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Public Test - 24/jun/2014


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#141 Karl Berg

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Posted 24 June 2014 - 04:35 PM

3.8% of games on PTS so far have had 7 of a single weight class, even with the highly constrained populations currently on PTS.

#142 R Razor

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Posted 24 June 2014 - 04:39 PM

View PostKarl Berg, on 24 June 2014 - 04:35 PM, said:

3.8% of games on PTS so far have had 7 of a single weight class, even with the highly constrained populations currently on PTS.



Guess we just got lucky because 33.33% of the matches I played on it had 5 D-DC's and two other assaults. The disco issue still exists, had one of those in 33.33% of my matches as well.

#143 Karl Berg

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Posted 24 June 2014 - 04:43 PM

Ahh, well 25% of games have had 5 of one weight class.

#144 ski2060

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Posted 24 June 2014 - 04:44 PM

So, just tried out PTS. IS player, wanted to try Command Console. Only found on Atlas, can't put it on another mech because you can't buy it in the mechbay anywhere.

Oversight? Or only found on D-DC in the future?

#145 Tigreen

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Posted 24 June 2014 - 04:46 PM

Just got home and started the download. 3hours.... lol that is when it ends... Thanks PGI for the timely notification, your loss. I wonder how many people tried to help out but can't due to the time to download.

Good job PGI.

#146 Hellen Wheels

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Posted 24 June 2014 - 04:59 PM

View PostKarl Berg, on 24 June 2014 - 04:43 PM, said:

Ahh, well 25% of games have had 5 of one weight class.

Interesting, can you give us an idea of the % of 2 man / 3 man / 4 man / 5 man / etc. waiting to drop?

The reason I am curious is, that dropping solo on the PTS, I had <2 minute wait time for a match.

In a group of 5 or 4, we had a >2 minute wait time.

Seems like the MM is struggling to fill slots and create 12v12 using ad hoc groups.

I can see where the math might be difficult. My nephew has a Ph.D. in mathematics, his rates are reasonable if you need any help with that aspect of the MM. Feel free to PM me and we'll work up a contract to fix this for you.

=H=

Edited by Hellen Wheels, 24 June 2014 - 05:03 PM.


#147 Doctor Proctor

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Posted 24 June 2014 - 05:10 PM

While I love the reordering of the Mechs in your Mechbays, the reordering of the modules is not so great. Previously, in the target category, the three radar related modules were all together, followed by the weapon modules. Now I have to scroll around looking for Radar Deprivation. In fact, could you guys just break out the weapon modules into their own separate group? It should be the three radar modules and AMS overload in one, everything else in another.

Additionally, can you PLEASE at some point fix the classification for the Phoenix and Grid Iron mechs? They're all essentially Hero mechs (particularly in the case of the Grid Iron), yet they show up as Champion mechs. Since Champion is filled with a TON of trial mechs, it's almost uselss as a filter to find those mechs. Whereas if I'm looking in Hero, since they all have CBill bonuses, they don't appear at all.

#148 Karl Berg

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Posted 24 June 2014 - 05:33 PM

Hey guys,

I will be putting up a formal post at some point, but in the interests of trying to get better data on group queue usage, I have temporarily disabled the strict weight class matching rule in the matchmaker. As has been noted, group wait times are pretty bad with the strict weight class matching enabled for groups, which is quite obviously causing users to not utilize the group queue.

The matchmaker will still attempt to enforce the three's rule with decaying tolerance.

Groups of every size have queued up at some point, but they are extremely underutilized at this time. The PTS populations are simply far too low to meaningfully test the matchmaker. I don't have specific percentages since queue usage changes in real-time. By simply observing I've seen one to two 10 person groups, there was a single 9 group early on, and there were 2 or 3 five person groups at one point. There are a few two and three person groups that seem to be queuing regularly.

With strict weight class matching enabled, and game mode filter selections, the groups literally need to fit together like puzzle pieces. If the matchmaker doesn't have the right pieces, it simply can't assemble a game.

I am very sorry for the poor experience! I'd also like to thank those of you who stuck through the queue times and tried to match in groups.

#149 Doctor Proctor

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Posted 24 June 2014 - 05:39 PM

Wow, just saw 0% Lights, 0% Heavies, 25% Mediums and 75% Assaults in the queue. This will be fun... (Is using a Cent)

#150 ChapDude

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Posted 24 June 2014 - 05:47 PM

Bug! http://i.imgur.com/BMe9E5D.jpg

#151 Hatchet Jack

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Posted 24 June 2014 - 05:47 PM

View PostKarl Berg, on 24 June 2014 - 05:33 PM, said:


I am very sorry for the poor experience! I'd also like to thank those of you who stuck through the queue times and tried to match in groups.


It's all good Karl. We had a 5 man drop in the queue for about 30 minutes, but we stuck with it so you could get some decent telemetry at least.

On another note, perhaps if an incentive for PTS participation was offered, the PTS population might be high enough that it would offset some of the issues you mention.




#152 StainlessSR

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Posted 24 June 2014 - 05:57 PM

Honestly, after running a few drops (and spending those free CBills to try out a few mechs/changes) I love the strict weight class matching. It does not seam to matter if there are multiple (4-6) asualts in a match as they are matched by the same on the opposing team. The few drops I did (as a solo pug) were all (but one) close runs down to the last few mechs (the one stomp was mainly due to better positioning by the team I was on for Crimson Straits). Groups will just have to change their makeup to inject some weight class differenciation (which when combined with a larger pool of choices should allow faster matching). These matches tonight reminded me of when we would get on ngng and get two groups that were running the same matched classes to try and get a match-up between us (they were some of the best ones) balanced gameplay that came down to the pilots skill in the end as there was little difference in drop weight.

As I have no clue how the matchmaker puts a match together I can only hope that it takes a group and tries to match it with another group running the same mix of mech class (or as close as possible) then filling in with small groups or pugs to complete the matchup which with a larger pool of canidates will decrease the wait times altho (IMHO) 2-3 min isn't too awfull long to wait.

Also, I bought and ran a DDC with the command console in, I didn't play it enough to tell if it made a difference ot not.

EDIT: added last para

Edited by StainlessSR, 24 June 2014 - 06:01 PM.


#153 Vassago Rain

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Posted 24 June 2014 - 06:26 PM

View PostStainlessSR, on 24 June 2014 - 05:57 PM, said:

Honestly, after running a few drops (and spending those free CBills to try out a few mechs/changes) I love the strict weight class matching. It does not seam to matter if there are multiple (4-6) asualts in a match as they are matched by the same on the opposing team. The few drops I did (as a solo pug) were all (but one) close runs down to the last few mechs (the one stomp was mainly due to better positioning by the team I was on for Crimson Straits). Groups will just have to change their makeup to inject some weight class differenciation (which when combined with a larger pool of choices should allow faster matching). These matches tonight reminded me of when we would get on ngng and get two groups that were running the same matched classes to try and get a match-up between us (they were some of the best ones) balanced gameplay that came down to the pilots skill in the end as there was little difference in drop weight.

As I have no clue how the matchmaker puts a match together I can only hope that it takes a group and tries to match it with another group running the same mix of mech class (or as close as possible) then filling in with small groups or pugs to complete the matchup which with a larger pool of canidates will decrease the wait times altho (IMHO) 2-3 min isn't too awfull long to wait.

Also, I bought and ran a DDC with the command console in, I didn't play it enough to tell if it made a difference ot not.

EDIT: added last para


Class matching is how things used to be back in the olden days.

#154 Doctor Proctor

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Posted 24 June 2014 - 06:38 PM

Class matching is great and all, but it's still not going to help Medium pilots much when there's 6 Assaults poptarting and/or laying down meta weapons fire while you're trying to close to within 540 meters so that you can actually even HIT one of them. It's a start, but by no means a fix. Just means we'll have the same amount of meta mechs that they do.

#155 SgtMagor

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Posted 24 June 2014 - 07:03 PM

tried jumping around in my spider on test map, it seemed to be taking a lot of damage if I wasn't careful with my landings, until the mech blew up.
about 5 high jumps! the mech did take damage doing a soft landing on top of a building.

command console- working according to the parameters that were stated.
zoom-much better zoom in the 2 stages.
paper doll-check (appeared about 2 seconds after radar lock)
senso range-was picking up targets about 1600 meters and beyond.

tried one public drop- appeared to be mostly assault mechs

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


#156 BluefireMW

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Posted 24 June 2014 - 07:04 PM

Jumping Height and Damage to legs!

Is it possible that the height of jumping was reduced very much and the damage to legs was increased?
On the one Game on Canyon, i came almost not on the hills, with the 5 jj of my summoner?
if there is so, you should think about that.

Restricting jumping, just for assaults who have enough armor to do so, or limiting height, that no one wants to use it...

are you sure, that is the right way to do this?

hopefully not!

#157 Hellen Wheels

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Posted 24 June 2014 - 07:19 PM

View PostKarl Berg, on 24 June 2014 - 05:33 PM, said:

Hey guys,

I will be putting up a formal post at some point, but in the interests of trying to get better data on group queue usage, I have temporarily disabled the strict weight class matching rule in the matchmaker. As has been noted, group wait times are pretty bad with the strict weight class matching enabled for groups, which is quite obviously causing users to not utilize the group queue.

The matchmaker will still attempt to enforce the three's rule with decaying tolerance.

Groups of every size have queued up at some point, but they are extremely underutilized at this time. The PTS populations are simply far too low to meaningfully test the matchmaker. I don't have specific percentages since queue usage changes in real-time. By simply observing I've seen one to two 10 person groups, there was a single 9 group early on, and there were 2 or 3 five person groups at one point. There are a few two and three person groups that seem to be queuing regularly.

With strict weight class matching enabled, and game mode filter selections, the groups literally need to fit together like puzzle pieces. If the matchmaker doesn't have the right pieces, it simply can't assemble a game.

I am very sorry for the poor experience! I'd also like to thank those of you who stuck through the queue times and tried to match in groups.

IOW: Failed. Again.

After an extended World Cup exercise in viewing and playing MW:O amongst me and my friends, both avid BT / MW fans as well as interested bystanders, in both the PTS and "Live" servers, grouped and not, the verdict here is solid:

MW:O is a PoS shovelware FRAUD not worth any more of our time, money, or interest.

You'll be seeing us again, though, if that Phoenix package isn't delivered IN ITS ENTIRETY within the next six months.

Govern yourselves accordingly. I'm sure your lawyers handling the current lawsuit against the Jarheads Russ and Bryan et al. know what that means.

We are watching closely now.

Edited by Hellen Wheels, 24 June 2014 - 07:27 PM.


#158 Sky Hawk

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Posted 24 June 2014 - 07:19 PM

Weight-class %-s are really useless in tests without the number of players... (0 0 25 75 could be 4 player or 20 or whatever)

And MM is working.. Why? Because I played about 5 maches, and I saw 22-23 other players who played too..

And "Ro3" didn't worked? What have you thought? Just 4 hours test in a weekday, at late night? Of course not! How could it work without many-many players?

The whole test was just for one question: The newish parts crush the game or not? They did not!

So no Crush = Success. Thats it.

#159 Deathlike

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Posted 24 June 2014 - 07:21 PM

Karl, when was the new MM disabled? I'd like to know when that happened so I can corroborate with the screenshots I took during that time.

#160 MonkeyCheese

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Posted 24 June 2014 - 07:36 PM

View PostKarl Berg, on 24 June 2014 - 04:35 PM, said:

3.8% of games on PTS so far have had 7 of a single weight class, even with the highly constrained populations currently on PTS.

I had 2 games in a row with 8
http://mwomercs.com/...ost__p__3504038
Now I know the test population was really low, but if you are trying to do a rule of 3/ 3x4 matchmaker then why the heck can one weight class get to 8?


View PostKarl Berg, on 24 June 2014 - 05:33 PM, said:

Hey guys,

I will be putting up a formal post at some point, but in the interests of trying to get better data on group queue usage, I have temporarily disabled the strict weight class matching rule in the matchmaker. As has been noted, group wait times are pretty bad with the strict weight class matching enabled for groups, which is quite obviously causing users to not utilize the group queue.

The matchmaker will still attempt to enforce the three's rule with decaying tolerance.

Groups of every size have queued up at some point, but they are extremely underutilized at this time. The PTS populations are simply far too low to meaningfully test the matchmaker. I don't have specific percentages since queue usage changes in real-time. By simply observing I've seen one to two 10 person groups, there was a single 9 group early on, and there were 2 or 3 five person groups at one point. There are a few two and three person groups that seem to be queuing regularly.

With strict weight class matching enabled, and game mode filter selections, the groups literally need to fit together like puzzle pieces. If the matchmaker doesn't have the right pieces, it simply can't assemble a game.

I am very sorry for the poor experience! I'd also like to thank those of you who stuck through the queue times and tried to match in groups.


Thanks for the feedback, but there should be some form of this information in the test section of the forums in the relevant threads or in a test server announcement section.

Edited by MonkeyCheese, 24 June 2014 - 07:38 PM.






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