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Matchmaker Hangs And Wait Times


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#221 Zolaz

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Posted 30 April 2014 - 01:43 PM

Wow ... you mean something that was "tested" on the Test server didnt work? I find that hard to believe.

Posted Image

Edited by Zolaz, 30 April 2014 - 01:44 PM.


#222 GrizzlyViking

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Posted 30 April 2014 - 02:04 PM

View PostNikolai Lubkiewicz, on 30 April 2014 - 01:23 PM, said:

Good news everyone! The team may have figured out what the issue was. They are now working to put the build together and put it through testing. Our goal is to try to get this fix in time for the next patch. We apologize for this additional time spent with old matchmaking rules in place: We are all too eager to bring the Rule of Three's online to see more balanced matches.


I believe that many of these issues could be avoided if more advanced notice would be given for the tests and the length of the testing time was increased. If tests were announced at least 2 weeks in advance and were conducted for at least a period of 2 days the data collected would produce more useful results.

Edited by GrizzlyViking, 30 April 2014 - 02:05 PM.


#223 Roland

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Posted 30 April 2014 - 02:29 PM

All of the screw-ups aside, I must give credit to Niko for handling things remarkably well all things considered. We can't really expect him to have some magic wand to wave and fix stuff, but his attentiveness on the forums does make things better than they are when stuff breaks and we just face nothing but silence... So good job Niko.

#224 Kaeseblock

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Posted 30 April 2014 - 02:50 PM

View PostNikolai Lubkiewicz, on 30 April 2014 - 02:46 PM, said:

[...]

After all is said and done, we can prod the team to summarize what happened in a technical breakdown.


I'd love to read that :D

#225 MonkeyCheese

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Posted 30 April 2014 - 03:08 PM

View PostLivewyr, on 30 April 2014 - 01:35 PM, said:


Or if you're super afraid of showing live numbers still.. you can do a percentage. Lights, Meds, Heavies, Assaults respectively...(10/25/25/40)


This please, if it's possible. Most people have each weight class and if not there is always the trial mechs.

#226 Mister Blastman

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Posted 30 April 2014 - 04:22 PM

View PostClaviger, on 30 April 2014 - 01:24 PM, said:

Bandiad upon Bandaid upon Bandiad upon Bandaid upon Bandiad upon Bandaid ad naseum....

Roll back to the final patch during closed beta and start over. It was a better game in that patch than it has EVER been since, most founders I have spoken with agree with the single caveat of all the new mechs.

DEV/MODS: Win for staying in contact with us at least :)


Damn right it was.

Let's see...

No stupid terrain movement penalties that only hurt brawlers
SRMs that were devastating and worked great
Lag that you could shoot through, with 100% hit detection
Not as much sniping due to PPCs being borked
Less fear because sniping didn't have a death grip on everything
Jump jets that weren't gimped
No stupid terrain penalties so brawlers could move fast and use their superior SRMs at close range

... the list goes on and repeats and goes on.

It was a better game.

Edited by Mister Blastman, 30 April 2014 - 04:25 PM.


#227 Matthew Craig

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Posted 30 April 2014 - 04:25 PM

To help clarify the current situation, using telemetry captured from live production we have now been able to reproduce the issue internally, having a solid reproduction case gives us a strong point to investigate from which the team is actively doing.

#228 Wayreth

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Posted 30 April 2014 - 04:50 PM

Is there any quality assurance specialists employed there? You had this issue with the rule of 3's public test and had to turn it off. Logic would dictate that there was some sort of issue then, why would it fix itself magically by pushing it out live? Sorry guys but this level of incompetence can only be duplicated by the US congress.

#229 Roland

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Posted 30 April 2014 - 05:05 PM

View PostWayreth, on 30 April 2014 - 04:50 PM, said:

Is there any quality assurance specialists employed there? You had this issue with the rule of 3's public test and had to turn it off. Logic would dictate that there was some sort of issue then, why would it fix itself magically by pushing it out live? Sorry guys but this level of incompetence can only be duplicated by the US congress.

Was this actually showing up in the public test server too?

#230 Cimarb

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Posted 30 April 2014 - 05:09 PM

View PostRoland, on 30 April 2014 - 05:05 PM, said:

Was this actually showing up in the public test server too?

"Something" was wrong, so yes, they pulled the 3/3/3/3 temporarily. It was likely the reason the public test time got extended from 6pm to 10pm.

Honestly, though, I'd rather have the launch module WITHOUT 3/3/3/3 than the other way around. I'm not a huge fan of 3/3/3/3 anyways, lol...

#231 Roland

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Posted 30 April 2014 - 05:13 PM

View PostCimarb, on 30 April 2014 - 05:09 PM, said:

"Something" was wrong, so yes, they pulled the 3/3/3/3 temporarily. It was likely the reason the public test time got extended from 6pm to 10pm.

Honestly, though, I'd rather have the launch module WITHOUT 3/3/3/3 than the other way around. I'm not a huge fan of 3/3/3/3 anyways, lol...

Isn't the whole 3/3/3/3 thing kind of... er... the entirety of the launch module? I mean, wasn't that the core of it?

#232 Deathlike

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Posted 30 April 2014 - 05:54 PM

View PostRoland, on 30 April 2014 - 05:05 PM, said:

Was this actually showing up in the public test server too?


View PostRoland, on 30 April 2014 - 05:13 PM, said:

Isn't the whole 3/3/3/3 thing kind of... er... the entirety of the launch module? I mean, wasn't that the core of it?


Yes and Yes.

#233 Munin Ravensong

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Posted 30 April 2014 - 05:57 PM

And it's still "ghost dropping" and sending mechs to the battlefield while sending the pilots back to the lab to wait for the match to be over and their mech to come home.

#234 VanillaG

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Posted 30 April 2014 - 06:23 PM

View PostRoland, on 30 April 2014 - 05:13 PM, said:

Isn't the whole 3/3/3/3 thing kind of... er... the entirety of the launch module? I mean, wasn't that the core of it?

You could argue that the public 12 man matches and premium matches were a significant part of the release as well.

#235 Vermaxx

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Posted 30 April 2014 - 06:26 PM

So the groupfix patch didn't include either highy anticipated and heavily publicized fix: it's still possible to sync drop and randomly get more than one team per side, and the 3/3/3/3 has been completely disabled.

So, essentially nothing was added except the ability to make private matches. And even then the most cool options require you to be a monthly paying member.

#236 Cimarb

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Posted 30 April 2014 - 06:59 PM

View PostRoland, on 30 April 2014 - 05:13 PM, said:

Isn't the whole 3/3/3/3 thing kind of... er... the entirety of the launch module? I mean, wasn't that the core of it?

View PostVanillaG, on 30 April 2014 - 06:23 PM, said:

You could argue that the public 12 man matches and premium matches were a significant part of the release as well.

What VanillaG said, but private matches are the biggest part of the launch module - it opens the door to TONS of options for units and roleplayers, especially the Clan players (who can now do proper trials).

The 3/3/3/3 thing, which was only added recently, is actually a downside to the launch module, if you ask me, along with the one group per team rule. Luckily, neither of those "worked" and were removed temporarily, but I have been too busy to log in the last two days so I haven't even been able to benefit from it...

#237 Diznitch

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Posted 30 April 2014 - 09:27 PM

Seriously, why isn't there a some scale-out virtual client solution with a rack of blades and some VM's, or some network I/O packet replay w/ ARP cache spoofing (see honeyd), or SOMETHING to do load testing with?

#238 Lindonius

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Posted 30 April 2014 - 10:49 PM

View PostRoland, on 30 April 2014 - 05:13 PM, said:

Isn't the whole 3/3/3/3 thing kind of... er... the entirety of the launch module? I mean, wasn't that the core of it?


I would suggest that they knew it was broken but still released it anyway. This patch's cash grab was dependent on people buying premium time in order to play private matches. No launch module means no money this fortnight. And they must have something in every patch that makes them money. That seems to be the order from on high.

In fact what with the public queue being BROKEN now the only way to get a decent game is to stump up the cash for private matches!

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Edited by Lindonius, 30 April 2014 - 10:54 PM.


#239 GalaxyBluestar

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Posted 30 April 2014 - 11:01 PM

View PostLindonius, on 30 April 2014 - 10:49 PM, said:

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Posted Image

#240 anonymous161

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Posted 30 April 2014 - 11:06 PM

View PostFlaming oblivion, on 29 April 2014 - 01:00 PM, said:

Wait so let me understand this ? You've removed 3/3/3/3?


Did they stutter {Dezgra}? No a bug caused issues they gotta take off 3/3/3/3 TEMPORARILY it's like none of you can handle the simple logic of the situation!

A lot of people in this game are a waste of space.





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