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Matchmaker Adjustment 3/3/3/3

Balance Gameplay Metagame

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#221 BLOOD WOLF

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Posted 24 June 2014 - 04:07 PM

View PostDymlos2003, on 24 June 2014 - 04:03 PM, said:


It wasn't close dude. Haha. Team acted stupid and we lost. While we were 4/4/2/2 so was the other team.

I told them not to take the hill. Why does everyone do that? I cant say we would have won if we went around but darn.

#222 Bartholomew bartholomew

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Posted 24 June 2014 - 04:18 PM

View PostBLOOD WOLF, on 24 June 2014 - 04:07 PM, said:

I told them not to take the hill. Why does everyone do that? I cant say we would have won if we went around but darn.

but it's always take the hill take the hill take the hill.

Nevermind there are so many other places on the map to fight from. But....oh well.

#223 Sandpit

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Posted 24 June 2014 - 04:33 PM

ok guys, more about the 3/3/3/3 and less about how bad your team was please? lol Seriously, I'd like to get some actual data on how the PST matches are going and discuss where it needs to be improved

#224 BLOOD WOLF

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Posted 24 June 2014 - 05:29 PM

Im loving the larger group ques. Shout out to Waxon for inviting me to his group.

Edited by BLOOD WOLF, 24 June 2014 - 05:29 PM.


#225 Sandpit

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Posted 24 June 2014 - 05:35 PM

View PostBLOOD WOLF, on 24 June 2014 - 05:29 PM, said:

Im loving the larger group ques. Shout out to Waxon for inviting me to his group.

have they improved the social tools? grouping, inviting, etc.?

#226 BLOOD WOLF

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Posted 24 June 2014 - 06:05 PM

View PostSandpit, on 24 June 2014 - 05:35 PM, said:

have they improved the social tools? grouping, inviting, etc.?

Pretty much the same. Invites are unchanged. So is talking to other players

matches were pretty even after the later runs I had.

Classes were no problem, players as I have thought were willing to compromise for the sake of their buddies. It didn't feel limiting.

Like i said, social tools are pretty much the same.

Edited by BLOOD WOLF, 24 June 2014 - 06:24 PM.


#227 Deathlike

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Posted 24 June 2014 - 07:24 PM

http://mwomercs.com/...ost__p__3503937

MM: Was turned off somewhere along the line (except for a certain someone that is in this thread that didn't think it happened).

Nice try... but not even Karl could save it. It may possibly turn up on patch day, but it's more or less confirmed that very large groups was problematic (9-10 man premades).

Edited by Deathlike, 24 June 2014 - 07:24 PM.


#228 Sandpit

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Posted 24 June 2014 - 08:25 PM

well they were problematic due to small numbers. Other than that they seemed to be working well mechanically. I didn't figure there'd be many testing mid-week during prime time with everyone still wanting to level up and master their clan mechs.

#229 Deathlike

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Posted 24 June 2014 - 08:47 PM

View PostSandpit, on 24 June 2014 - 08:25 PM, said:

well they were problematic due to small numbers. Other than that they seemed to be working well mechanically. I didn't figure there'd be many testing mid-week during prime time with everyone still wanting to level up and master their clan mechs.


If they even offered a free clan mech mechbay, Premium Time, or even 1m C-bills (5 matches required or something reasonable) or something like that... you'd get more players.

Whatever I guess.

Although... I think someone @ PGI took my suggestion seriously.... about extending the mech C-bill sale.

#230 Sandpit

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Posted 24 June 2014 - 08:51 PM

View PostDeathlike, on 24 June 2014 - 08:47 PM, said:


If they even offered a free clan mech mechbay, Premium Time, or even 1m C-bills (5 matches required or something reasonable) or something like that... you'd get more players.

Whatever I guess.

Although... I think someone @ PGI took my suggestion seriously.... about extending the mech C-bill sale.


Eh
A lot of people who would have been the first ones lined up to test it are still pissed and don't want to dedicate the effort to patch pst
They won't believe it until they see it and it's here for a while and get sucked back in by unit buddies

#231 Deathlike

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Posted 24 June 2014 - 10:08 PM

View PostSandpit, on 24 June 2014 - 08:51 PM, said:

Eh
A lot of people who would have been the first ones lined up to test it are still pissed and don't want to dedicate the effort to patch pst
They won't believe it until they see it and it's here for a while and get sucked back in by unit buddies


Well.. it's real and that part worked (saw 10-man and 6 and 5 man premades.

:D

#232 BLOOD WOLF

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Posted 25 June 2014 - 02:31 AM

View PostDeathlike, on 24 June 2014 - 07:24 PM, said:

http://mwomercs.com/...ost__p__3503937

MM: Was turned off somewhere along the line (except for a certain someone that is in this thread that didn't think it happened).

Nice try... but not even Karl could save it. It may possibly turn up on patch day, but it's more or less confirmed that very large groups was problematic (9-10 man premades).

Not when i was on, i got on early enough. I actually counted my second match the number of assults-lights. ask WAXON I was in a group of his that i believe had 7-9 players. Not only that we had 1-2 games, I didn't count I was a little exited. Not only that the weight times were not as bad in the begining or the first hour and that is all I played.

Not only that during those first two matches i actually counted the mech classes. First match we had 4 assults,4 heavies and 2-2 meds and lights. The second match It was 3's I believe. The good thing was the enemy team was matched up. I do not know when they turned it off but It was not when I played.


[color=#00FFFF]"there was no turning off of the new matchmaker. The matchmaker currently on production is entirely deleted from public test in fact.[/color]

[color=#00FFFF]The only change made was to disable the strict weight class matching requirement, since our group queue was so low in population that picking the first 24 players to queue as groups was still resulting in excessively high wait times"[/color]

Edited by BLOOD WOLF, 25 June 2014 - 02:51 AM.


#233 kapusta11

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Posted 25 June 2014 - 02:38 AM

The game suffer from bad weapon balance greatly and no MM can really affect it unless PGI fix said balance, then we can finally see if there is anything wrong with MM itself to begin with, or admit that they can't handle it and implement battle value system that basically divides mechs on bad ones (energy boats) and good ones (meta chassis).

#234 BLOOD WOLF

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Posted 25 June 2014 - 02:48 AM

View Postkapusta11, on 25 June 2014 - 02:38 AM, said:

The game suffer from bad weapon balance greatly and no MM can really affect it unless PGI fix said balance, then we can finally see if there is anything wrong with MM itself to begin with, or admit that they can't handle it and implement battle value system that basically divides mechs on bad ones (energy boats) and good ones (meta chassis).

weapon balance is done with. Besides minor adjustments they will not be tinkering with that. Also weapon balance can be player subjective so when you say they need to fix balance giving some examples would be nice.

I kinda do not get what you are saying, The couple of matches i did have were sweet and players were using a range of weapons. you can not stop boating but that is nothing players can't get around.

Edited by BLOOD WOLF, 25 June 2014 - 02:53 AM.


#235 Sandpit

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Posted 25 June 2014 - 12:00 PM

View PostDeathlike, on 24 June 2014 - 10:08 PM, said:


Well.. it's real and that part worked (saw 10-man and 6 and 5 man premades.

;)

It's not in the live server so to them it's not "real" yet. That's what I was getting at. If and when it goes live I think you'll see numbers continue to gradually climb as players return

View PostBLOOD WOLF, on 25 June 2014 - 02:48 AM, said:

weapon balance is done with. Besides minor adjustments they will not be tinkering with that. Also weapon balance can be player subjective so when you say they need to fix balance giving some examples would be nice.

I kinda do not get what you are saying, The couple of matches i did have were sweet and players were using a range of weapons. you can not stop boating but that is nothing players can't get around.

well given the numbers being so low I don't think we'll get a lot of useful data other than how the mechanics of the Mm system work, such as those release valves.

#236 Deathlike

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Posted 25 June 2014 - 12:50 PM

So, I'll just post with pics the experience on the PTS...

So, it's hard to miss what I was greeted with (hint: THE BOX IS LARGER):
Posted Image

Saw some PGI in the first match:
Posted Image

Is PGI OP? - this was ~8PM EST (1 hour before Karl turned weight class matching off)
Posted Image

Notice the D-DCs? Could only buy the Command Console by buying a D-DC:
Posted Image

Almost 8:30 PM EST (30 mins til weight match restrictions came off) - SRM brawling is in good shape (somewhat)
Posted Image

6 Assaults (including myself) pic taken @ 8:50PM EST:
Posted Image

6 Assaults for the opfor:
Posted Image

Heavy Bacon... I mean Marik presence - 2v4 Assaults (weight class matching disabled at this point):
Posted Image

4v1 Assault:
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5+3+4 (I was in a 4-man at the time, was in a premade in every pic) vs 10+2
Posted Image

So.. this "guy" on my team didn't think weight matching was disabled... see if you can spot him:
Posted Image

6+3+3 vs ... I forgot what the other team had, but they did have premades
Posted Image

3v6 Assaults... yea...
Posted Image

All good things must end in Mordor:
Posted Image

Bonus: What happened in the first match (w/o that fall module):
Posted Image

Somewhere along the line, I decided to get the fall module.. and while it helped... I could not help thinking it was MANDATORY. I did not feel the same for bigger mechs though.

#237 Sandpit

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Posted 25 June 2014 - 01:04 PM

Thank you!

If the group queue gets implemented I'm sure I'll start playing again but until then I'm just trying to help collect data and keep some good feedback threads going that don't have anything to do with LRMs, clans, alphas, p2w, etc. lol

#238 Deathlike

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Posted 25 June 2014 - 01:17 PM

View PostSandpit, on 25 June 2014 - 01:04 PM, said:

Thank you!

If the group queue gets implemented I'm sure I'll start playing again but until then I'm just trying to help collect data and keep some good feedback threads going that don't have anything to do with LRMs, clans, alphas, p2w, etc. lol


It would be foolhardy if PGI decided to NOT keep the 5-10 group code. Then again... it could be their position at the time.

#239 Sandpit

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Posted 25 June 2014 - 02:20 PM

View PostDeathlike, on 25 June 2014 - 01:17 PM, said:


It would be foolhardy if PGI decided to NOT keep the 5-10 group code. Then again... it could be their position at the time.

well and that's exactly why you don't have more "thank you!" type responses at this point. Until it's live and sticks around for a while you won't. Too many people are waiting for and even expecting the "Well based on the PTS, we decided not to do it" or some such. So I doubt you'll get a lot of "excitement" for it until it's really truly put into the game

#240 Kageru Ikazuchi

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Posted 25 June 2014 - 04:24 PM

I am so very much looking forward to playing with teammates and friends with the flexibility to have more than four pilots in a group, when it's not a big deal for one guy to drop out for a match or two, not a big deal for another player to join up, not a problem when we have two, three, or four guys that have to leave as the session goes long ... in short, this is going to change casual (and not so casual) group play dramatically.

Groups of 2-10 makes me very, very happy!

However ... if this isn't a "Murphy's Law" of game development, it should be ...
"No good idea survives first contact with the live servers intact."

Edited by Kageru Ikazuchi, 25 June 2014 - 04:25 PM.






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