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Matchmaker Adjustment - 06/05/2014


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#181 Roadbeer

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Posted 22 May 2014 - 01:28 PM

View PostBilbo, on 22 May 2014 - 01:26 PM, said:

I agree that grouping offers advantages. I don't believe Elo breaks because of them. Your Elo might skew high if you predominantly drop groups but that's because the inherent advantages of grouping are duly reflected.

What I'm saying is that in both of those situations, Elo is completely irrelevant, but in both of those situations, Elo is the culprit for long wait times.
All it does is slow down the rate of play by enforcing some sort of completely unnecessary voodoo

#182 GunnyKintaro 01

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Posted 22 May 2014 - 01:32 PM

Id like to see a map pack come out sometime soon!?

#183 Prawfutt

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Posted 22 May 2014 - 01:36 PM

View PostRoadbeer, on 22 May 2014 - 01:05 PM, said:


So, in those circumstances, I'm firmly of the mind that Elo is a myth, like the unicorn, or the clitoris.




#184 Dawnstealer

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Posted 22 May 2014 - 02:24 PM

View PostNikolai Lubkiewicz, on 06 May 2014 - 03:47 PM, said:


I appreciate this suggestion. However, it's important to note that every player's definition of content is different.
For a great many players, and indeed for ourselves as developers, new Mechs do count as content just as much any other feature in the game we have added to, whether it's whole new facets like Private Lobbies or smaller additions like cockpit items inspired by the Community. With that in mind, I ask if you be more specific about what particular kind of content you would personally like to see more of. Thanks!

Maps. Even as an ardent supporter of this game, if PGI is actually serious about one day having CW, they will HAVE to have more than 8-10 maps. And I don't mean "Night vs Day" variations, either: actual new, highly different maps. Maps that feel like they exist in a real universe.

While HPG is a fun map to play on, it feels like an Unreal Tournament map. It doesn't feel like it has a purpose outside of a giant radio dish. Forest colony: where's the colony? Why is there a huge ship crashed over there and cracked in half? Why are we fighting over this? Especially with things as expensive as mechs. A few teams of infantry and maybe a tank, sure.

I mean, while I always mention the Hatchetman, King Crab, Zeus, etc, but really this game has a pretty good diversity in mechs. In a typical game, there might be 2 or so of the more popular Jagers or DDCs or Firestarters, but by and large, there's a wide variance in preferences.

But the maps...

The maps need to be taken up to the level of the mechs and there needs to be a LOT of them or CW will absolutely fail.

Edited by Dawnstealer, 22 May 2014 - 02:25 PM.


#185 Prawfutt

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Posted 22 May 2014 - 02:48 PM

View PostDawnstealer, on 22 May 2014 - 02:24 PM, said:

Forest colony: where's the colony? Why is there a huge ship crashed over there and cracked in half? Why are we fighting over this? Especially with things as expensive as mechs. A few teams of infantry and maybe a tank, sure.


The ship is named "The Rainbow" it is crewed by short red haired men with a tendancy to wear green. the cargo is tons and tons of solid gold, and if you are able to break open the cargo hold your mech will turn to gold as well. Thats why its not just infantry and tanks... if your going to turn something into gold it may as well be a mech

#186 Roland

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Posted 23 May 2014 - 09:34 AM

View PostRoland, on 13 May 2014 - 07:45 PM, said:

Niko, could you please clarify these numbers that were provided by Paul?

In the reference, it mentions "number of drops". Was this just a master of confusing phrasing?

Specifically, in that data set, did a group of 4 players in a premade team who launched count as a single drop, or four drops?

Clarification of this point should be easily made, and would help us understand the composition of the player base.

Thanks.

View PostNikolai Lubkiewicz, on 13 May 2014 - 08:35 PM, said:


Good question. I'll try to get an answer for you on this one by the end of week or early next week.

Niko, have you investigated this yet?

#187 Truthstar

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Posted 24 May 2014 - 10:36 PM

View PostNikolai Lubkiewicz, on 06 May 2014 - 12:36 PM, said:

Greetings MechWarriors,

As per the Command Chair Update on Friday:
"A problem with the single group per team feature of the matchmaker was identified and fixed and will be in the May 6th patch. This feature of the matchmaker will be re-enabled; however, it will be monitored closely. In case problems with the matchmaker arise again, we may be forced to disable it."

Our monitoring of the matchmaker immediately following the patch has revealed that wait times had more than doubled as a result of this fix being added without further changes to the matchmaker already in the pipeline. As these wait times far exceeded our tolerances for players to be left idling; We are temporarily disabling this feature.

The following bug fix is redacted from today's patch notes:
-Fixed an issue where multiple 2-4 player groups can enter into a public match on the same team
All other bug fixes introduced remain intact.

Similar to 3/3/3/3 1 group per side uses similar queuing functionality that requires some re-factoring before these features can be supported correctly. As with 3/3/3/3, we look forward to getting you these features as soon as we can and will keep you updated on their progress.


Glad to finally hear drops will be balanced by mech CLASS. It's been a long, long time this suggestion was made and unfortunately the one that pushed for ELO hindered MWO's success. I hope that person is utilized outside of the development idea area moving forward; especially since ELO so obviously was WRONG to use in a team based game. I mean really, the person who thought ELO would be good for a TEAM based game has a serious lack of common sense. Zero. Common. Sense.

I commend PGI's reversal on fixing a major problem.

Edited by Truthstar, 24 May 2014 - 10:47 PM.


#188 Threat Doc

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Posted 25 May 2014 - 07:39 AM

View PostJak Darren, on 06 May 2014 - 06:55 PM, said:

Taken from Dev Blog 0:

"The initial ideas revolved around revitalizing or rebooting the series by focusing on two areas:[/color]
  • Increasing the overall graphical fidelity of the entire game, especially the BattlMechs.
  • Solve some of the long standing gameplay issues from previous MechWarrior games.
From these two key areas, early design pillars emerged in the form of:[/color]
  • Urban Combat to address circle strafing and long range sniping.
  • Dynamic Battlefield further expanded on the concepts of Urban Combat and mechs having roles.
  • Dynamic pacing, introduced an early version of one of the final pillars, Information Warfare."

Taken from Official Developer Update, June 15th, 2012:

"We expect to have each of the features we have announced and discussed on the website (with one exception), in the game by the Open Beta date (which cannot yet be announced other than Summer 2012).
The one exception is the Community Warfare pillar which is a complex system but extremely important. In not wanting to delay the game, logic dictates it be added post-launch. Once fans are completely familiar with creating their 'Mech and pilot trees, the depth of Community Warfare will be added, with the core of the community experience projected to be in-game within 90 days of open beta."

I want your original design pillars.

I want roles. ACTUAL roles. I want Information Warfare. Not ECM bubbles.

I want Community Warfare. Something that was PROMISED to us by the END of 2012.

I WANT WHAT YOU SAID YOU'D DELIVER.

WE TRUSTED YOU. YOU CANT EVEN PATCH IN A LOBBY SYSTEM CORRECTLY.

THIS IS NOT MECHWARRIOR, THIS IS COUNTER STRIKE IN MECHS. YOU HAVE NOT ADDED AN *ACTUAL* GAME MODE FOR TWO YEARS. "Walk forward and shoot each other and pretend the base matters in a slightly different way" IS NOT A GAME MODE.

I CANNOT BELIEVE INVESTORS STILL HAVE FAITH IN YOUR ABILITIES.
Thank you, Jak. Your level of frustration matches my own, and I hope and pray PGI will actually pay attention. I have asked, several times, especially to the Support folks, whether PGI are actually paying attention or not. The answer I get is 'yes, they're paying attention', and I understand that not every suggestion being made can be set in place, or the game would be a monster. However, I never receive any sort of response to any suggestion I have made, WHICH IS IN-LINE WITH BATTLETECH AND I'VE PROVIDED AN EXPLANATION FOR HOW IT COULD BE USED IN-GAME, nor do I see responses to the GREAT and AWESOME suggestions made by others, even if I don't agree with the suggestion, in general. So, if they are paying attention, I would like to see an outline of whatever is getting ready to be used, and who made the suggestion for it.

Oh, and I would love to see the things you mentioned in your post, above.

View PostBilbo, on 22 May 2014 - 12:38 PM, said:

I'm not really convinced that Elo isn't working.
The problem, Bilbo, is one of range... PGI have set up a closed in range for a conceptual ranking tool that was meant to be used to rank players one-on-one, not teams. The range, as has been discussed plenty of times, is 2800, with starter pilots set to be 1500 for all players, with a reset once the Cadet games have been completed, and an initial game-range of 1300 which, after a few seconds begins to expand and can go out to the entire range of 2800. This means it's scooping up all pilots -crap, mediocre, and great- that it can find though, more often than not, you're either going to end up in a game where you're finding a lot more crap pilots or you're finding a lot more great pilots. Either way has been proving, at least since last September when I began playing, again, to end in ROFL-Stomps, whether you're on the stomping team, or being stomped, because of the PUGgies being picked up. Every game is a new episode of Gilligan's Island, with the PUGStone cops, and it's beginning to become tiring.

The means to determine piloting and gunnery skill in this game already exists, in the hit percentages of weapon types used, in the maps that have been played and the wins/losses represented by each of those, and the wins/losses represented for the 'Mechs you run. Whether your PUGgies are responsible for determining changes in your Elo is irrelevant for three reasons:

1) You are responsible for how you do in the game. If you're left out in the middle, when you were just in your group, your situational awareness is crap, and you deserve to get hammered. If you find yourself in front of the group you're presently fighting with, rather than being abreast of them, fighting alongside them, you're going to be focused, and you deserve to get hammered.

2) Regardless of the PUGgies you play with, except with respect to having one or two players from the previous match possibly on your side, and even that would have a miniscule effect, you get an equal number of group types, whether good, bad, or ugly.

3) Your piloting and gunnery skill is determined by the type of gear you have sitting on your desk, what your settings are made into for your particular style of play, and what you learn to build in the game.

Now, while Battle Value was designed for a pilot driving a single 'Mech in the tabletop game, a MechLab-based determination, including solidification of BV (including game-determined PS/GS multiplier), game calculator can easily be made for each 'Mech you have in your inventory.

Thus, what the game needs is to get rid of Elo and introduce what I've just recommended. This would get rid of unnecessary weight calculation, get rid of Elo, whose purpose simply does NOT fit for a game like this, unnecessary weight classing, and introduce a simpler, and open, system where the game-determined PS/GS-modified Battle Value is dropped into a bucket and the match maker simply works to match up teams, within 10% of one another. This way, you can allow players to drive what they want to drive, drop in teams, and have open-ended fights -with closer values, as small or as large in private matches as they want to have- than what is presently available through all of this restriction PGI has set on themselves, and on us.

View PostCimarb, on 22 May 2014 - 01:00 PM, said:

The problem is that they saw that 84% number and assumed wrongly on what it meant. It didn't mean 84% of the population WANTED to drop solo - it meant that 84% of the population had gotten so fed up or lost so many friends moving to other games that they had no other choice than to play solo. Both of those are assuming that 84% is even an accurate number, as I don't think PGI has even clarified whether groups were being counted as a single drop or set of individuals dropping...
Unfortunately, until Paul and, by extension, PGI stop hanging so bullishly on Elo, we will NEVER see remotely balanced games. Elo is for matching off individuals, not teams, as it fails to take into account team dynamics, though team dynamics should be a major factor, as the value of the 'Mech being driven, except for weight, is not being taken into account. Battle Value would not require team dynamics, period, just a matching of numbers within 10% of one another for an entire Company vs another entire Company. Add and match... what's the problem with that?

#189 Roland

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Posted 27 May 2014 - 04:53 AM

View PostRoland, on 13 May 2014 - 07:45 PM, said:

Niko, could you please clarify these numbers that were provided by Paul?

In the reference, it mentions "number of drops". Was this just a master of confusing phrasing?

Specifically, in that data set, did a group of 4 players in a premade team who launched count as a single drop, or four drops?

Clarification of this point should be easily made, and would help us understand the composition of the player base.

Thanks.

View PostNikolai Lubkiewicz, on 13 May 2014 - 08:35 PM, said:


Good question. I'll try to get an answer for you on this one by the end of week or early next week.


Niko it's been two weeks, what's the deal with this?

#190 Davers

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Posted 27 May 2014 - 08:13 AM

View PostKay Wolf, on 25 May 2014 - 07:39 AM, said:

I have asked, several times, especially to the Support folks, whether PGI are actually paying attention or not. The answer I get is 'yes, they're paying attention', and I understand that not every suggestion being made can be set in place, or the game would be a monster. However, I never receive any sort of response to any suggestion I have made, WHICH IS IN-LINE WITH BATTLETECH AND I'VE PROVIDED AN EXPLANATION FOR HOW IT COULD BE USED IN-GAME, nor do I see responses to the GREAT and AWESOME suggestions made by others, even if I don't agree with the suggestion, in general. So, if they are paying attention, I would like to see an outline of whatever is getting ready to be used, and who made the suggestion for it.




I would like to see a Command Chair post that takes several suggestions from the Community (the good ones at least) and have PGI explain why they can't implement them, either technically or from their design perspective. I think it would do a lot more good then Niko getting together with the programmers and facepalming and laughing about them.

#191 Nova Yield

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Posted 27 May 2014 - 11:41 PM

Well I have read mosts of the posts, and have come to a conclusion. They have know idea what to f@#$'n do. Face it pgi, you have failed almost everyone who plays this game.

#192 SgtKinCaiD

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Posted 28 May 2014 - 04:17 AM

View PostCimarb, on 22 May 2014 - 01:00 PM, said:

The problem is that they saw that 84% number and assumed wrongly on what it meant. It didn't mean 84% of the population WANTED to drop solo - it meant that 84% of the population had gotten so fed up or lost so many friends moving to other games that they had no other choice than to play solo. Both of those are assuming that 84% is even an accurate number, as I don't think PGI has even clarified whether groups were being counted as a single drop or set of individuals dropping...

I can't agree more : for every still active member of my unit, more than 2 players have left the game due to various reason (the MM is the main one though).

Now another example of the screwed MM we have right now :
- for reference my actual stat (454 / 336 W/L so that's a 1.35 WL ratio) and my old stat (3,502 / 2,899 W/L so that's a 1.2 WL ratio) : it's more than 7k matchs with a positive ratio so my ELO score is fairly high (i'm not talking about my skill just my ELO)
- last night, reading the common gl/hf talks before start as usual when someone from my team ask a question : i don't remember the exact wording but, damnit he was asking about overide and overheating. He didn't know what it was and how it was working ... /facepalm ... After 7k matchs, I still get paired with new player (i'm gentle when i say "new") ... Long story short : he get killed within the 5 first minutes of the match but not without crossing several times friendly lines of fire, blocking 2 friendly from retreating to cover, etc.

How in hell PGI can think that it was a good match : this player get pulled in match way out his league and died, most probably without understanding how it happened. And for me, it was another roflstomp : i managed to get 2 kills before getting gangbanged by the remaining 10 ennemies. So yes, i only waited maybe 2 or 3 minutes to get in this match but i would have rather waited 10 minutes or even more, to be in a match where i could actually do something on the outcome and count on my teammates. And given it is repetitive, more than the 2/3 of my match are like this, yes it is getting frustating and yes i'm bashfull at the end of th match even if it's a win.

I can't wait for ELO buckets to improve this situation.

#193 Roland

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Posted 28 May 2014 - 06:22 PM

So, I'm guessing that niko got told by Paul that they don't want to release that info, so I guess we won't get an answer. Oh well.

#194 Roland

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Posted 02 June 2014 - 05:20 PM

View PostRoland, on 13 May 2014 - 07:45 PM, said:

Niko, could you please clarify these numbers that were provided by Paul?

In the reference, it mentions "number of drops". Was this just a master of confusing phrasing?

Specifically, in that data set, did a group of 4 players in a premade team who launched count as a single drop, or four drops?

Clarification of this point should be easily made, and would help us understand the composition of the player base.

Thanks.

View PostNikolai Lubkiewicz, on 13 May 2014 - 08:35 PM, said:


Good question. I'll try to get an answer for you on this one by the end of week or early next week.

Niko, what is the deal with this? It's been more than half a month since ya said you'd clarify this for us.

It's not that complex a question, is it?

Edited by Roland, 02 June 2014 - 05:20 PM.


#195 Rizzelbizzeg

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Posted 03 June 2014 - 07:40 AM

Because of the goofy date formatting in the title of this thread, I keep getting excited when I see this, thinking we're getting a fix in a couple days. Alas.

#196 Diznitch

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Posted 04 June 2014 - 08:02 PM

No kidding ... I didn't realize Canadia used the same format as Europe, with day first?

#197 Cimarb

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Posted 05 June 2014 - 06:02 AM

View PostDiznitch, on 04 June 2014 - 08:02 PM, said:

No kidding ... I didn't realize Canadia used the same format as Europe, with day first?

They are essentially a British/French colony, so yes, they use the Euro measurements.

#198 SgtKinCaiD

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Posted 05 June 2014 - 06:14 AM

View PostCimarb, on 05 June 2014 - 06:02 AM, said:

They are essentially a British/French colony, so yes, they use the Euro measurements.

It's kind of the worldwide date format : i think only Belize and USA use the month/day/year format

#199 Cimarb

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Posted 05 June 2014 - 06:21 AM

View PostSgtKinCaiD, on 05 June 2014 - 06:14 AM, said:

It's kind of the worldwide date format : i think only Belize and USA use the month/day/year format

That doesn't surprise me a bit - we Americans like to do things our own way, even if it makes things harder for us, lol.

#200 Appogee

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Posted 05 June 2014 - 06:21 AM

View PostSgtKinCaiD, on 05 June 2014 - 06:14 AM, said:

It's kind of the worldwide date format : i think only Belize and USA use the month/day/year format

This.





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