Public Test - 24/jun/2014
#141
Posted 24 June 2014 - 04:35 PM
#142
Posted 24 June 2014 - 04:39 PM
Karl Berg, on 24 June 2014 - 04:35 PM, said:
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
Posted 24 June 2014 - 04:43 PM
#144
Posted 24 June 2014 - 04:44 PM
Oversight? Or only found on D-DC in the future?
#145
Posted 24 June 2014 - 04:46 PM
Good job PGI.
#146
Posted 24 June 2014 - 04:59 PM
Karl Berg, on 24 June 2014 - 04:43 PM, said:
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
Posted 24 June 2014 - 05:10 PM
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
Posted 24 June 2014 - 05:33 PM
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
Posted 24 June 2014 - 05:39 PM
#151
Posted 24 June 2014 - 05:47 PM
Karl 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.
2¢
#152
Posted 24 June 2014 - 05:57 PM
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
Posted 24 June 2014 - 06:26 PM
StainlessSR, on 24 June 2014 - 05:57 PM, said:
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
Posted 24 June 2014 - 06:38 PM
#155
Posted 24 June 2014 - 07:03 PM
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
Posted 24 June 2014 - 07:04 PM
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
Posted 24 June 2014 - 07:19 PM
Karl Berg, on 24 June 2014 - 05:33 PM, said:
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
Posted 24 June 2014 - 07:19 PM
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
Posted 24 June 2014 - 07:21 PM
#160
Posted 24 June 2014 - 07:36 PM
Karl Berg, on 24 June 2014 - 04:35 PM, said:
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?
Karl Berg, on 24 June 2014 - 05:33 PM, said:
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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