Edited by Sergeant Miles, 20 May 2014 - 01:19 PM.


Matchmaker Feedback
#181
Posted 20 May 2014 - 12:47 PM
#182
Posted 20 May 2014 - 12:47 PM
Nikolai Lubkiewicz, on 20 May 2014 - 12:43 PM, said:
[color=#00FFFF]Class limits are now, once more disabled in the backend. News on Matchmaker will continue to be released as we draw closer and closer to having something that is not only stable and fair to the players and teams, but also provides reasonable wait times. [/color]
Nope, I still can't get into a match even after you guys disabled the class limits.
#183
Posted 20 May 2014 - 12:48 PM
Began Searching: 16:43 PM EDT
Connected to match: 16:49 PM EDT
Light
Solo
Time to Connect: 6 minutes
#184
Posted 20 May 2014 - 12:48 PM
Nikolai Lubkiewicz, on 20 May 2014 - 12:43 PM, said:
The good news is that we have made drastic improvements to our matchmaking system this patch, resulting in a much more stable deployment than before.
Following 3/3/3/3's release, our engineers took advantage of the changes introduced to run a series of tests with different maximum limits per class. This first started by increasing the limit from 3 to 4, then 5, 6 and onwards until we reached max 12. At this stage, we had found knock-on issues which suggest that we must re-investigate the algorithm further. It is worth noting similar issues could be encountered with any other rules system imposed on the matchmaker and have more to do with the increased complexity of that matchmaker system.
Class limits are now, once more disabled in the backend. News on Matchmaker will continue to be released as we draw closer and closer to having something that is not only stable and fair to the players and teams, but also provides reasonable wait times.
Is it possible to still cap each team to 1 premade?
Edited by Ripper X, 20 May 2014 - 12:51 PM.
#185
Posted 20 May 2014 - 12:48 PM
How about you guys take your sweet time figuring this out, but put it on the back burner for now. It's obviously going to take a long time to completely and effectively implement these MM features. In the mean time, how about shifting your attention to fixing the other issues and then move back to MM.
#186
Posted 20 May 2014 - 12:49 PM

#187
Posted 20 May 2014 - 12:50 PM
#188
Posted 20 May 2014 - 12:52 PM
gmt+3
solo in a victror
any gamemode found a cnq game in just under 2 mins
solo in a victor
assault and skirmish only canceled search after 12+ mins
#189
Posted 20 May 2014 - 12:53 PM
#190
Posted 20 May 2014 - 12:54 PM
Nikolai Lubkiewicz, on 20 May 2014 - 12:43 PM, said:
To bad that the wait times are NOT back to normal.
#191
Posted 20 May 2014 - 12:54 PM
#192
Posted 20 May 2014 - 12:55 PM
#193
Posted 20 May 2014 - 12:56 PM
Edited by Harathan, 20 May 2014 - 12:57 PM.
#194
Posted 20 May 2014 - 12:56 PM
#195
Posted 20 May 2014 - 12:57 PM
#196
Posted 20 May 2014 - 12:57 PM
#197
Posted 20 May 2014 - 12:58 PM
...?
Edited by draiocht, 20 May 2014 - 01:00 PM.
#198
Posted 20 May 2014 - 12:58 PM
#199
Posted 20 May 2014 - 12:58 PM
#200
Posted 20 May 2014 - 12:58 PM
Harathan, on 20 May 2014 - 12:54 PM, said:
Yep... It's like watching an ammo explosion consume a mech. Everything seems okay for a brief moment, and then - boom!
Ugh... It would best to just give up on this for now and focus on fixing known bugs that are fixable.
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users