

Teams In Randoms....
#1
Posted 16 April 2013 - 11:48 PM
#2
Posted 16 April 2013 - 11:50 PM
If the matchmaker can not do this, it is very bad.
#3
Posted 16 April 2013 - 11:51 PM
#4
Posted 16 April 2013 - 11:52 PM
-Edit so people get their butts out of their noses.
They decided against this type of thing, "solo queue", deal as it would split up the need to mash the Lone Wolf players into pre-mades to fill the ranks.
Sure, I'd prefer they'd just implement that sort of thing, but.. Nyan.
Edited by Ryvucz, 17 April 2013 - 12:47 AM.
#5
Posted 17 April 2013 - 12:03 AM
KinLuu, on 16 April 2013 - 11:50 PM, said:
If the matchmaker can not do this, it is very bad.
They just need to add that solo-que and all will be solved. Its beta so they should at least try it out.
While there is more premade players than solo players, I am sure there is still enough solo players
to run a que for them. The "cannot split player base" argument is invalid. They plan to split with
both servers and possibly with 1st vs 3 rd person view so obviously splitting is okay.
#6
Posted 17 April 2013 - 12:10 AM
Also, any four man team with more than one ecm mech should automatically fail to find match, just for the lulz.
#7
Posted 17 April 2013 - 12:14 AM
Edited by Soulscour, 17 April 2013 - 12:14 AM.
#8
Posted 17 April 2013 - 12:15 AM
Ilwrath, on 17 April 2013 - 12:03 AM, said:
They just need to add that solo-que and all will be solved. Its beta so they should at least try it out.
While there is more premade players than solo players, I am sure there is still enough solo players
to run a que for them. The "cannot split player base" argument is invalid. They plan to split with
both servers and possibly with 1st vs 3 rd person view so obviously splitting is okay.
I still think you would see some players using TS trying to solo-sync drop into the solo player matches to try to get easy kills with an unfair advantage.
If group sizes went back to anything between 2 and 8 the matchmaker could easily place multiple groups on 1 team against multiple groups on the other. Larger groups could be placed against each other easily. The problem is weight class or tonnage matching. Larger groups would be difficult to match against each other using both Elo and some sort of tonnage matching. Min/max tonnage restrictions could work to produce matches a bit faster only having to match group sizes and Elo ratings.
I think splitting the player base was never the real issue. The problem is that some solo players are needed to fill in spaces that are left open when a group drops with 2 or 3 players. Groups of 4 are easier to match up, but not every group has exactly 4 players so solo players are needed to balance these matches.
In theory if the group size limits are removed, more of us on the merc corp side will run as large a group as possible and if we're matched up against another similar size group a match may only need 2 or 3 solo players to give each team a total of 8. If most merc corps were running larger groups this would also result in more pure lone-wolf games with no groups at all.
#9
Posted 17 April 2013 - 12:18 AM
Quote
You'd like to think that, but I can assure you there used to be no limits and it was a ******** **** show.
#10
Posted 17 April 2013 - 12:19 AM
Ryvucz, on 16 April 2013 - 11:52 PM, said:
<sigh> at least the video you posted on someone elses post was something to see.... as lame as it was.....at least it was not a pony...oh crap....I opened the flood gate...here come the endless pony posts MMMUUUAAAHAHAHAHAHAHA!
#11
Posted 17 April 2013 - 12:20 AM
TOGSolid, on 17 April 2013 - 12:18 AM, said:
You'd like to think that, but I can assure you there used to be no limits and it was a ******** **** show.
Yes, I was there for closed beta. The problem was that the matchmaker didn't force a group on each team. It selected whatever matched the tonnage of your group and filled the rest of the spots with lone-wolf players.
Players in groups exploited this by forming a group of 8 and taking a very uncommon group build to force the other team to all be solo players.
#12
Posted 17 April 2013 - 12:24 AM
Zylo, on 17 April 2013 - 12:20 AM, said:
Players in groups exploited this by forming a group of 8 and taking a very uncommon group build to force the other team to all be solo players.
Before that there was no weight matching nor any team size limits.

Come, sit by the fire and let me tell you all about the 8 man Steiner Scout Lances that terrorized the pug arena.
#13
Posted 17 April 2013 - 12:37 AM
Joat, on 17 April 2013 - 12:19 AM, said:
Why you gotta hate on it, it was made by freeware. =O
And the song is based off of the original nyan.
<3
#14
Posted 17 April 2013 - 12:39 AM
TOGSolid, on 17 April 2013 - 12:24 AM, said:

Come, sit by the fire and let me tell you all about the 8 man Steiner Scout Lances that terrorized the pug arena.
I remember that as well as the really old matchmaker that often split up the pre-made group with a few group members on each team.
The old matchmaker versions had serious balance problems but they could have corrected the pug-stomp problem just by placing a group of similar size on each team.
#15
Posted 17 April 2013 - 12:49 AM
Zylo, on 17 April 2013 - 12:15 AM, said:
There must be a simple way to prevent that. Just keeping track about who has been match together, give players a random number (all in a match get the same number) and then don't match players with the same number again for x matches.
Or some randomiser so its not first come, first served.
I cannot believe that they are unable to do something that easy.
#16
Posted 17 April 2013 - 01:07 AM
Ilwrath, on 17 April 2013 - 12:49 AM, said:
Or some randomiser so its not first come, first served.
I cannot believe that they are unable to do something that easy.
To be fair PGI still can't stop sync-drops which could have easily been fixed by limiting each team to a single group. The random thing could work but might create some problems when Elo and weight matching are considered.
#17
Posted 17 April 2013 - 07:44 AM
Neverfar, on 17 April 2013 - 01:27 AM, said:
You know I don't think there would be much of a line....More than enough people play at all hours. Yes you may have to wait 2-3 min. To be honest here it is only the 6-8 man teams that will feel the pain of waiting a few. All PGI has to do limit teams to 4-8-12 ONLY.1-2-3 full lance teams.If your not a full lance then to bad random matches for you....If the MM only had to worry about 4-8-12 person teams I think it would have an easyer time.
Edited by Joat, 17 April 2013 - 07:46 AM.
#18
Posted 17 April 2013 - 07:46 AM
Someone explain that to me.
Not just damage either, like Win\Loss etc
Joat, on 17 April 2013 - 07:44 AM, said:
2-3 minutes of waiting (just for the searching part) is ridiculous for a 5-10 minute match
Edited by LordBraxton, 17 April 2013 - 07:47 AM.
#19
Posted 17 April 2013 - 08:07 AM
#20
Posted 17 April 2013 - 08:15 AM
LordBraxton, on 17 April 2013 - 07:46 AM, said:
Someone explain that to me.
Not just damage either, like Win\Loss etc
2-3 minutes of waiting (just for the searching part) is ridiculous for a 5-10 minute match
really 2-3 min is to much time for you to wait for a match you know is a fair match up.You would rather instant gratification and be handed a free win....? to be honest the 2-3 min wait would only happen at the slow times.
Edited by Joat, 17 April 2013 - 08:17 AM.
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users