to this however. If the group leader decides to convert to an 8-player group, they MUST have 8 players in order to launch. (i.e. you cannot launch a game with 5,6 or 7 players). In addition to that, your 8-player group will be matched to another 8-player group ONLY. This does reduce the change of finding a match quickly but at the same time 8-players teams will finally be matched to other 8-player teams exclusively.
At some future date we will also want to include the ability to challenge a specific 8-player team to a match in a competitive/eSport manner. But as stated, this will be coming at a later date.
Also relevant is Phase 3:
Paul Inouye, on 12 October 2012 - 05:29 PM, said:
We have been examining the various ranking systems in other games/structured tournament play etc. This includes ELO, TrueSkill and others. Our current plan is to use a hybrid system that uses the mentality of ELO with a weighting system that we’ve determined that drives down to player effectiveness/skill in a match. In order for this to work properly, we will need to do heavy pre-release testing before it goes live to the community and hence the amount of time to get it implemented.
We currently cannot go into detail as to how this system will work because we are not going to over-promise something that may change during implementation. We will try to keep you as up to date on this as possible.
<snip>
Edited by Sir Roland MXIII, 14 October 2012 - 10:08 AM.