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We Need A Solution For Disconnects


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#21 Signal27

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Posted 25 February 2013 - 05:08 PM

View PostTaron, on 25 February 2013 - 02:11 PM, said:

We really need a solution for disconected players


Oh it's quite simple. Just do what World of Tanks does: When the player logs back into the game he should be reconnected to the match he was in so he can continue playing.

Now it's quite simple for me to just say that, but I'm sure that actually implementing it is a whole different story. Still, if World of Tanks can do it, I don't see why Mechwarrior Online can't eventually.

Edited by Signal27, 25 February 2013 - 05:10 PM.


#22 Red squirrel

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Posted 27 February 2013 - 12:05 PM

View PostRoughneck45, on 25 February 2013 - 02:47 PM, said:

Also, their death is still counted to mech right now, which would be bad unless they made the stats stay with the pilot instead.

I wouldnt want someone else sitting in my cockpit, getting it all grimy lol.


It could be like the "take over command" option.
When you die you can click a button somewhere and take over an disco mech.

Those strange fellows that actually care about their stats are not forced to use this option.

#23 Funkadelic Mayhem

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Posted 27 February 2013 - 12:16 PM

Another solution would be the ability to choose what maps you want to play or not. Today i have got frozen city and forest colony back to back and forest colony 10+ times in a row.

Dont get me wrong I like all the maps. But playing the same maps back to back is boring and frankly id rather quit the match and try for a different map after playing the same one 10+ time in a row. Does PGI want people to burn out and get bored?

Edited by Funkadelic Mayhem, 27 February 2013 - 12:35 PM.


#24 Particle Man

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Posted 27 February 2013 - 12:29 PM

View PostTaron, on 25 February 2013 - 02:33 PM, said:

I know, it's not a real good idea - but better than NO idea...


no, that Idea is NOT better than no idea.

#25 LordRush

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Posted 27 February 2013 - 12:33 PM

I dont know if I am lucky but the annoying thing is DC'ing after a match. I know their are unluckier people and at least it is AFTER the match but damn...disconnecting every single match. Please fix!

#26 Taemien

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Posted 27 February 2013 - 12:55 PM

There is an issue with 'fixing' disconnects. Under a perfect system where we have thousands of players queuing at once. It would be simple for the matchmaker to substitute.

However we simply don't have the player base for it. Even some of the top popular games probably could achieve it 100% of the time.

So a fix would have to be less than perfect. Meaning say a match is starting, right before the countdown. And poof! 2 teammates drop. How long should it take to find 2 players? Till the countdown? At that particular instance, its 2-4 seconds away. You're not likely to get two players that match the ELO of the match (hmm ELO is rearing its ugly head, not saying I'm against it, I like ELO) so we'll have an imbalanced match up.

Thats better than just being short of course. But hardly a perfect situation.

But then there's those cases were it just doesn't work. The number of players queuing in those 2-4 seconds may be 0. Because lets face it, the system takes those that queue and lines them into a match. So in that instant, there has to be more than 16 players since those players are being lined up and matched by ELO and Weight Class for the next match after yours.

In otherwords, this system would fail more then it would work. Still better than nothing. But is it worth coding for? I mean its going to fail enough for players to notice and we know how much this community loves to complain. I'm personally for it, as I don't complain, and something is better than nothing. But then again I'm not the coder either.

The alternative is to delay the countdown. This has its own issues. Keeping players in a suspended state makes it more likely that no-HUD bugs will pop up. More might disconnect, ect. It also just simply takes longer to get into a match. I mean seriously we have threads about how Alpine takes 3 more minutes on average and how that cuts into peoples cbill earnings. Imagine the flare up that will happen when someone figures out they are taking 10-15 seconds per match just to start.

And of course kicking players off the match when an opponent DC's isn't a viable solution.Thats just wasting more time for someone, and for those new players that only own one or two mechs is horrible.

I would go with my first solution. Find the leftovers still in the queue before the countdown starts. If it gets someone, great, if not.. well too bad. Its the best overall solution as the others have drawbacks that are worse then what we have now.

#27 TheRulesLawyer

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Posted 27 February 2013 - 01:49 PM

I think they should match people with high DC percentages against each other in match maker. That way they can all enjoy the company of people who think its okay to screw your team if you don't like the map/team comp/etc.





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