Cimarb, on 07 July 2014 - 01:13 PM, said:
His 12-man went against at least two smaller groups, and both assault and heavy valves were released, giving the smaller groups a 2/2/4/4 spread compared to the 12-man 3/3/3/3 they are forced to use. I assume that is an extreme situation and MM just couldn't find them a match otherwise, but is that intentional? I am fine with valves if they still maintain the balance between teams, but a situation like this should not happen by what I have read.
(Edited to add SK's quote)
Hey Cimarb,
There is a 'timeout' safety feature for group queue, currently set at 4 minutes. If the system can't find a match for a group, even after 4 minutes waiting in the queue, it disables the strict weight class matching requirement. Matches are usually found quite quickly after this point.
We had tightened up Elo matching somewhat to reduce the number of very high Elo competitive teams dropping against lower-Elo premades, but the knock-on of tightening Elo was an increase in the number of groups hitting the 4 minute timeout. Those particular changes have now been rolled back.
This timeout value is set to infinite for the solo queue. Currently configured, it will never launch a solo queue match without strict weight class matching.
Sorry for the erratic behaviour everyone. At this point we're playing a delicate balancing game between Elo, 3's, weight class matching, and wait time, in an attempt to find the ideal settings on production for both the group and solo queues.
We had a good idea what the solo queue would look like prior to release, and so it was reasonably well tuned prior to launch. The grouping features are essentially new to the game, and I had little idea what frequency 5+ groups would queue, what their Elo's might be, what sort of weight classes they would prefer, etc; in addition to the group queue being significantly more difficult to balance by it's very nature.