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Matchmaking Is Really Annoying * With Pictures


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#1 Mypa333

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Posted 30 April 2013 - 11:23 PM

Hello,

I thought of addressing this issue a long time ago. I know is not a new subject but now I managed to take 2 photos with my phone. I don't know the mechanics of matchmaking, what variables are considered but this needs to be changed before anything else like ecm, streaks, lrms or any other issue.

I believe 50% of the matches I played in are unbalanced because of matchmaking so please have a look at the pictures below:

1. In this one, the opposing team had 3 atlases, 2 catapults, one stalker, one hunchie and one DAMNED raven 3L. Our team had one atlas, one highlander, 2 spiders, one cicada, one raven 2X and 2 hunchies. Only my spider had ECM but that didn't matter because once the Raven 3L spotted me, I wasn't able to get rid of the streaks and my team couldn't shoot him because they were facing the 3 atlases.



Posted Image

2. This happened last night, match time was like 3-4 minutes. So ... ignoring the fact that our biggest mech was a Stalker and they had a highlander and a stalker, they had 3 lights, all with ecm and we had 3 lights but none with ecm.

That pack of 3 ECM Lights destroyed me in a few seconds and then just picked us one by one and then moved to the other mechs.


Posted Image


I often see matches where there is no one killed in the opposing team(and I don't need that bullsh*t about focusing fire) so this is something very, very wrong. How is it possible that they don't have any deaths?

I've participated in matches that ended up like 2 vs 2, or 2 vs 1, those were balanced. But I'm really tired of the matches similiar to the ones above.

I've dropped MWO for a couple of days because matchmaking is ANNOYINGLY broken. My interest turned around to other mech games (I like HAWKS) and when I played last night for the first time after the rage break, I got thrown in these matches.

This needs to be addressed before nerfing weapons or any mechs. This is the ROOT problem for most of the frustrations from ECM or LRM storms or poptarting.

Edited by Mypa333, 30 April 2013 - 11:30 PM.


#2 Don Pedro Sangre

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Posted 30 April 2013 - 11:55 PM

Its really annoying when the opposite team has several lights and we have noone, especialy on big maps. And we cant return back before theyll cap our base, cause we are too slow. Or when the opposite team consist of only assaults, and we have one or two in our team.
I think, that matchmaking that was based on weight of the mechs was much more balanced and fair.

Edited by zafirL, 01 May 2013 - 05:17 AM.


#3 Mypa333

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Posted 01 May 2013 - 03:57 AM

View PostzafirL, on 30 April 2013 - 11:55 PM, said:

Its really annoying when the opposite team has several lights and we have noone, espessialy on big maps. And we cant return back before theyll cap our base, cause we are too slow. Or when the opposite team consist of only assaults, and we have one or two in our team.
I think, that mathmaking that was based on weight of the mechs was much more balanced and fair.


My opinion would be to make sure that both teams has an ecm or none at all.
Also, matchmaking based on weight was ok but still needed some tweaks.

#4 Scromboid

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Posted 01 May 2013 - 05:19 AM

I thought I was going to come into this thread and troll.

I actually agree with the OP.

#5 Don Pedro Sangre

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Posted 01 May 2013 - 05:25 AM

Biggest problem is, I think, they cant unite ELO and weight of the mechs. Cause when I join the battle on light mech, another player ,whith the same ELO points, may join it on Assault. So we have what we have.

Edited by zafirL, 01 May 2013 - 05:30 AM.


#6 Mypa333

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Posted 01 May 2013 - 01:20 PM

Thanks for the vote. I'm glad that everybody sees this. This is not the only thread that was opened so I think a moderator should get all of them in one thread like the MGs discussions and pin it to the beginning.

ELO is not helping anyone. I want weight match back.

#7 Braggart

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Posted 01 May 2013 - 01:23 PM

no doubt about it. The game is pretty horribly broken at the moment. partially from weapon balance problems, and the other is the match maker.

Seldomly do I get in a match with my friends and have it be a nice good even match. We either roll them, or they roll us.

#8 Profiteer

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Posted 01 May 2013 - 01:40 PM

Personally, I'd rather wait up to 3 mins for the matchmaker to find players of close ELO and tonnage so I can have a challenging, balanced fight.

Too many one sided poundings (winning or losing) just isn't fun.

#9 Jazzbandit1313

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Posted 01 May 2013 - 07:21 PM

I hate this problem and I posted a topic a while ago about base cappers when the other team has lights and you dont. check out some of the ridiculous arguments made by these people.

http://mwomercs.com/...y-upsetting-me/

#10 Zylo

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Posted 01 May 2013 - 07:55 PM

View PostProfiteer, on 01 May 2013 - 01:40 PM, said:

Personally, I'd rather wait up to 3 mins for the matchmaker to find players of close ELO and tonnage so I can have a challenging, balanced fight.

Too many one sided poundings (winning or losing) just isn't fun.

I suspect Elo ratings are actually close in current matches. The problems seem to be related to group sizes (sync-droppers in some cases) and mech weight classes/tonnage.

I think players would see very close matches if matchmaker was changed to use this priority for matchmaking:

#1 Equal size and number of groups per team (combined with a return to any size groups)

#2 Match weight classes, total tonnage or some form of BV.

#3 Elo matched based on tiers rather than values. New players being for example T1 while the best are T10.


This system would remove the possibility of sync-drop exploits which can be a source of 8-0 stomps as well as removing any possibility of multiple groups vs an all lone-wolf team. Elo will never balance against coordination and weight classes or tonnage differences between teams. The Elo tier system would provide a general skill level to group players in their same tier when possible or at most +/-1 tier.

#11 Mypa333

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Posted 01 May 2013 - 10:07 PM

I would go further and suggest that groups should play only vs. groups and leave pug games alone. Why not separation .... ?

Then I'll bet we'll see a lot of complaints that they can't find any groups to play against and want back in the pug games. Every match I play, there are always people that are playing in groups.

PS: That's a great idea with the TIER classes.

#12 jeffsw6

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Posted 01 May 2013 - 10:10 PM

View PostMypa333, on 30 April 2013 - 11:23 PM, said:

This needs to be addressed before nerfing weapons or any mechs. This is the ROOT problem for most of the frustrations from ECM or LRM storms or poptarting.

I disagree with the statement you make above, but I agree that match-making needs significant improvement.

#13 Denno

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Posted 02 May 2013 - 04:18 AM

What someone else said: pugging, 4 man and 8 man drops ELO should be calculated separately, somehow. Also, most folks I know wouldn't mind even significantly longer wait times in order to ensure a better potential matchup.

#14 Cyke

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Posted 02 May 2013 - 04:45 AM

The proportion of games that are won with total elimination of one team, while the other team doesn't lose a single 'Mech, is strangely high.

I don't even know how to explain it, because I estimate I've been on both sides a similar number of times (either the winning team with no deaths, or the losing team that dies entirely without scoring a kill).
Admittedly, winning without taking a single loss usually happens when I'm in a 3 or 4 man drop.

Can we at least have some sort of icons on the PUG scoreboard that show which players are in a group drop?
At least that gives the pure solo PUG team the heads-up so they know that it's time to pull up their pants and play their best.

#15 jeffsw6

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Posted 02 May 2013 - 08:24 AM

View PostCyke, on 02 May 2013 - 04:45 AM, said:

Can we at least have some sort of icons on the PUG scoreboard that show which players are in a group drop?
At least that gives the pure solo PUG team the heads-up so they know that it's time to pull up their pants and play their best.

I've always thought that would be a double-edged sword. Some players will use the information to their advantage and try to coordinate their team better. Others will just rush in, die ASAP, and then spectate or rage-quit and play a different mech. It might also be very, very discouraging to newbies to learn just how often they get stomped by 4-mans.

I don't think it's too odd that 8-0 is a frequent match result. Here is what I observe in most of my very bad PUG losses, or PUG wins:
  • Losing team streams in 1-by-1 and meets up with 4 or more assaults who are expecting them
  • Losing team is half pop-tarters who go over a ridge or jump-jet and get smacked by 5 enemies every time they show their mech, while the other team plays it smart
  • Losing team forgets about resources, realizes it too late, and spreads out to try to capture some
  • Losing team has no ECM and winning side has plenty
  • Losing team has whatever, but playing conquest, and winning team has that dreaded pack of 4 light cappers
  • Finally, losing team responds poorly to a distracting early base rush, and they all get shot in the back as they retreat; or they retreat successfully but 1-by-1 and meet up with a large number of opponents
These are the most common scenarios I see in PUG games. The reason why it happens is extremely obvious: there is virtually no teamwork in PUG matches. The only solution to this is inclusion of in-game VOIP.

#16 Sephlock

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Posted 02 May 2013 - 08:36 AM

Posted ImagePosted Image

There are no words...

#17 zraven7

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Posted 02 May 2013 - 08:43 AM

While I can see how you would be upset, ECM is a piece of equipment, not a mech or a weight class. It can't be taken into account with any sort of matchmaking, really. That would be like checking how many mechs have AC20's, PPC's, SSRMs, etc..
It can only be done my weight class and ELO.

#18 Bishop Steiner

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Posted 02 May 2013 - 08:46 AM

View PostSephlock, on 02 May 2013 - 08:36 AM, said:


That's what happen when your ELO gets too high... have to double up against ya to match..... :D

#19 Sephlock

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Posted 02 May 2013 - 08:46 AM



#20 TexAce

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Posted 02 May 2013 - 08:49 AM

Le sigh...

View PostzafirL, on 30 April 2013 - 11:55 PM, said:

Its really annoying when the opposite team has several lights and we have noone, especialy on big maps. And we cant return back before theyll cap our base, cause we are too slow.


Then stay at base

View PostzafirL, on 30 April 2013 - 11:55 PM, said:

Or when the opposite team consist of only assaults, and we have one or two in our team.

Then cap their base.

Life's hard without a mustache.

Edited by TexAss, 02 May 2013 - 08:50 AM.






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