Edited by Laurenti, 21 July 2013 - 07:13 AM.
Matchmaking Phase 4 Follow-Up - Feedback
#261
Posted 21 July 2013 - 07:12 AM
#262
Posted 23 July 2013 - 08:40 AM
#263
Posted 23 July 2013 - 07:06 PM
Zongoose, on 23 July 2013 - 08:40 AM, said:
I am actually almost 100% convinced that this is one of the biggest problems with the matchmaker... you know that whole "if it cant find a match in 2 minutes, it just gives up and throws @$@ together" part of the matchmaker?
Well, what happens when a premade of 4D-DCs drops?
Far to often, I think it puts the match maker into go stupid mode, leading to one side in assault mechs and the other... well, in whatever. Oh, with the joy of having a premade on one side as well.
#264
Posted 23 July 2013 - 07:12 PM
Me, I was working with the 4 Atlas cause a victor should have a chance of not being shot with that much macho running around.
Edited by Joseph Mallan, 23 July 2013 - 07:12 PM.
#265
Posted 23 July 2013 - 07:24 PM
Joseph Mallan, on 23 July 2013 - 07:12 PM, said:
Me, I was working with the 4 Atlas cause a victor should have a chance of not being shot with that much macho running around.
But generally you end up with a "Team" vs PUGs... and with the way Elo seems to often work out, one or two high ELO players, a couple average and four paint sniffers that havent figured out how to walk yet. Especially when the match maker has given up any semblance of trying.
#266
Posted 23 July 2013 - 08:02 PM
I am sincerely hoping that PGI figures out a way to come closer to weight matching, if not weight limits, for random matches.
It won't solve the problem of new players dropping with experienced players ... only a flatter Elo curve and a much broader player base will do that.
#267
Posted 25 July 2013 - 06:26 AM
So, as ELO starts filling in the gaps on one side or the other, if the weight starts to get beyond 10%, the side with the higher weight won't get any more players until the weight differences is back in line.
This could cause some 8 vs 7 or 7 vs 5 matches.
Why do we always have to have 8 vs. 8 all of the time?
#269
Posted 01 August 2013 - 01:13 PM
#270
Posted 02 August 2013 - 05:31 PM
#271
Posted 04 August 2013 - 05:45 PM
#272
Posted 06 August 2013 - 01:47 PM
I know it was first night and all but it feels very broken right now, with new players and vets mixing it up for some rather uneven fights. Now i'm a fan of 12 v 12 and I like having a huge amount of mechs on the map at once and it may have been first night enthusiasm that's pitted so many players of varying skill together, but it does feel that some kind of <un>balancing was going on.
#273
Posted 06 August 2013 - 01:55 PM
Ultra-high elo game,
10/12 assaults, lol!
#274
Posted 08 August 2013 - 07:09 AM
Real skill should be decided on damage to kill ratios (less damage, more kills, equals greater skill); however, this needs to be inclusive of the percentage that the damaged 'Mech is at when calculating.
Kill Stealing would askew the numbers if the above concept does not take into account the amount of damage you do to get the kill in conjunction to the total % ratio of the armor on the 'Mech in the location that is concentrated on.
There is also the Armor Mitigation Skill. How well you avoid Damage (piloting Skills).
Also, how well can you Scout (using all of the tools?).
If we are going to have a proper bracketed concept based on skill, the following areas need to hashed out to determine how well someone is in these categories (coupled with Tonnage Limits).
1.) Role Warfare (Use of Tools that can be quantified)
2.) How Well You Mitigate Damage (Pilot Skills/Evasion)
3.) How well you Aim (Get the Kill, Less Damage to do so, Concentrated Strike reducing Percentage of Armor in a Specific Area).
4.) Wins/Loss
If each of these area had a value, and they were then averaged and or considered individually to make up a Battle/Skill Value, then when the match maker attempts to match up players, the following is taken into account.
1.) Tonnage Limits
2.) Battle/Skill Level
This is my take on it, anyways.
#275
Posted 08 August 2013 - 11:49 PM
Aphoticus, on 08 August 2013 - 07:09 AM, said:
Real skill should be decided on damage to kill ratios (less damage, more kills, equals greater skill); however, this needs to be inclusive of the percentage that the damaged 'Mech is at when calculating.
Kill Stealing would askew the numbers if the above concept does not take into account the amount of damage you do to get the kill in conjunction to the total % ratio of the armor on the 'Mech in the location that is concentrated on.
Right, so I blow the L&R torsi off an Atlas or Stalker then move onto a real target, the guy who follows the stick round pew pewing it the back is the one with the skill. Don't think so. There is no such thing as kill stealing, its called focus fire and whoever deals the killing blow is just down to luck most of the time so there is no point worrying about your kills, it shows absolutley nothing about your quality as a player.
#276
Posted 15 October 2013 - 04:13 AM
#277
Posted 20 February 2014 - 08:01 PM
I am not one to usually complain, but this seems like a broken system.
#278
Posted 21 February 2014 - 06:39 PM
Glxy Cmdt Jason Tseng, on 20 February 2014 - 08:01 PM, said:
I am not one to usually complain, but this seems like a broken system.
You can't honestly say you're surprised can you? It would be far more shocking to have a properly working product delivered on time. This game may have been "launched" but in reality it is very much still in a Beta state. Broken? YA THINK MAYBE?! HOW ABOUT MOST CERTAINLY! You know it's true Jason.
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