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#321 DragonsFire

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Posted 20 May 2014 - 04:08 PM

View PostVweegit, on 20 May 2014 - 04:03 PM, said:


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.


Unfortunately you can have an even larger sample size and months of tests and still not completely replicate a production environment.

#322 Vweegit

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Posted 20 May 2014 - 04:09 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.


So...we're still being used as testers. :P


Quote

This kills your credibility.


Credibility towards what, exactly, and who exactly are you to PGI that your opinion of me should matter?

#323 Vweegit

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Posted 20 May 2014 - 04:12 PM

View PostDragonsFire, on 20 May 2014 - 04:08 PM, said:


Unfortunately you can have an even larger sample size and months of tests and still not completely replicate a production environment.


I'd say that defense went down the toilet minutes after launch, wouldn't you? Regardless, perhaps it's time to consider restructuring the test criteria as far as this 3/3/3/3 idea is concerned. It obviously isn't working to anyone's benefit.

#324 Treysef

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Posted 20 May 2014 - 04:12 PM

View PostMadIrish, on 20 May 2014 - 04:07 PM, said:

It ain't rolled back it still long waits.


It was entirely rolled back. Wait times are back to pre-patch and there is no 3/3/3/3. If you're having trouble finding a match maybe try queueing for more than just Assault.

#325 MadIrish

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Posted 20 May 2014 - 04:14 PM

View PostTreysef, on 20 May 2014 - 04:05 PM, said:


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.


I say again ain't nothing been rolled back matchmaker is still broke been in the queue 12 minutes on this one and still waiting. Thery'e definitely gonna need a longer sound bite for the search screen if this what rolled back is.

#326 DragonsFire

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Posted 20 May 2014 - 04:14 PM

View PostVweegit, on 20 May 2014 - 04:12 PM, said:


I'd say that defense went down the toilet minutes after launch, wouldn't you? Regardless, perhaps it's time to consider restructuring the test criteria as far as this 3/3/3/3 idea is concerned. It obviously isn't working to anyone's benefit.


Not entirely sure how that nullifies my statement about testing parameters as clearly there is something happening in production that is not happening during testing.

#327 Treysef

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Posted 20 May 2014 - 04:15 PM

View PostVweegit, on 20 May 2014 - 04:09 PM, said:


So...we're still being used as testers. :P




Credibility towards what, exactly, and who exactly are you to PGI that your opinion of me should matter?


You're ALWAYS being used a tester if that's the logic you're going to follow. Telemetry is always being gathered.

Ad hominem detracts from your argument and makes you look petty. Try having a conversation instead of insulting people.

#328 Vweegit

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Posted 20 May 2014 - 04:18 PM

View PostDragonsFire, on 20 May 2014 - 04:14 PM, said:


Not entirely sure how that nullifies my statement about testing parameters as clearly there is something happening in production that is not happening during testing.


I was perhaps unclear. I'm not trying to nullify your statement.

I agree with you, however. Something differs greatly between production and testing - making the testing a waste of time, and requiring a different set of test criteria.

#329 Sevronis

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Posted 20 May 2014 - 04:19 PM

I'm also one of those players who rarely complains about anything in the game thus far. I've spend alot on the game as well. Hell, when MWO was first established, I would have gladly payed a monthly sub if that had been implemented (or like a monthly premium time sub). Honestly, I still would. I have hopes and dreams for this game for it being the first Mechwarrior release in over a decade. I desire these hopes and dreams to continue. I started in closed beta, bought pretty much all the highest mech packages you offered, all to support this dream. I still don't regret a single cent I spent either. Just don't end up disappointing me. You will have to contend with Star Citizen eventually, and although I did buy a package for that during their initial funding, I didn't go very high, simply because it is a new idea and universe and I fear it may also fail of its hype as most MMOs do these days. But this is Battletech. My 'donation' restriction does not apply here.

That all being said, I actually must complain about this latest patch, if only just regarding the matchmaker. I was stoked to see the Buckets getting some love in this patch. Since I got home from work around 4 PM EST, it is now almost 7 PM and only got into 3 matches. I didn't even know there was to be a hotfix on this today til a friend of mine mentioned it, but I can clearly see it didn't fix anything as proof of what I've been reading in here. Instead of turning off the premade group limit PGI, you should have used common sense and turned everything off first and then implement the 3/3/3/3 rule before anything else and see what happened. I already read someone else in this thread mention about trial and error. I agree that this should have been done. I've read about taking out 3/3/3/3 altogether. While I don't agree, I do agree that it shouldnt be rules of 3. A max of 4 per weight class would be better (and would allow for Steiner scout lances again for my premades :P). I think I agree that ELO is also hurting the wait. I would think the match maker should first take all the first available players/weight restrictions and automatically put them in a single match, THEN, one the 'who' is decided, the 'how' can divide those 24 players between the teams based on the ELO, factoring in of course premades. Then the 'where' can be decided, simply by the random map. If this is how the MM is supposed to work already, then ignore me. If not, then perhaps this may help. Though on the programming side, this might actually be worse.. I know how to do the visual side of things, not the coding ^_^

But yeah, these wait times currently just hurt the player figuratively and it will hurt the game. Right now PGI, while you focus on fixing this, at least put things back the exact way they were before the patch so we players may focus on causing explosions on the battlefield as quickly as possible. And while yer at it, hire more dedicated programmers, or simply have a majority of current staff only handle code and nothing else. It seems you have no problems getting out the graphic side of the game (like new mechs), but always have issues with code. I don't know if I can speak for all the players, but I THINK we players can live without new mech releases every patch, excluding really, really, really big patches.

Edited by Sevronis, 20 May 2014 - 04:28 PM.


#330 xeromynd

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Posted 20 May 2014 - 04:19 PM

I just waited 27 minutes to get into a match. Halfway through the match my client froze and crashed.

This is insane. Out of beta my ass.

#331 Vweegit

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Posted 20 May 2014 - 04:22 PM

View PostTreysef, on 20 May 2014 - 04:15 PM, said:

Ad hominem detracts from your argument and makes you look petty. Try having a conversation instead of insulting people.


I'll try this another way: I'm not interested in your conversation. Your opening of the conversation with me attacked my post as rhetoric, and your condescending use of instructional language indicates that you consider yourself superior to me.

:P Peace, love, and chicken grease. Now pound salt.

#332 Treysef

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Posted 20 May 2014 - 04:23 PM

View PostVweegit, on 20 May 2014 - 04:22 PM, said:


I'll try this another way: I'm not interested in your conversation. Your opening of the conversation with me attacked my post as rhetoric, and your condescending use of instructional language indicates that you consider yourself superior to me.

:P Peace, love, and chicken grease. Now pound salt.


Your post was factually incorrect, I'm guessing because you have a bais against the developers. Don't get upset when someone calls it out for what it is.

#333 xeromynd

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Posted 20 May 2014 - 04:25 PM

View PostDozier, on 20 May 2014 - 03:39 PM, said:

Picked the quickest que time. Unedited and logged at end of song.


This made me lose my sh*t. A+++++++

#334 Bigbacon

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Posted 20 May 2014 - 04:28 PM

load tests can be done without actually using real people to load test...we do it all the time with our development.

Edited by Bigbacon, 20 May 2014 - 04:29 PM.


#335 Tom Sawyer

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Posted 20 May 2014 - 04:30 PM

To all those who used premium time I feel for you. Let us see if PGI actually fixes THAT at least

#336 Vweegit

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Posted 20 May 2014 - 04:32 PM

View PostTreysef, on 20 May 2014 - 04:23 PM, said:

Your post was factually incorrect, I'm guessing because you have a bais against the developers. Don't get upset when someone calls it out for what it is.


Perhaps you need reading comprehension lessons. I posited no facts other than the time and weight related data I posted. I have no bias for or against the developers; though, like anyone delivered an inferior product, I have questions and comments towards it.

#337 Scam Newton

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Posted 20 May 2014 - 04:38 PM

Maybe PGI should try a new approach for just one time. Actually focus on the mechanics of a patch and test it - AND don't bother with introducing new trinkets or mechs to spend money on. FOCUS PEOPLE!

#338 Nicholas Carlyle

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Posted 20 May 2014 - 04:41 PM

I was getting matched against some major ELO heavyweights. It was definitely not normal.

#339 Ecrof

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Posted 20 May 2014 - 04:42 PM

View PostNikolai Lubkiewicz, on 20 May 2014 - 04:26 PM, said:


As this so far seems to be more related more to the logic of the algorithm than with the hard rules that algorithm places, which are testing of different class limits seems to suggest: The issues encountered today would have theoretically appeared in the use of tonnage limits, BV values, or just about any other conceivable system. We hope to get these logical loops worked out ASAP.


Is there going to be a hot fix attempt?

#340 slide

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Posted 20 May 2014 - 04:43 PM

This must be the first patch ever that I am glad that I have to wait 12-16 hours after patch time to play.

Hopefully by the time I finish work this will be sorted. (or at least better)





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