Matchmaker Hangs And Wait Times
#121
Posted 29 April 2014 - 06:38 PM
#122
Posted 29 April 2014 - 06:51 PM
I would like to think that the MWO Staff are capable and willing gamers that could play their own game and figure out some of their own issues during gameplay to better assist them in crafting future changes and fixes.
Also... do math. C-Bill bundles don't add up. I can buy a regular mech on sale and sell it for MANY more c-bills per MC. Or the Champion cicada on sale or not is 700 c-bills per mc more valuable than the top c-bill bundle.
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Back to the OP - I am still having problems with hanging and match making problems. PRE-Patch I experience an average of 3 failed matches before getting a drop. POST-Patch, I attempted 8 drops and only got 1. That was after 3/3/3/3 was removed. So 7 failed drops and only 1 successful.
So, is the player base too small for MM to work properly? If so, make the MM a little looser. And maybe do more work on marketing to get the player base back to healthy levels. -OR- is there actually something WRONG with MM at higher ELO levels? I know I'm not the only one who has this problem on a regular basis.
#123
Posted 29 April 2014 - 06:56 PM
#125
Posted 29 April 2014 - 07:02 PM
Corbon Zackery, on 29 April 2014 - 06:21 PM, said:
Piranha games strikes again.
PGI shoots foot off.
No really we identified this problem on the public test server. We reported it to the feedback forums. They had plenty of time to investigate the situation and solve the issue.
So I don't know what to say. I feel like we need the south park I'm Sorry vid right now.
http://youtu.be/rDqatJPvOfk
PGI: yes footso? need another dozen pairs of feet please we're running low... yes again. thksbye!
#126
Posted 29 April 2014 - 07:03 PM
DEV guys are the same every where.
#129
Posted 29 April 2014 - 08:00 PM
Nikolai Lubkiewicz, on 29 April 2014 - 02:26 PM, said:
The roadblocks to increasing that tester peak are more numerous but certainly worth investigating. One of the foremost we won't be able to get rid of is the necessity for a second download and installation, which instantly puts out a number of testers we would love to have on board but cannot at this moment due to bandwidth or hard disk space restrictions. Other constructive ideas would be appreciated though!
Build a pressure cooker AI for player inflation on testers. the AI does not need to do much more than run to the center firing wildy to be reasonably accurate to the average player base.
Edited by Bartholomew bartholomew, 29 April 2014 - 08:00 PM.
#130
Posted 29 April 2014 - 08:01 PM
Eddrick, on 29 April 2014 - 05:57 PM, said:
3/3/3/3 is very similar how groups are formed in MMORPGs. The people on the popular end (DPS role) get wait times of 15 minutes on average. I expect similar here with Heavy and Assault Mechs.
And how is this remotely acceptable in an arena shooter where you can't even modify your other mechs while waiting? In an MMO there is an expansive gameworld where you can interact with other players, perform quests, farm materials, advance your character and/or chat while you wait! Plus you can queue up for multiple things so you might be waiting a long time for a dungeon but at least you can get a quick battle-ground or arena in! Not so here! And the "vocal-minority" on the forums mentioned this ad nauseam and we continue to be told we are not representative of the true player base, that our observations therefore do not reflect "truth." Yet here we are, unacceptable wait times. Shocking.
#131
Posted 29 April 2014 - 08:09 PM
Aym, on 29 April 2014 - 08:01 PM, said:
Makes me glad I am very good in a medium
#132
Posted 29 April 2014 - 08:11 PM
GalaxyBluestar, on 29 April 2014 - 07:02 PM, said:
PGI: yes footso? need another dozen pairs of feet please we're running low... yes again. thksbye!
so this is where all those shoes with feet in them that have been washing up on the Vancouver/Seattle beaches have been coming from.
#133
Posted 29 April 2014 - 08:16 PM
Votanin FleshRender, on 29 April 2014 - 06:38 PM, said:
They're using the minimally viable matchmaker mode (aka Mi v MM) until they can squash enough bugs to get 3/3/3/3 running properly again.
Better bring out the big guns.
#134
Posted 29 April 2014 - 08:35 PM
Soloun, on 29 April 2014 - 05:48 PM, said:
This is pretty much where I'm at. I activated my premium time before I tested anything today (partially my own fault I guess), but I wanted to test out the private matchmaker, so I activated it, but then I ran 2-3 matches under the massively borked 3/3/3/3 match. This was the 15 days premium I had banked from my earlier purchase of a clan package, I really wish I could deactivate that and wait until this is fixed, as that's what I was saving it for. I'm not surprised, just really disappointed.
#135
Posted 29 April 2014 - 08:46 PM
I saw people criticize only one day of premium time, well for those that cannot afford to put any money into the game, and are just starting out, that's a very nice little perk. Just as the free mechs are to a player who is grinding c-bills with their first mech after new pilot bonus.
The matches are more fun as people aren't worried about stats and just get out and brawl.
Meta
(P.S.) would suggest upping the MC and C-bills to100k when running the test server. Eliting 3 mechs at once takes a lot of gxp, and that costs a lot of mc to convert enough exp to gxp to elite or master.
#136
Posted 29 April 2014 - 08:47 PM
Remember waaaay back before UI 2.0 when you could have up to 4 'mechs 'readied' ?
What if, and I may be blowing some minds here so hold on to your butts -
What IF we brought that system back, let people opt to ready a chassis from each weight class. . .
and then the match maker drops them in whichever chassis it doesn't have enough of.
#137
Posted 29 April 2014 - 08:53 PM
This whole one group per team thing has me a little bit booty-bothered. This might really make my pilot seat uncomfortable simply because it'll be damn near impossible to get a match. I barely even play MWO when my friends aren't playing in a group with me. If I squint really hard and tilt my head a bit, I can sort of see how this might balance things, maybe...
Edit: Just kidding, I can't really wrap my head around it. Why should there be only one group per team? It sounds like this is gonna really mitigate our ability to find matches so we can play together.
Furthermore, it seems kind of suckish that at least ONE of us has to run a different weight category than the other three in the group, just to 'maybe' let us get a match.
Edited by zeroslug, 29 April 2014 - 08:56 PM.
#138
Posted 29 April 2014 - 08:56 PM
#139
Posted 29 April 2014 - 09:46 PM
RG Notch, on 29 April 2014 - 12:23 PM, said:
Thanks, you pretty much sum up PGI's incompetence with just one sentence.
#140
Posted 29 April 2014 - 09:59 PM
Osric Lancaster, on 29 April 2014 - 08:47 PM, said:
Remember waaaay back before UI 2.0 when you could have up to 4 'mechs 'readied' ?
What if, and I may be blowing some minds here so hold on to your butts -
What IF we brought that system back, let people opt to ready a chassis from each weight class. . .
and then the match maker drops them in whichever chassis it doesn't have enough of.
Stop this. You cannot expect PGI to do something that requires thinking. Or using intellect.
On a second thougt, they could also show the number of mechs in each weight class waiting for a match so you could select a proper mech. But then .. see first paragraph.
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