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Matchmaker Feedback


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#301 Vweegit

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Posted 20 May 2014 - 03:46 PM

Drop 1: Solo, JM6-DD. 4 minutes, 45 seconds.
Drop 2: Solo, JM6-DD. 5 minutes, 21 seconds.
Drop 3: Solo, JR7-F. 3 minutes, 23 seconds.
Drop 4: Team, 2 members, JR7-F, JR7-F. 7 minutes, 13 seconds.
Drop 5: Team, 2 members, JR7-F, JR7-F. 7 minutes, 43 seconds.





Keep Up The Great work, PGI.

Can I ask a serious question, PGI? Do you guys have any sort of testing protocol for this stuff, or are you just shooting from the hip and hoping?

Looking forward to the hotfix. Peace till then.

On edit, I almost forgot:
On the final drop, my teammate was split into a different lance from me. Thank god we play on voice comms.

Edited by Vweegit, 20 May 2014 - 03:49 PM.


#302 BAD WD40

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Posted 20 May 2014 - 03:49 PM

Well, I spent 3 hours and played 5 games. Tried different Mechs mainly in 4 man drops.

Really its just is not working and theres nearly 30 guys on Team Speak all pulling hair out at first but now just a bit tiered of this. We are now 10 mins into this search and still waiting.

ELO must be to complicated and its just not working.

#303 By Dysentery

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Posted 20 May 2014 - 03:49 PM

I´ll help you asses the data you get from your sophisticated telemetry:

People log off. People don´t play. People don´t pay.

You should never have been let anywhere near this great franchise.

#304 TheLetterN

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Posted 20 May 2014 - 03:50 PM

Man, they really dropped the ball with this one. I was kinda looking forward to lance restrictions at first, especially when I see teams that out ton others by 300-400 every day. Though these wait times are seriously stupid, waited a good 25min watching the little searching circle spin away... Best game, 2014.

#305 Treysef

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Posted 20 May 2014 - 03:50 PM

View PostVweegit, on 20 May 2014 - 03:46 PM, said:

Drop 1: Solo, JM6-DD. 4 minutes, 45 seconds.
Drop 2: Solo, JM6-DD. 5 minutes, 21 seconds.
Drop 3: Solo, JR7-F. 3 minutes, 23 seconds.
Drop 4: Team, 2 members, JR7-F, JR7-F. 7 minutes, 13 seconds.
Drop 5: Team, 2 members, JR7-F, JR7-F. 7 minutes, 43 seconds.





Keep Up The Great work, PGI.

Can I ask a serious question, PGI? Do you guys have any sort of testing protocol for this stuff, or are you just shooting from the hip and hoping?

Looking forward to the hotfix. Peace till then.

On edit, I almost forgot:
On the final drop, my teammate was split into a different lance from me. Thank god we play on voice comms.


It was tested on the test server three times, actually. But don't let that detract from your rhetoric.

#306 Flak Kannon

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Posted 20 May 2014 - 03:51 PM

What the HE LL.

Please try and do something correct for a change when it comes to patch day.

I have been around along time and things get worse with every patch.

I am just at loss with you guys PGI.

I really was considering buying the New Treb Hero.

NOT a FRICKING chance now.


#upset@PGI

#307 Haji1096

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Posted 20 May 2014 - 03:52 PM

Been playing since 6:07 EST, have not had a problem finding matches until I unchecked assault mode. Canceled, then check all three modes, found a match within 2 minutes.

#308 Hannibal Chow

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Posted 20 May 2014 - 03:52 PM

12 minutes for mordor??? pgi suuuuuuck!

#309 Chemie

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Posted 20 May 2014 - 03:55 PM

so if is turned off, why is it stlll 10+ minutes and no game????

#310 Vweegit

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Posted 20 May 2014 - 03:57 PM

View PostTreysef, on 20 May 2014 - 03:50 PM, said:

It was tested on the test server three times, actually. But don't let that detract from your rhetoric.


And these issues didn't arise on the test server? I'm genuinely curious. Sure, I'm also annoyed, but how on earth does this happen not once, but twice? I don't follow the test servers. I don't want to test the damn game - I did enough of that in the Founder's program.

So, please, enlighten me, since you're going to white-knight this one: how exactly does this make it from the test server, to live production, and cause such a colossal ****-up?

#311 Bigboote

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Posted 20 May 2014 - 03:57 PM

Will I still be able to do my 2x matches on all my mechs in 24 hours?

#312 SausageParty

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Posted 20 May 2014 - 03:58 PM

OH MAN....the tin foil hats didn't work..(<---PGI) On another note...Tyrion has a champion...And youll get to see them fight before your search for a battle is over.(only one week).Robert Downey Jr said it best....NEVER GO FULL R-E-T-A-R-D....

Edited by SausageParty, 20 May 2014 - 03:59 PM.


#313 DragonsFire

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Posted 20 May 2014 - 03:58 PM

View PostVweegit, on 20 May 2014 - 03:57 PM, said:


And these issues didn't arise on the test server? I'm genuinely curious. Sure, I'm also annoyed, but how on earth does this happen not once, but twice? I don't follow the test servers. I don't want to test the damn game - I did enough of that in the Founder's program.

So, please, enlighten me, since you're going to white-knight this one: how exactly does this make it from the test server, to live production, and cause such a colossal ****-up?


To put it simply, test environments can't always emulate the conditions of a live deployment. This is true regardless of the application and software rollout.

#314 Sigiran

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Posted 20 May 2014 - 04:00 PM

Waiting more than 2 - 3 minutes is not acceptable. I do not understand who needs this idiotic new search engine, if a player can lose connection to the server during a game?

#315 Cpt Zaepp

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Posted 20 May 2014 - 04:00 PM

2-5 minutes, mostly mediums. Match-balance is mixed (rollin' and gettin' rolled) as usual.

#316 Treysef

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Posted 20 May 2014 - 04:01 PM

View PostVweegit, on 20 May 2014 - 03:57 PM, said:


And these issues didn't arise on the test server? I'm genuinely curious. Sure, I'm also annoyed, but how on earth does this happen not once, but twice? I don't follow the test servers. I don't want to test the damn game - I did enough of that in the Founder's program.

So, please, enlighten me, since you're going to white-knight this one: how exactly does this make it from the test server, to live production, and cause such a colossal ****-up?


Because the test server doesn't have the same volume of players as live servers. A true load test has to be done on live servers and that's what we saw today.

Quote

since you're going to white-knight this one


This kills your credibility.

Edited by Treysef, 20 May 2014 - 04:01 PM.


#317 Gyrok

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Posted 20 May 2014 - 04:02 PM

View PostTreysef, on 20 May 2014 - 04:01 PM, said:


Because the test server doesn't have the same volume of players as live servers. A true load test has to be done on live servers and that's what we saw today.



This kills your credibility.


Accompanied by epic fail.

3/3/3/3 should just be replaced by tonnage limits...seriously...

#318 Vweegit

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Posted 20 May 2014 - 04:03 PM

View PostDragonsFire, on 20 May 2014 - 03:58 PM, said:


To put it simply, test environments can't always emulate the conditions of a live deployment. This is true regardless of the application and software rollout.


In this case, I'd presume because of too small a sample size of testers. Regardless, this does very little to help the image that PGI has created: they can't get anything right on the first go-round.

#319 Treysef

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Posted 20 May 2014 - 04:05 PM

View PostGyrok, on 20 May 2014 - 04:02 PM, said:


Accompanied by epic fail.

3/3/3/3 should just be replaced by tonnage limits...seriously...


It had to be tested on live servers, so it was tested on live servers. It didn't work so it was rolled back. PGI got more data and will continue to improve the matchmaker. How is that failing?

Tonnage limits have been tried before, it just leads to everyone taking bigger and bigger mechs and exacerbates the meta problem.

Edited by Treysef, 20 May 2014 - 04:05 PM.


#320 MadIrish

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Posted 20 May 2014 - 04:07 PM

It ain't rolled back it still long waits.





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