Blackfoot, on 11 July 2013 - 04:30 AM, said:
In case you have forgotten, you wrote it yourself in your OP.
y pointing out that if the 10 second start up sequence is 1/9 of your battle time then you must die really quick.
Just do me a favor and stop spreading stupidity on this forum. Since you can't do the math, you can refer to one of my other posts where I did the math for you. It is (only) 1/9 of the 23% of idle time.
Ransack, on 11 July 2013 - 06:12 AM, said:
No, saying GG is a sign of sportsmanship. Why is it so hard for people to understand that?
Just because the game was bad for YOU does not mean that it wasn't good for others, win or lose.
Saying gg to another team that's been utterly decimated due to consistent mistakes on their part is a cynical way to rub it in their face. Neither the winning nor the losing team had a "good game" in that case. The "sportsmanship" part holds true if the other team gave meaningful resistance and you enjoyed the game cause hte oponent was worthy. In that case, both teams can "gg". It is only my opinon but I do understand that the players may be split 50/50 on where "gg" is used appropriately depending on which game they came from.
Syrkres, on 11 July 2013 - 08:03 AM, said:
..Even in BT persistent world it took days to get from one world to the next to attack it. So just think of the wait time as your travel time from one world to the next.
Can't really compare to other games because even in WOW, I figure you have a choice to where you want to go. Here you don't
Ghost Badger, on 11 July 2013 - 08:47 AM, said:
OP, sounds like you might be a fan of a Solaris-mode, if PGI ever comes up with it? Drop into a small arena, instant action?
The maps and modes they currently provide don't give us that, it's true, but maybe future modes will.
With the maps/modes we have, instant action just isn't terribly conducive, especially not if we're getting the simulated 'feel' of dropping, positioning, strategizing.
*Driving an assault gives me time to drink before engaging the enemy*
But you'd rather have your drink and click "launch" when you are really ready...
Anyways due to lack of ideas and analysis on the matchmaking algorithm, i'll post my own thoughts:
1) The matchmaking algorithm is poorly written. "Searching" takes less time in off hours for me, and longer during prime hours. There are more players during prime hours, hence it should be easier to find a matching group. This indicates that the complexity of the algorithm is probably
O(n), where it should be much less than even O(log n).
2) Even if partial match is gotten, the player should be given a choice to continue "searching" or accept a partial match that may put them in a disadvantage against the opposing team, to avoid the wait.
3) To streamline the drop sequence and reduce wait time, as players load they could be being dropped from orbit (the first ones to load within 10 seconds will appear on the ground). The drop location should probably be next to the heaviest mech on the team or where the concentration of teammates is largest. That way, 1 minute into the match (or less on smaller maps) all mechs are already in a position to fight. This will also make it possible to "drop" the 8th player in teams that are missing one (7 vs 8 matches) or where a player disconnects at start. Ofcourse this dropping should not occur after certain match time has passed. This drop also occurs visually - a mech is landing using orbital rockets and dust is raised at the drop point so that friendly mechs are aware. Once the mech lands, the orbital rockets are detached.
Edited by Kamenjar, 11 July 2013 - 12:08 PM.