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Pgi I'm Very Frustrated


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#61 Magna Canus

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Posted 14 March 2014 - 02:37 AM

View PostXizore, on 13 March 2014 - 10:11 PM, said:

I feel like this result is closely related to the implementation of 12v12 matches. The snowball effect is intensified, and teamwork is vastly rewarded.

I'm all for a skill curve, but maybe PGI should offer up smaller matches for people who want them. I'm curious to see how many people would prefer the small fights (8 on 8? 4 on 4?).

Well, the new Launch mode would offer that if both team leaders had premium time active. I know that once it is implimented I will be cycling through with my trainees a lot. In fact, if you have an organized Company with contacts to others there is so much potential for group internal drops that I envision the PUG que taking a serious hit. How many people like playing the game, but hate who they get stuck with sometimes, like poor Eldagore up there. There is so much problem solving potential in the new launch mode for premium time users; choose your group size, choose win conditions, set max tonage and other makeup rules like no ECM/BoomJagers/Arty, etc.

But seriously, a short term fix for a lot of these issues would be to place new players exactly where they below, at ELO ZERO, until their game play prooves otherwise.

#62 skorpionet

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Posted 14 March 2014 - 02:50 AM

Also note that the Searching... time is increased.....

IMHO PGI is playing with MM parameters....

PGI take you hands of MM, unless you do not want to destroy it.

#63 DaZur

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Posted 14 March 2014 - 05:45 AM

View PostXizore, on 13 March 2014 - 10:11 PM, said:

I feel like this result is closely related to the implementation of 12v12 matches. The snowball effect is intensified, and teamwork is vastly rewarded.

I'm all for a skill curve, but maybe PGI should offer up smaller matches for people who want them. I'm curious to see how many people would prefer the small fights (8 on 8? 4 on 4?).

This effect is simple to explain away...

In 8v8 a single player could effectively "carry hard" and in doing so directly influence the win / loss outcome. In 12v12 that same player, even "carrying hard" but does not have the same direct influence on the ebb/flow of the match.

It's the "bucket of water paradox"... A person can draw a bucket of water from a basin and you can immediately see the reduction in volume. Same person can draw a bucket of water from a lake and it's unnoticeable...

Edited by DaZur, 14 March 2014 - 05:45 AM.


#64 Taemien

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Posted 14 March 2014 - 05:56 AM

View PostThomasMarik, on 13 March 2014 - 10:59 AM, said:

I hate to break it to you but lopsided matches are Normal for a matchmaker that is matching people by skill.

If team A*12 = Team B*12 then the second one player dies it is no longer equal and a snowball starts.

Matches that come down to the wire are an indication of uneven teams where one players skill is comparable to more than one player on teh opposing team. Thus he can pick up the slack.


This is accurate.

If you have good players vs good players, when one dies, its now 11 v 12. Its not uncommon for another to drop and make it 12 v 10. The team that lost 2 players is now fighting 20% more people. And like ThomasMarik said, it snowballs from there.

They should add a MechCommander style (and I've said this many times) end of match screen that shows how damaged mechs are. Typically the team that wins is the team that focus fired. Or more realistically the team that lost is the team that allowed 1-2 people get focus fired right off the bat.

If we had a end of match status screen, we could see when the real stomps happen. When 12-0 happens and only 1-2 mechs on the winning team are damaged. When in reality all are probably pretty damaged, but conserved themselves a bit better and didn't allow themselves to be focused down.

As others explained, close games won't happen unless ELO is taken out and skill levels are just random. You guys are really selling yourselves short if you think getting stomped is because you're playing against players that much better than you. Or you are underestimating your teammates.

I'm pretty sure most players who have been playing longer than a month have the following skills:

1. Can torso twist and run a mech around.
2. Can fire weapons in groups.
3. Can manage heat.

If you can do that, you're just as good as 90% of players out there. In this case, luck (sometimes you get matched with uncomplimentary weapon equipped teammates, sometimes not), map knowledge (knowing choke points), and coordination (this could be 2, 3, or 4 mans, but mostly just sticking with teammates and focus firing targets) are deciding factors. Nothing else.

And if you've played at least 100 matches, your teammates have those same 3 skills. So again, its luck, map knowledge, and coordination that is deciding matches. ELO isn't screwing you over.

If you all have evidence of otherwise, please show it. Get in a mech you know you have a decent ELO in, and run about 50 matches and record them. If we see teammates constantly shutting down, getting hung on terrain/buildings, or running around lost. Then I'll believe there's a match maker issue.

#65 wanderer

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Posted 14 March 2014 - 06:12 AM

It's not hard to see how the MM works.

1) A "winning" team is generated with roughly equivalent ELO.
2) A "losing" team is generated. This team is deliberately seeded with low ELO players mixed with a few higher ELO players to roughly match the opposing side in a technical sense, which creates guaranteed weak points that will collapse against the "winning" team and snowball into the usual victory, barring extraordinary "carries".

It's gotten to the point where I can predict a win or loss at the start screen with disturbing accuracy.

#66 Joseph Mallan

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Posted 14 March 2014 - 06:44 AM

View PostWillard Phule, on 13 March 2014 - 11:30 AM, said:


On the contrary....stupid comes from lack of experience. Lack of experience comes from being new to the game. Being new to the game gives you an artificially inflated Elo because the Developers decided to throw you to the sharks. When you get thrown to the sharks, the experienced players get mad and call you names. When you get called names, you run to your bathroom to cry in the dark.

Don't run to the bathroom and cry in the dark. Fix the matchmaker. :P

I don't cry in the dark... I combine my Night time solo movement training with my ninja skills and seek righteous retribution.

RETRIBUTION!!! :unsure: <_<

Get some! :lol:

#67 Willard Phule

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Posted 14 March 2014 - 06:52 AM

Retribution, huh?

Is that what the kids are calling it these days? We used to refer to it as doing something with a chicken...

#68 Joseph Mallan

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Posted 14 March 2014 - 06:54 AM

View PostWillard Phule, on 14 March 2014 - 06:52 AM, said:

Retribution, huh?

Is that what the kids are calling it these days? We used to refer to it as doing something with a chicken...

The idea is most Fowl Phule!





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