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Sooo What Is The Deal With 3333/?


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#1 Iskareot

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Posted 06 June 2014 - 08:11 AM

So yeah loading into a drop last night facing 7 atlases was not funny.... I saw oddly last night more out of weight balanced drops then I have in a long time.

Badly... like huge tonnage differences. I thought that 3333 was going to solve this issue ....

Why has this NOT been updated or installed into the game play yet?

#2 MeiSooHaityu

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Posted 06 June 2014 - 08:12 AM

They just tried about a week or so ago. It took on average 20min to find a match no matter what weight class mech you launched with. They hot patched it soon after and disabled it.

They just haven't figured out a good way for the matchmaker to handle the 3/3/3/3 yet.

#3 Vassago Rain

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Posted 06 June 2014 - 08:12 AM

Because they need to rewrite the matchmaker.

#4 Malcolm Vordermark

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Posted 06 June 2014 - 08:13 AM

They have to rewrite matchmaker for it, so it will be a while I imagine.

#5 RetroActive

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Posted 06 June 2014 - 08:14 AM

Since it requires a complete rewrite of the matchmaker, they delayed it until CW comes out, since that was going to require a complete rewrite of the matchmaker anyways.

#6 Drasari

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Posted 06 June 2014 - 08:18 AM

View PostMeiSooHaityu, on 06 June 2014 - 08:12 AM, said:

They just tried about a week or so ago. It took on average 20min to find a match no matter what weight class mech you launched with. They hot patched it soon after and disabled it.

They just haven't figured out a good way for the matchmaker to handle the 3/3/3/3 yet.


For the record, myself and two lance mates that I dropped with while it was implemented had a wait no longer then one min, in solo, two and three man configurations.

#7 Sarsaparilla Kid

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Posted 06 June 2014 - 08:22 AM

View PostDrasari, on 06 June 2014 - 08:18 AM, said:


For the record, myself and two lance mates that I dropped with while it was implemented had a wait no longer then one min, in solo, two and three man configurations.


It seemed 2-4 man groups had few issues, as the MM would start to build a match around them, but it was the solo puggers that were seeing some of the longer wait times. I had a 50-minute wait on a medium mech before I hit cancel, a 20-minute wait on a heavy before I hit cancel, and then only about a 5-minute wait on a light.

#8 Drasari

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Posted 06 June 2014 - 08:29 AM

View PostSarsaparilla Kid, on 06 June 2014 - 08:22 AM, said:


It seemed 2-4 man groups had few issues, as the MM would start to build a match around them, but it was the solo puggers that were seeing some of the longer wait times. I had a 50-minute wait on a medium mech before I hit cancel, a 20-minute wait on a heavy before I hit cancel, and then only about a 5-minute wait on a light.


Yeah I had been hearing that from other folks in the unit but never experienced it my self. I find it odd how only some people were affected but hey that's coding for you.

The lack of the 3/3/3/3 is keeping me from playing at all right now. The matches with 6/8+ assaults and the rest heavies has turned me off of the game as well as keeping me from dropping $240 on the clans.

Oh well.

#9 Gayang3

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Posted 06 June 2014 - 08:58 AM

I don't get it, I really don't. If the mechs are properly balanced, what's so bad with going up against even 12 atlases? a group of jenners should be able to run rounds around the atlas (quite literally) and leg the atlases

#10 Bilbo

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Posted 06 June 2014 - 09:01 AM

View PostGayang3, on 06 June 2014 - 08:58 AM, said:

I don't get it, I really don't. If the mechs are properly balanced, what's so bad with going up against even 12 atlases? a group of jenners should be able to run rounds around the atlas (quite literally) and leg the atlases

That depends entirely on who is piloting the Atlases and Jenners.

#11 AssaultPig

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Posted 06 June 2014 - 09:16 AM

You may not be aware of this, but 3/3/3/3 matchmaking is already in! Every game includes three assaults, three heavies, three victors, and three of whatever else.

#12 Splatshot

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Posted 06 June 2014 - 09:21 AM

View PostDrasari, on 06 June 2014 - 08:29 AM, said:


Yeah I had been hearing that from other folks in the unit but never experienced it my self. I find it odd how only some people were affected but hey that's coding for you.

The lack of the 3/3/3/3 is keeping me from playing at all right now. The matches with 6/8+ assaults and the rest heavies has turned me off of the game as well as keeping me from dropping $240 on the clans.

Oh well.


Why does 3/3/3/3 matter...it will make for stupid set game play, kill the 3 Assaults and you win.
Should just be Weight slotted, with a total difference of 50 or less.

#13 MisterPlanetarian

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Posted 06 June 2014 - 09:22 AM

View PostDrasari, on 06 June 2014 - 08:29 AM, said:


Yeah I had been hearing that from other folks in the unit but never experienced it my self. I find it odd how only some people were affected but hey that's coding for you.

The lack of the 3/3/3/3 is keeping me from playing at all right now. The matches with 6/8+ assaults and the rest heavies has turned me off of the game as well as keeping me from dropping $240 on the clans.

Oh well.


Are you me?

I havent played either since Apil ish and 3/3/3/3 "Rule of 3" absence is the reason. From the way Russ put it, it would seem like the matchmaker rewrite is not going to take untill CW though.



View PostSplatshot, on 06 June 2014 - 09:21 AM, said:


Why does 3/3/3/3 matter...it will make for stupid set game play, kill the 3 Assaults and you win.
Should just be Weight slotted, with a total difference of 50 or less.


It's to enforce weightclass diversity in the public queue and it makes you less of a drag to your team when you play medium mechs especially. They are my favourite weightclass but are completely pointless right now because of SRM problems and having no limit on Assault mechs.

Edit: Raw tonnage matching does not garantuee team balance and would realistically only make waits longer with heavies becoming the dominant class unless you set the cap really, really low. Which would in turn cause problems for people dropping in heavies and assaults etc.

Edited by MisterPlanetarian, 06 June 2014 - 09:27 AM.


#14 tucsonspeed6

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Posted 06 June 2014 - 09:28 AM

Association is coming before CW proper, so we may see a return of 3/3/3/3 before then, assuming that's when we will start dropping only with members of our own faction, lone wolves, and mercs.

#15 FupDup

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Posted 06 June 2014 - 09:30 AM

If we balanced all of the mechs to have their own useful yet different roles in the game, we'd have more balanced warfare without creating artificial matchmaking handicaps.

#16 MisterPlanetarian

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Posted 06 June 2014 - 09:33 AM

Good luck with that. As long as Tonnage translate linearly into survivability and firepower like it does you won't see that come true, ever. This is a problem with battletech in general though.


The only way to balance a game like that is to artificially impose limits on what you can put into the field. How would chess be intresting if all peices were queens?

Edited by MisterPlanetarian, 06 June 2014 - 09:33 AM.


#17 Splatshot

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Posted 06 June 2014 - 09:39 AM

View PostMisterPlanetarian, on 06 June 2014 - 09:22 AM, said:


It's to enforce weightclass diversity in the public queue and it makes you less of a drag to your team when you play medium mechs especially. They are my favourite weightclass but are completely pointless right now because of SRM problems and having no limit on Assault mechs.

Edit: Raw tonnage matching does not garantuee team balance and would realistically only make waits longer with heavies becoming the dominant class unless you set the cap really, really low. Which would in turn cause problems for people dropping in heavies and assaults etc.



While not disagreeing with getting people to play other mechs is good idea.

There is a small problem, when I can buy a mech for real money, not that it came with the game for free but I spent actually money on it, I want to play when I want, and not have to wait in a que for the MM to get a match.

The issue with 3/3/3/3 is there will never be a big enough player base to support that without major wait times.
And since we all want to Drive Huge Mechs, we will just sit and wait.

They need to change the MM to join it, have place the teams, and then you select mech based on available tonnage and mech... like mW4 but that wont happen.

Edited by Splatshot, 06 June 2014 - 09:40 AM.


#18 FupDup

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Posted 06 June 2014 - 09:41 AM

View PostMisterPlanetarian, on 06 June 2014 - 09:33 AM, said:

Good luck with that. As long as Tonnage translate linearly into survivability and firepower like it does you won't see that come true, ever. This is a problem with battletech in general though.


The only way to balance a game like that is to artificially impose limits on what you can put into the field.

Well, there are some things that might be able to help with what I'm getting at, such as...
  • Larger maps to make mobility more important, and so that scouting for the enemy's position is more important.
  • A hotkey for calling out enemy targets, so that scouts who aren't in a 12 man with VOIP don't have to type everything out (which could be a big risk during combat).
  • Restructured XP tree where every mech doesn't share the same bonuses. Right now, every mech basically just gains mobility from the XP tree, which marginalizes the advantages of the lower-end classes. Only a select few heavies and assaults should get mobility boosts, like the Dragon and Victor.
  • Restructured objectives so that just steamrolling the enemy team isn't the tactic of choice in the majority of games (outside of pure deathmatch mode).
  • Redone rewards system that lets people make a living with activities other than farming assists, damage, and kills.
  • Module system redone so that each module can only fit into a specific category of slot, i.e. weapon module slot, scouting module slot, etc. Mechs would have their module slots assigned based on their intended strengths/weaknesses, such as the Raven 3L having mostly scout/support modules and the slow Ravens having mostly weapon modules. Also, buff the modules that currently suck popsickles, and add a lot more of them for variety.
  • Rescale the bloody mediums so they aren't "55 ton mech size" anymore. Would help them avoid fire and reduce the amount of aggro they attract by a little bit.
  • Anything else that I forgot about.


#19 MeiSooHaityu

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Posted 06 June 2014 - 10:03 AM

View PostDrasari, on 06 June 2014 - 08:18 AM, said:


For the record, myself and two lance mates that I dropped with while it was implemented had a wait no longer then one min, in solo, two and three man configurations.


It might have been worse for PUGs. I would think PUGs would have had it easier finding a match, but maybe not *shrug*

#20 Iskareot

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Posted 06 June 2014 - 10:23 AM

Yep.... I think it is not so much the possible differences, but HOW far the weights swing... At no way should there be a 400 ton difference, I would think they can at least work weights closer.





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