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Feb 4Th Matchmaker Is Now Worse Did Not Think That Could Happen


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#101 Kjudoon

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Posted 09 February 2014 - 06:13 PM

View PostRebas Kradd, on 09 February 2014 - 06:09 PM, said:


I agree, PGI made a mistake releasing a game after 2.5 years. Partially because it made the haters feel that they had a relevant point.

The F2P landscape is being pioneered right now and both sides have things to learn.

Right. It is being pioneered and it is irritating to deal with at times. Sorta like living in a house that's being renovated. Trust me I've done it.

But calling it half cooked chicken? that's a bit of hyperbole. You can't die in real life or get sick from playing this game. You can from eating half cooked chicken.

Edited by Kjudoon, 09 February 2014 - 06:14 PM.


#102 JSparrowist

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Posted 09 February 2014 - 06:18 PM

Matches are horribly imbalanced, PGI doesn't care as long as they promise the next greatest thing and the money flows.


...in the mean time we have people like Sandpit and his entourage who continually discredit any legitimate argument to maintain the status quo.

What a shameful and pathetic community. Every time I come back to check on progress, if there is any, it's all the same. I could have bought several AAA titles for what I have invested in this EA-esque fraud of a dev studio. That's my bad though, but fortunately its something I can indeed do something about. Shame on me!

Edited by JSparrowist, 09 February 2014 - 06:19 PM.


#103 Smokeyjedi

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Posted 09 February 2014 - 06:19 PM

MM is a violent see-saw of turbulent noobtastic awefulness, That "is" a dark cloud above our heads and yes, it is following you.......

#104 p4r4g0n

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Posted 09 February 2014 - 06:21 PM

View PostMystere, on 09 February 2014 - 05:51 PM, said:

As I mentioned in another MM thread, there is one thought that has been bugging me with all of these calls for matchmaking "balance".

What is the point of Community Warfare? Are we supposed to invade and defend territories using "balanced" forces? Really? If so, we should probably just keep MWO as the pure arena-style game it already is and just forget about CW altogether.

Also, between Community Warfare and lobbies, what's the point of even creating that "perfect" matchmaker? I'd rather PGI spend their time working on missing features instead of wasting time on something that will be eventually unused anyway.


Nothing I've read so far from the Devs indicate any significant change to the combat portion (i.e. the current arena style) of the game when CW is released. Could you clarify why you think more evenly matched teams are not required for CW?

IIRC the private lobby is for private matches that have no bearing on CW and earn no rewards or XP and as far as I know is a response to competitive teams for tournament play, friendly matches, etc. The public lobby is basically what we have now (if we actually had a functioning lobby). Possibly there will be separate public lobbies for factions and merc corporations but this is pure speculation on my part.

If you think mismatched teams are bad now, imagine what it will be like when the playerbase is split up by faction / merc corp (if my speculation that the mismatches are due to a less than optimum size in the playerbase is correct)?

So yeah, I think it is pretty important for PGI to work on retaining what playerbase they currently have by working on the matchmaker as well as improving the new player experience.

#105 AdamBaines

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Posted 09 February 2014 - 06:27 PM

View PostDudeman3k, on 08 February 2014 - 05:26 PM, said:


lol, The point was to make it vocal, and heard by everyone. Thus a PM wouldnt do it's justice.

A gas station sub is a sandwich.
A jimmy johns sub is a sandwich.

My god, I think I just found the worst post I have ever read.....anywhere.

#106 Mystere

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Posted 09 February 2014 - 06:36 PM

View Postp4r4g0n, on 09 February 2014 - 06:21 PM, said:

Nothing I've read so far from the Devs indicate any significant change to the combat portion (i.e. the current arena style) of the game when CW is released. Could you clarify why you think more evenly matched teams are not required for CW?


It's actually based on a very simple premise. If a Merc Corp's home base is being invaded, aren't they allowed to defend it with the best forces at their disposal? Why would anyone want a "matchmaker" decide how they should organize a defense?

#107 Reitrix

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Posted 09 February 2014 - 06:50 PM

View PostKjudoon, on 09 February 2014 - 06:03 PM, said:

Good point. I wish we could see the ending condition percentage of mechs at the end match stats. There are times you just can't for the life of you land that killing blow but they can. And don't forget MM is based on total TEAM Elo added together. So you can have a few good gamers drag many more up too high for their ability.


The best kinds of games are the ones where 6 - 7 people kill a kill each. Unfortunately, very few players run 'support' builds and tactitcs, so it's rare to see that happen.

I've had a few games where I've gotten between 4 and 7 kills. Hell, I even went 6 kills 5 assists on my Catapult A1 today. Though my team is 100% responsible for my score there, as they made sure to keep targets locked. I would imagine their assists bonus for that match was rather high.

Thing is, MWO is a very team focused game. It's not like other FPS games where a single guy with godlike twitch accuracy can single handedly slaughter an entire team.
Just imagine how CoD and BF multiplayer would play out if they didn't go back to full HP in 3 seconds flat, but rather maintained their lost HP until death.
Here in MWO, It doesn't matter how amazing a single player is, it's all a group effort.
If you lose the majority of your games, you should take a step back and look carefully at how you play. I have positive K/D and W/L ratios, and my tactic is generally to stick next to the nearest 'mech bigger than i am, and shoot what he shoots at. When I'm not shadowing people, I'm charging into deathballs so my team can come out from behind cover and make a charge of their own. Though i tend to do that in my zombies and lights more than my Heavies. I did get a funny match in Caustic where my Muromets charged 7 'mechs in the crater and killed 3, disabled a 4th then got back out, had 30% integrity left, but my charge into the crater led my team to do the same and broke a 5 minute long poptart stalemate in our favor. Of course.. Theres times when that backfires, and my teams turns and runs when i make the call to charge...

TL;DR - The MM dropping skilled players into teams with less skilled players is so that the better players can guide the newer ones.
Take a minute at the beginning of the match to make a quick and easy battleplan, even if its as simple as: move to D3, stick together and focus fire. A small amount of organization goes a long way with newer players.

#108 p4r4g0n

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Posted 09 February 2014 - 06:53 PM

View PostMystere, on 09 February 2014 - 06:36 PM, said:


It's actually based on a very simple premise. If a Merc Corp's home base is being invaded, aren't they allowed to defend it with the best forces at their disposal? Why would anyone want a "matchmaker" decide how they should organize a defense?


Fair comment. It will be interesting to how PGI handles this.

#109 KharnZor

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Posted 09 February 2014 - 07:09 PM

View PostDestined, on 09 February 2014 - 04:03 PM, said:

Hi guys. Don't be bad!

(Kthnxbye)

Destined, you sig now lacks impact. I'd suggest taking out normal wrecking ball miley for this :
Posted Image

#110 CeeKay Boques

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Posted 09 February 2014 - 08:25 PM

View Postwwiiogre, on 08 February 2014 - 09:41 AM, said:

I define a stomp as winning by a 50% margin. Meaning if your side won and has at least 6 mechs still working that is a stomp, winning by more than 6 mechs is a roflstomp. Of all the games I have played since ELO was first added I am still over a 2/1 win loss and same for k/d.



Chris



Ugh, I stopped reading the rest. 12-6 is a great game. 12-0 12-1 not so much. Sliding scale of death has NOTHING to do with ELO.

As long as you are not playing 12 v 12, you are randomizing the team, and 12-6 means that you had some great exchanges. If you play in a ELO high enough that both sides group together... losing 6 means that fight went well. Asking for 11-12 and 12-8 scores all the time is insane.

#111 Kjudoon

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Posted 09 February 2014 - 08:27 PM

Posted Image

Edited by Kjudoon, 09 February 2014 - 08:28 PM.


#112 Dan Nashe

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Posted 09 February 2014 - 08:48 PM

View PostReitrix, on 09 February 2014 - 06:00 PM, said:

This kind of stupid post is exactly why we need to add in integrity percentiles on the victory screen.

12 - 0, but the winning side has 11 'mechs at sub 50% integrity? GG
12 - 0, But the winning team is 90%+ integrity on all 'mechs? Yeah thats a stomp.

Without knowing how badly torn up the enemy team is, you cannot, ever, say that every 12 - 0 game is a roflstomp.
And the MM does its job sometimes, Hell i had a match earlier that was 12 - 11, Which was lost mostly due to some bad play by the remaining Battlemaster on our side.


This is an awesome idea.
Yes please!
I know when my team has the kill lead and I'm internal I play a LOT more conservatively since I'm just playing for points then.
If kills are close or we're behind, I play more aggressively. So multiple enemies getting low then hiding skews how bad it lookw.

#113 Igchy

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Posted 10 February 2014 - 12:09 AM

I believe ,there's (almost) always premade on both side ,usually in Alpha lance (try to group up and u will be in alpha or bravo lance most of the time)

And select any mode is help to get close game ,i dont know why ,but its work for me.

For me MM is getting better.Maybe because my elo isn't so high?

(Sorry for my english)

Edited by Igchy, 10 February 2014 - 04:52 AM.


#114 Redshift2k5

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Posted 10 February 2014 - 12:11 AM

My matchmaker experience has improved. ymmv

#115 SgtKinCaiD

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Posted 10 February 2014 - 02:50 AM

The quality of match was better for 3 days after the patch but it's again in the gutter. I suppose it was because of more people playing to check the new UI.

#116 Dadrick

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Posted 10 February 2014 - 03:30 AM

I've been finding myself in a lot of games since the patch where half my team can't even break 100 damage. The current state of the match maker is starting to become aggravating.

Edited by Dadrick, 10 February 2014 - 03:31 AM.


#117 VXJaeger

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Posted 10 February 2014 - 03:45 AM

U mad bro? :ph34r:

#118 SgtKinCaiD

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Posted 10 February 2014 - 05:12 AM

View PostVXJaeger, on 10 February 2014 - 03:45 AM, said:

U mad bro? :ph34r:


More bored/tired because :
  • I shouldn't be forced to play heavy/assault cheese build in order to compensate for the 3-4 players on my team who won't break the 10 points mark,
  • seeing new players getting pulled in match way out of their league and getting crushed on their first mistake is not fun and it's not a great way to get more people play this game. I've stopped trying to introduce friends to this game some time ago because of that.


#119 Willard Phule

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Posted 10 February 2014 - 06:08 AM

View PostMischiefSC, on 09 February 2014 - 02:19 PM, said:

In reading here I'm curious to see a few things -

When did the MM stop taking tonnage into account? It's always attempted to match tonnage.


To the best of my knowledge, tonnage was no longer taken into account when they implemented the Elo system. Regardless, we have been informed several times in the "Patch Feedback" forum that it is not taken into account at this time but they plan to implement it in April...a couple of months away now.

View PostMischiefSC, on 09 February 2014 - 02:19 PM, said:

When did Elo get reset? My understanding is Elo did NOT get reset (yet) but that when no match is available that you'll fit into within 180 seconds it broadens the target in order to find a match and do so more quickly.


Officially? It probably hasn't. A lot of us have noticed that our stats have been borked, however. If you check your "mode" stats, you'll see that you've played an equal amount of Assault, Conquest and Skirmish matches (which is odd because since Skirmish came out, I haven't played anything else....except 1 round of Conquest when I forgot to pick Skirmish on accident). Assuming that our 'Elo' is based on previous performance, this could be considered a "reset," I guess. It all depends on whether they actually screwed up the information they have stored or if it's just a glitch in the website reporting stats.

View PostMischiefSC, on 09 February 2014 - 02:19 PM, said:

Currently, at least as of Jan 23, threshold is 1400 for Elo - as in it'll grab people within a max range of 1400 Elo of each other. IMO way, way too wide but I'm not holding the data showing populations and average time to find a match. Currently the average difference (as of Pauls post from 1/21/2014) was ~175 points of Elo difference between teams. Average tonnage mismatch is ~100 tons or less, most within 50 tons. There are certainly outliers.


Ok, assuming this is the case, then there is a very obvious problem here. According to what we've been told, a "new player" starts off with an Elo of 1300 and it is modified +/- for every fight. So, it's entirely possible that those of us that have been playing a while and have had our score shift up and down are ending up with a 1400-1600 while the guy that started 10 minutes ago is within our range for no effort on his part, whatsoever. Perhaps they're starting new players with too high a score.

But, then again, that brings up yet another problem. If they were to start the new players at a lower score, they'd NEVER find a match because of the small sampling of the player base. People are leaving this game in droves due to (fill in the blank...the reasons are too numerous to mention here). PGI doesn't seem to mind that they're losing players daily or, rather, they're not communicating any concern to the rest of the community...not as long as the cash flow continues, I guess.

As for the tonnage part, again, PGI has stated that it's not even considered part of the matchmaker now. Nor is any form of equipment such as ECM.

View PostMischiefSC, on 09 February 2014 - 02:19 PM, said:

Weight limits are going to change that metric dramatically. I'm curious to know how that's going to be implemented - your Elo score is tied to the weight (mech class) of the mech you're bringing so you can't match teams for Elo then let them pick mechs.


It's possible, but I doubt it. More on this at the bottom.

View PostMischiefSC, on 09 February 2014 - 02:19 PM, said:

Next, the game does not try and force you into a 50/50 win/loss. This has been explained a lot of times but I'll do so again just because it comes up, gets answered, then doesn't show up for a couple of these same threads, then comes up again.

Elo does NOT try to force anyone to a 50/50 win/loss. The matchmaker uses Elo and weight matching to try and put players in as even a match as possible in any given match but that can vary - sometimes there just aren't 23 other players in your same Elo range and in the right balance of mechs to make two split teams with balanced Elo and tonnage who hit 'launch' within 180 seconds of each other. So it builds as balanced a match of teams as it can, then based on the variance predicts who it expects to win. Then it alters the awards for winning and losing accordingly. If you're predicted to win because you had the advantage in that match you gain little if any Elo. The loser loses little if any. If it's an upset the matchmaker recognizes that the people in that match were either better or worse than predicted and gives them an adjustment up or down of between 0 and 50 points based on the difference in their scores.

If you win some matches the matchmaker does not put you in a difficult match to make you lose. That's absolutely false. It does try to consistently make challenging matches for you based on your performance in previous matches - what skill level of people do you beat consistently, who do you have trouble beating.


Again, that may be your opinion, but there are many of us that feel differently. Perhaps you have a higher Elo than us and are ending up in better matches. Perhaps you play at a specific time of day where some of us play at all hours of the day. Who knows? I could just as easily say "It seems to me that the Matchmaker is purposely putting together teams designed to be a Roflstomp every single match" and I'd get just as many people to agree with that statement as yours. It's all a matter of perspective and unless either one of us are actually developers working on the project, all we can do is conjecture.

View PostMischiefSC, on 09 February 2014 - 02:19 PM, said:

Battlevalue is skewed and unreliable. Tonnage is important but secondary to skill. Ideally the matchmaker would match players to as close a relative skill range as possible in the mechs they're in. I'm the first to say there's room for improvement but that without question the introduction of weight limits is going to utterly change the matchmakers required tools and weighting and trying to alter anything in a big way before then would be precipitous.


Again, we will have to agree to disagree. The Battlevalue system not only works, it works well. Granted, however, it is a system used to keep teams somewhat even for Tabletop Battletech.....but, Elo is for Chess so...whatever.

The BV point value is based on a total of your Defensive and Offensive totals. I'm not going through all the math here, but I'm going to give you a couple of "for instances."

One guy has an Atlas D-DC with 2x LL, 2x UAC5, AMS, ECM, STD325
The other guy has an Atlas D with 2x LRM20+A, 1xAC20, 4xML, STD 285

Which one is going to have the higher BV? I don't even need to do the math to tell you. The D-DC will. It gets BIG Defensive points for having AMS and ECM. The STD325 makes it faster and speed is a multiplier.

Even though it doesn't really factor (although it could), the D having 2 LRM20s and only 10 tubes to support it takes away from it's offensive value. Lack of anything defensive (AMS, BAP) kills it's rating as well.

So, from a player's perspective...they both weigh 100 tons but are they actually "equal?" From a player's perspective, absolutely not. I'd MUCH rather have a guy with ECM and close brawling weapons than an Atlas LRM boat wannabe.

From a BV standpoint, are they equal? Not even close.

Keep in mind that this is a "bare bones" approach to Battlevalue. Certain eccentricities of MW:O do not necessarily apply as they stand (example: TAG, Narc, BAP shut down ECM but do not in BT and should be considered both offensive and defensive, modules do not exist in BT, etc). But, mathematically, it wouldn't be too difficult to assign them a value and put them into the system.

Don't misunderstand, tonnage balancing will go a LONG way toward getting more even teams but, Battlevalue DOES work.

#120 Willard Phule

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Posted 10 February 2014 - 06:16 AM

View PostSgtKinCaiD, on 10 February 2014 - 05:12 AM, said:


More bored/tired because :
  • I shouldn't be forced to play heavy/assault cheese build in order to compensate for the 3-4 players on my team who won't break the 10 points mark,
  • seeing new players getting pulled in match way out of their league and getting crushed on their first mistake is not fun and it's not a great way to get more people play this game. I've stopped trying to introduce friends to this game some time ago because of that.


I couldn't have said that better myself.

I've gotten my 12yr old son and best friend involved (both have been playing for about a month, give or take) but, as of right now, my 12yr old would rather play Minecraft than MW:O. Not because he doesn't like big, stompy robots...he loves that part...it's because unless he's dropping with us, he ends up getting in matches where either noone works as a team and he gets stomped or he ends up on a team that just walks over the other one.

My friend, much like me, doesn't really care...sure, it's aggrivating and all, but we're both hardcore BT players and the opportunity to play a version of BT from a first person perspective is still attractive.





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