

The Current Player Count Must Be Very Low
#201
Posted 15 June 2013 - 05:33 AM
#205
Posted 15 June 2013 - 06:32 AM
tenderloving, on 15 June 2013 - 06:28 AM, said:
based on what information?
The information is based on the fact that there were less than 4,500 on at peak hours back in September and the numbers have gone down since then. In those days, I never saw the same people when I was dropping and I never had a "failed to find match".
And they think splitting the queue into 3pv and 1pv will be a good thing.
LOLOLOL
#206
Posted 15 June 2013 - 06:41 AM
Skunk Wolf, on 15 June 2013 - 04:26 AM, said:
If they do, they are going to run out of assets very quickly.
There just isn't anything to this game as it stands now.
This feels like the multiplayer component of a single player experience tacked on. Which it is.
I want Co-Op comp stomp operations, and other missions than "stand in the square(s)."
There has been nothing that even demonstrates that this is even possible.
you can forget about it. You want PGI to give you a single player experience before getting the multiplayer done? Are you insane?
#207
Posted 15 June 2013 - 11:29 AM
Zylo, on 15 June 2013 - 02:47 AM, said:
That's another assumption. We don't know how they're doing. However, based on how many hero mechs I see bought on release day alone, it doesn't seem like they're doing too badly considering how hero mechs aren't super cheap.
Edited by jakucha, 15 June 2013 - 11:33 AM.
#209
Posted 15 June 2013 - 12:49 PM
jakucha, on 15 June 2013 - 11:29 AM, said:
That's another assumption. We don't know how they're doing. However, based on how many hero mechs I see bought on release day alone, it doesn't seem like they're doing too badly considering how hero mechs aren't super cheap.
It's a logical conclusion based on past and current observations. Compare the recruiting forum for example, in the past it would require bumping a recruiting post multiple times in a day to keep it on the front page. These days many of the corps have stopped recruiting because their members are all playing other games. I wouldn't expect you to notice this though as you seem to be among those who will never accept any indications that MWO isn't doing as good as you seem to think it is.
Why would PGI make hero mechs cheap if some players are still buying them? Sales of hero mechs to the blindly loyal players is not an indication of a healthy population but instead only indicates that a portion of the players are still willing to spend money. Long term this system will not work if too many players leave but it's probably enough to keep things going for now.
#210
Posted 15 June 2013 - 12:49 PM
Sybreed, on 15 June 2013 - 06:41 AM, said:
Yeah, he can forget about MWO being anything more than a niche game directed toward older, hardcore BattleTech fan base...the kind of people that will drop $30 for a single in game transaction.
I think "The Hunter" has more paying subscribers than MWO.
#211
Posted 15 June 2013 - 01:37 PM
Moogles, on 15 June 2013 - 06:32 AM, said:
The information is based on the fact that there were less than 4,500 on at peak hours back in September and the numbers have gone down since then. In those days, I never saw the same people when I was dropping and I never had a "failed to find match".
And they think splitting the queue into 3pv and 1pv will be a good thing.
LOLOLOL
lol aren't they splitting it into 3pv 12v12 conquest, 3pv 8v8 conquest, 3pv pug conquest, 1pv 12v12 assault, 1pv 8v8 assault, 1pv pug assault? working as intended
#212
Posted 15 June 2013 - 05:17 PM
#213
Posted 15 June 2013 - 08:00 PM
Viktor Drake, on 15 June 2013 - 05:17 PM, said:
That would be true if Elo matching was strict (i.e. you either get players from your bracket or don't get a match at all), which is not currently the case.
#214
Posted 21 June 2013 - 04:43 AM
jeffsw6, on 13 June 2013 - 09:31 AM, said:
Have you noticed the "searching for game" queue takes longer during peak hours now? I think there are two likely explanations for that. First, maybe they have tweaked the MM recently. Second, perhaps the player-count really did drop dramatically with the game balance going from crap to ... whatever crap craps out after a hard night of boozing.
ERMAGERD!!! The player-count might have dropped because the matchmaker is taking 5 seconds longer to find a match?! ERMAGERD!!!
I wouldn't mind the player-count dropping by 1 more user after seeing all of this crap come from someone who has only been playing for 3 months.
#215
Posted 21 June 2013 - 04:49 AM
I've been pugging last night in several games. I tend to give ELO sh*t sometimes, but then I ask myself....could matchmaking be that bad? Where at least there is 2 good pilots, and 6 absolutely terrible ones? Then I figured that those terrible pilots are new gamers (makes sense). Their aiming and firing is far beyond their targets and they do some questionable movements.
ELO is trash, I get that. But It can't be that matchmaking is that messed up. All I can think of is the player pool must be so small, matchmaker fills in the remaining slots with new players to compose the teams. It's not that I'm complaining about losing. It's more like their skillTM does not match with ours. At all.
#216
Posted 21 June 2013 - 04:57 AM
It kinda dawned on me why we get crappy players on our teams.
What most people think matchmaker does: "Give me 16 people in the same ELO bracket to make a game".
What matchmaker actually does: "Give me some random people, now fill in the blanks with players that will make the overall team ELO in this area."
What this means?
Players with really high ELO, or even remotely high ELO, will pretty much ALWAYS get at least 2-3 bottom feeders to balance out their team to the overall acceptable team ELO as defined by PGI.
Medium skilled players may actually get a team of all medium skilled pilots (and everyone thinks they are great so this seems like a perfect team to those involved.)
Low skilled players are guaranteed at least 1 really good player on their team.
Do you always have complete noobs on your teams in pugs? You probably have a really high ELO.
Evidence?
Look how often one lance of a pug drop has good damage numbers, and everyone on the other lance will struggle to break 100.
Setups like this are all too common... pretty much every single pub game for me/us.

Edited by Jasen, 21 June 2013 - 05:05 AM.
#217
Posted 21 June 2013 - 05:02 AM
Acid Phase, on 21 June 2013 - 04:49 AM, said:
I've been pugging last night in several games. I tend to give ELO sh*t sometimes, but then I ask myself....could matchmaking be that bad? Where at least there is 2 good pilots, and 6 absolutely terrible ones? Then I figured that those terrible pilots are new gamers (makes sense). Their aiming and firing is far beyond their targets and they do some questionable movements.
ELO is trash, I get that. But It can't be that matchmaking is that messed up. All I can think of is the player pool must be so small, matchmaker fills in the remaining slots with new players to compose the teams. It's not that I'm complaining about losing. It's more like their skillTM does not match with ours. At all.
It is very common for me to see a combination of forum veterans in sparkly painted mechs alongside people in trial mechs in the same game. That's not a good sign.
Jasen, on 21 June 2013 - 04:57 AM, said:
It kinda dawned on me why we get crappy players on our teams.
What most people think matchmaker does: "Give me 16 people in the same ELO bracket to make a game".
What matchmaker actually does: "Give me some random people, now fill in the blanks with players that will make the overall team ELO in this area."
What this means?
Players with really high ELO, or even remotely high ELO, will pretty much ALWAYS get at least 2-3 bottom feeders to balance out their team to the overall acceptable team ELO as defined by PGI.
Medium skilled players may actually get a team of all medium skilled pilots (and everyone thinks they are great so this seems like a perfect team to those involved.)
Low skilled players are guaranteed at least 1 really good player on their team.
Do you always have complete noobs on your teams in pugs? You probably have a really high ELO.
It only works this way with a small player pool. If there were enough High, Mid, and Low ELO players, they would just fight each other and never cross paths.
#218
Posted 21 June 2013 - 05:09 AM
Set it to "deaths" or "kills"
Look at week 10.
Look at week 17
Look at week 24
Tell me what you see.
#219
Posted 21 June 2013 - 05:11 AM
tenderloving, on 21 June 2013 - 05:02 AM, said:
It is very common for me to see a combination of forum veterans in sparkly painted mechs alongside people in trial mechs in the same game. That's not a good sign.
It's sad. Just picture this. I was spectating a pilot in a stalker with 2 LRM 15s and 6 or 4 ML. Enemy mech is in dead center at 200M and he's shooting way far off right. That and he's shooting his LRMs. My jaw dropped, not because he doesn't know how to play, but because how are we matched together? It's a sensitive topic for some, but ELO can't "work as intendedTM" unless the player count is really low, and the only ones lingering are just brand spanking new players.
#220
Posted 21 June 2013 - 05:32 AM
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