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Matchmaker Adjustment - 06/05/2014


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#101 BlackDeathLegion

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Posted 07 May 2014 - 04:27 AM

View PostRocketDog, on 07 May 2014 - 04:20 AM, said:

Nikolai,

I still don't understand why we can't just have:

1. A queue for solo players only

2. A queue for groups and volunteer solo players

Much of the player frustration in MWO comes from pick-ups feeling (rightly or wrongly) that they are repeatedly getting flattened by teams on comms. Having two queues would take care of that at a stroke.

+1000

PGI keeps trying to WELD(repair) a rusty, rotting FRAME on a truck.
When in fact... its ******* time to SCRAP said rusty,rotting FRAME and just BUILD A NEW ONE OUT OF BRAND NEW STEEL!!!

#102 BLOOD WOLF

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Posted 07 May 2014 - 04:30 AM

View PostJoseph Mallan, on 07 May 2014 - 04:27 AM, said:

I beg to differ Wolf. A team works together, a group does whatever. I see the difference everyday. I see 12 man groups get rolled by 6 man Teams cause the team is a cohesive unit and works together.

I can see that, but you may not want to look down on pugs all the time. A team works together for a common purpose; Players objective is to win the match, Regardless of if they are grouped or not. It does not matter the circumstance, all players in the group of twelve to a side are a team.

Edited by BLOOD WOLF, 07 May 2014 - 04:39 AM.


#103 The Amazing Atomic Spaniel

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Posted 07 May 2014 - 04:41 AM

View PostBLOOD WOLF, on 07 May 2014 - 04:25 AM, said:

they said it was possible, but they need to get done with the building of CW first. Best to do some research and reading.

They are putting their manpower into getting the Core features done.(clans next month)

http://mwomercs.com/...and-team-sizes/


Thanks for the link WOLF - very informative.

It's depressing that they are still such a long way from delivering satisfactory balance for teams and solos months after the game is supposed to have left beta. Naively, we might have imagined they would have thought this one out and got a working solution before launching an online-only game :) .

Edited by RocketDog, 07 May 2014 - 04:41 AM.


#104 BLOOD WOLF

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Posted 07 May 2014 - 04:45 AM

View PostRocketDog, on 07 May 2014 - 04:41 AM, said:


Thanks for the link WOLF - very informative.

It's depressing that they are still such a long way from delivering satisfactory balance for teams and solos months after the game is supposed to have left beta. Naively, we might have imagined they would have thought this one out and got a working solution before launching an online-only game :) .

I know, gonna be hard to wait a few months now that we are getting close.

#105 Xavier

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Posted 07 May 2014 - 04:59 AM

View PostDDDs, on 06 May 2014 - 12:52 PM, said:

Thanks for the info. I suspect there aren't enough solo players to fill out matches though. Instead of 1 group per side, why not equal number of groups per side?

I agree with you totally by limiting the number of premades to 1 per side matches that used to have 3 premades per team now require 3 seperate matches that all have to be filled out with single players. I don't think there are enough single players to populate the increased number of matches created by this rule.

#106 C E Dwyer

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Posted 07 May 2014 - 05:28 AM

Standard of play in public matches has been so poor the last three weeks its hardly worth the effort of logging on.


Waiting more time for the dire crap currently being served up isn't going to have a beneficial effect on population

#107 Rogue Jedi

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Posted 07 May 2014 - 05:40 AM

If it is 16% of drops being a premade (16% of the time launch is pressed, with 4% each for 3man and 4man, the remaining 8% being 2man) not 16% of players, this means about 34% of people are usualy playing in teams, therefore with more than 1/3 of people in a premade and the limit of one premade per team premades will eventurly be taking a very long time to find drops, (much like the most popular weight classes will with 3,3,3,3) yestaday evening my 4man group was at one point waiting more than 20 minutes to find a match, after this wait times were more reasionable I guess they must have disabled the 1 group per team about this time because we were frequantly in bravo lance sugesting another premade on our team.

#108 QuaxDerBruchpilot

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Posted 07 May 2014 - 05:52 AM

View PostDDDs, on 06 May 2014 - 12:52 PM, said:

Thanks for the info. I suspect there aren't enough solo players to fill out matches though. Instead of 1 group per side, why not equal number of groups per side?

Too simple a solution to be taken into considerationby PGI. Please suggest more complicated solutions that are easier to screw up by PGI. Thank you.
:o

#109 xWiredx

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Posted 07 May 2014 - 06:08 AM

What this says to me, unfortunately, is that if your statistics on how many drop solo vs in various group sizes is true, the overall population at any given time is too low. Why would it be low? Continuously promising too much and delivering too little, major design flaws/design mismanagement, and the "give us your money, we owe you nothing" attitude that was present back when you actually did have a decent population. This hasn't changed much, but at least now you're starting to communicate better... a year after people started bitching about the communication.

First, let me introduce you to the term used in the professional world an awful lot: setting customer expectations. Next, a few questions - why is it possible for a community member with half an hour of free time able to detail drastically improved UI flow for the UI that has been in development for months upon months? Why are community members able to very quickly identify things that went through a rigorous design phase followed by rigorous QA testing as flawed and post pages worth of improvements? Why are the community members with far better ideas than your own design team being ignored most of the time? Finally, ROI - I realize I am not actually an investor by spending money on this game, but it is an investment in my own free time and spending money does come with the expectation that promised goods/services will be delivered. Why is this expectation continuously not met? One could argue that spending in the overpriced nature and unbalanced economy is my own fault (it is), or that I did technically get those goods/services (indeed, I've never not received what I used MC to purchase), however the actual business model here is that goods/services are slightly more expensive than in a pay to play game due to its free to play nature where many players will choose not to pay for anything. This does in fact come with the expectation that promised timelines for new features and functionality are met. This has not historically been the case, and it is already starting to not look like the case in regards to the most anticipated feature of the game.

So, about that matchmaker bit... can your engineers fix it with the population in its current state, the meta game in its current state, and do so soon? Or should I just completely bow out now and wait to play again halfway through June with zero expectations of this being completed?

#110 Aym

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Posted 07 May 2014 - 06:32 AM

So were the wait times long because there weren't enough teams, i.e. one lone team and 16+ solos waiting for another team or were there not enough solos to form up teams around the vocal minority?

#111 RussianWolf

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Posted 07 May 2014 - 06:52 AM

View PostJoseph Mallan, on 07 May 2014 - 04:27 AM, said:

I beg to differ Wolf. A team works together, a group does whatever. I see the difference everyday. I see 12 man groups get rolled by 6 man Teams cause the team is a cohesive unit and works together.

Agreed.

Had a game not long ago where we had 3 players not get in match. So we started 9v12 in what looked to be a total solo drop. Somehow our group actually realized the disadvantage we were at and got together and fought as more of a team than some premades I've seen. Very little actual communications, but our situational awareness was through the roof. Match finished with 2 of our guys still alive and nothing but smoking scrap on the other team. It was a hard fought but GLORIOUS victory for the PUG cause.

As far as balance goes? Give us Solariv VII (x mech free-for-all, 1v1 (yeah I know we have this kinda now), lance v lance) and let us take care of balance.

#112 Gumon Choji

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Posted 07 May 2014 - 08:53 AM

View PostStalaggtIKE, on 06 May 2014 - 12:58 PM, said:

Is it possible that more than 16% of drops are group launches?

Posted Image

This is games launched. People launched workes out to be 84 single 60 in groups. 41.6% of people drop in groups. That would be 5 people per 12 man are in groups.


Math % times number droped gives 84 singles and 60 in groups. The total is 144. 60/ 144 gives fraction or percentile of players droping in groups as their drop is registered as one. Take that total times 12 to get how many playres per game drop in groups. 5

I notice from this math that having only one premade is a bad idea. Only one 4 man could be doable with minimal slow down. but one premade would not meet the demand for 5 places of the 12 that exists in your data.

#113 DasProjektil

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Posted 07 May 2014 - 09:04 AM

Like many said before me:
Please just create two Queues.
1. Solo (and only solo) queue.
2. 2-12 Man group queue with the option for solo players to opt in.

And then there are the private matches (which work very well, nicely done PGI *thumbs up*) for prearranged competitive play.

#114 Randodan

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Posted 07 May 2014 - 09:20 AM

Since there's so much talk about content in this thread, I'd like to add my 2 cents by saying that MWO should be more like ARMA. Meaning - more of a sim, less of a shooter, with far larger maps and the addition of support vehicles, either airborne or ground-based.
MWO in its current state feels forced, with a rather small scope. I would spend so much more money on MWO if we could have a broader scope (more maps, more options, more tank-like warfare, more ARMA and less CoD) that so many folks have suggested in this (and other) threads.

#115 Jak Darren

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Posted 07 May 2014 - 09:39 AM

Also, a "lobby" I have to PAY FOR is not "content".

#116 sabujo

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Posted 07 May 2014 - 10:11 AM

View PostJak Darren, on 07 May 2014 - 09:39 AM, said:

Also, a "lobby" I have to PAY FOR is not "content".


Yes, it is not content. It's a feature, and a very important one.
Also, you don't need to pay for it, as with 22 players more. Just one needs to pay. I find the pay system quite fair as it is a F2P game afterall. Not that the whole premium time does not need revision (it does) but having one man with premium time in a team of 24 isn't that too hard to manage.

#117 MechWarrior5152251

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Posted 07 May 2014 - 10:38 AM

Dropped in a Lance of 3 Atlasses and a Highlander. Would love to see the algorithm.

#118 Jak Darren

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Posted 07 May 2014 - 10:47 AM

View Postsabujo, on 07 May 2014 - 10:11 AM, said:


Yes, it is not content. It's a feature, and a very important one.
Also, you don't need to pay for it, as with 22 players more. Just one needs to pay. I find the pay system quite fair as it is a F2P game afterall. Not that the whole premium time does not need revision (it does) but having one man with premium time in a team of 24 isn't that too hard to manage.


This discussion had been about lack of content in the game.

Without content, I'm not giving them money.

As far as "features" go, that one is very low-level.

#119 Trauglodyte

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Posted 07 May 2014 - 10:49 AM

View PostMister Blastman, on 06 May 2014 - 07:52 PM, said:

This isn't rocket science, guys. What is going on? With 84%+ of players... pugging... what's the deal? ...........


The 84% of the population base that are solo PUGing are in the ghetto ELO buckets. So, everyone else can't find a match cause they're grouped with friends and, due to the single group per team code, nobody could find a match. Oh joy!

#120 xCico

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Posted 07 May 2014 - 11:00 AM

I just had match with two 4-man in team....





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