Matchmaker Breaking Badly For High Elo Players
#121
Posted 19 September 2013 - 03:40 PM
I think its nice to be able to play for free and then decide what things I value and want and/or am willing to pay for to add to my experience. As I heard someone mention earlier they went back to EQ2 to check it out when it went free to play as the barrier to entry was removed. I stopped playing EVE primarily as I kept paying for a subscription that on some months I was barely making use of. If nothing else I think its nice to see payment models evolving and trying new things. Though ideally the more options the better.
#122
Posted 19 September 2013 - 04:16 PM
Matthew Craig, on 19 September 2013 - 02:46 PM, said:
That would be really cool.
#123
Posted 19 September 2013 - 04:46 PM
Matthew Craig, on 19 September 2013 - 08:00 AM, said:
Yes there is a seperate Elo rating for each weight class
.
Ahh so it's just weight class? Would it be necessarily any more server load to move it to Elo based on the specific chassis instead of weight class?
Cause I can tell you, there is a huge difference in my effectiveness piloting a stalker and say an awesome.
One interesting side effect of this might be that you would see games where people using "competitive" chassis are grouped together and games where ... fun? We'll say fun chassis are grouped together.
#124
Posted 19 September 2013 - 05:38 PM
Overall...it's been an hour, and one match. Seriously?
EDIT: Second match on the hour mark. Same as before, had to sync against our own 4 man to get similar ELO.
Edited by Siriothrax, 19 September 2013 - 06:35 PM.
#125
Posted 19 September 2013 - 05:41 PM
Siriothrax, on 19 September 2013 - 05:38 PM, said:
Overall...it's been an hour, and one match. Seriously?
Hopefully PGI doesn't consider this to be "working as intended".....or we have a serious issue.
#127
Posted 19 September 2013 - 06:05 PM
tramping with feet on non abusiv players
with there team
let them die in elo hell no excuses ....
He got what he himself createt
he has no right to complain in anyway
Edited by Inkarnus, 19 September 2013 - 06:11 PM.
#128
Posted 19 September 2013 - 06:08 PM
We used to be able to see an active player pool of was it.. 9000 ? in the past...
I wonder how many players are there really now...
#130
Posted 19 September 2013 - 06:31 PM
2 matches in one hour, with the 2nd match being right on the hour mark. That is completely unacceptable.
#131
Posted 19 September 2013 - 07:15 PM
#132
Posted 19 September 2013 - 07:20 PM
I love the game, but tonight was the single most frustrating experience I have had with MWO.
#133
Posted 19 September 2013 - 08:19 PM
#134
Posted 19 September 2013 - 09:47 PM
I really hope the idea of different bracket ranges depending on player numbers is implemented.
I would also suggest not building teams, but building matches. Instead of 12, look for 24 players of similar skill. When you have that, simply break people up based on mech weight. This should eliminate the currently most annoying issue of mostly veterans facing mostly noobies.
#135
Posted 19 September 2013 - 10:48 PM
Modo44, on 19 September 2013 - 09:47 PM, said:
I really hope the idea of different bracket ranges depending on player numbers is implemented.
I would also suggest not building teams, but building matches. Instead of 12, look for 24 players of similar skill. When you have that, simply break people up based on mech weight. This should eliminate the currently most annoying issue of mostly veterans facing mostly noobies.
Just understand that this becomes complicated when there are premades, as it is easier to deal with solo PUGs.
#137
Posted 20 September 2013 - 12:11 AM
Rippthrough, on 19 September 2013 - 01:46 PM, said:
I would rather a close match between 6 skilled opponents than a steamroll on a 12 vs 12 because it grabbed 4 lower elo guys 3 minutes in.
This is technically possible, as I've described above. By stubbing fake players and then making them 'disconnect' after the process has launched but before the match starts, you have a quick but not-too-dirty hack that allows for drops of under 12 players. PGI should really consider this.
Once they're perfected that system, they need to look at the system that Global Agenda implemented: Reinforcements. If any player fails to show up for the match or disconnects within the first 60 seconds, and that causes an imbalance, the game drops the disconnect and searches for players in the right ELO range who have opted in for 'hot drops'. They get a pop up on their screen saying: "They need reinforcements, would you like to hot drop?" The first player to say 'Yes' gets dropped into the field of battle!
This will require a bit more flexibility from the current matchmaking system. But some day.
Edit: Oh it should be noted that some players felt that hot dropping put them at a slight disadvantage, so they got +10% xp and cash for doing so that match.
Edited by Doc Andrews, 20 September 2013 - 12:13 AM.
#139
Posted 20 September 2013 - 12:43 AM
Edit: spoke too soon. Still much better than a few nights ago.
Edited by ohtochooseaname, 20 September 2013 - 12:51 AM.
#140
Posted 20 September 2013 - 12:46 AM
That said, given there's no meta game or reason beyond mechs to play a pug match failing to find a match at all is completely unacceptable.
If I have to wait 2 mins to play a 6 min game then it's not comparable to the wait times in other games that can last 5-10x as long.
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