Mystere, on 21 June 2014 - 07:43 AM, said:
Wasn't it up for only a very short time before the meltdown? If so, just how many matches were you able to squeeze during that short period? Do you think that was a good sample size?
In other words, is it possible that your "Flat out awesome" few matches were just sheer luck and not really due to 3/3/3/3?
It was up twice.
I got 4 total matches.
All 4 were excellent.
From a statistical perspective you could reasonably give it 3 potential values. 'Crap', 'Not Bad' and 'Awesome' for the same of simplicity as well.
The odds of getting an 'Awesome' on 4 matches out of 4 samples is about 1.2%.
However, it's a self-selected sample from someone with an inherent bias and only 4 total samplings.
You can however relate that multiple other people did try it at the same time, everyone I've seen speak of it raved about it. In all 4 of those matches all the chat comments were very positive - in my first match someone was commenting that it was like playing in 12mans, the way both teams just stuck together, watched over each other and coordinated.
Anecdotal experience aside I'm reasonably familiar with the behavioral psychology side of it. That's why I'm the most excited to be honest. I work in analytics, extracting business performance impacts from policy changes and marketing strategies as well as agent behavior impacts on JDP scores(J.D. Powers, a sort of ranking for relative customer service).
There is a balance to be struck in how much 'freedom' (it's all illusionary, it's a game, all such changes do is alter the rules) you give your consumers vs the manner of structure you present. Much like how the limitations in Clan mech design actually work to give them more character and make them more interesting having something like 3/3/3/3 builds a gaming framework for player sto play within. It lets you focus on the mech you're bringing being fun, not how you're optimizing your teams tonnage. Meta players will always play the meta. Currently or with any matchmaker design they will be trying to maximize their positive impact. You want to keep that in mind but you can't let it dictate the whole game system or you end up with a game that *must* be played maxxed meta.
It's a simple change with a bigger reward. People who want the 'first 2 years of Ultima Online' type of experience aren't going to like it. Pretty much everyone else will. in the long run it's a better business decision than a lot that have been made over the last couple of years.