Heffay, on 25 June 2014 - 09:07 AM, said:
Well, that would be a nice feature to add. Maybe even be able to fiddle in the mechlab or even drop in the testing grounds while you wait for the queue. Then again, since the constraints will open up as time goes on, the longest wait is probably still going to be under 5 minutes, so there needs to be a way to save your work in progress. It's all possible, but probably not a super high priority since queue times will be (relatively) low anyway.
But there is nothing inherently wrong with 4x3, and since the population will happily self balance, you end up with far more interesting matches where role warfare can actually thrive, instead of people just bringing the tonnage to be the hero. Which they rarely are. And since you have better matches, you have more happy people in all weight classes, retention goes up, people buy more, etc, etc.
There really is no downside to 4x3.
I think the fundamental assumption (possibly flaw) in this statement is "since the population will happily self balance".
There are a lot of folks who can play all the weight classes (I have mastered mechs in all of them) but I tend to like to play heavies and lights. I have a hero mech in each category. I also have lots of mechs to level up ... so I CAN play clan or IS in every weight class ... but most of the time I probably won't. At least some of the time I will want to play my heavy mechs because they are fun. Other people feel the same way about assaults ... so much so that they may only have assault mechs.
It would be a bad business move to penalize a substantial fraction of the player base (up to 70% appear to prefer playing heavies/assaults) with punishing queue times (if it works out that way) ... in order to increase the fraction of 3/3/3/3 matches generated.
This is where the selection of tuning values Karl mentioned comes into play.
What is a reasonable queue time limit before MM release valves kick in and break from the 3/3/3/3 frame work?
- I tend to prefer 2 minutes ... waiting longer than 2 minutes for a match that is over in 8 minutes on average would seem like too long to me. However. perhaps 5 minutes would be more of a deterrent ... BUT ... how many folks would choose not to play rather than wait 5 minutes for a match? 10 minutes? 20 minutes?
When the release valves kick in the MM will produce weight class balanced matches with a non-3/3/3/3 distribution which shortens the longest queue wait times. It will have to do this for some number of matches to reduce the queue times to some target value. This value needs to be less than the queue time limits where the release valves first kick in ... i.e. non-3/3/3/3 matches need to be run until the queues are under 1 minute for example ... then it can go back to 3/3/3/3 (or some similar algorithm). The hysteresis in the queue times is necessary or the matchmaker will not get a chance to generate any 3/3/3/3 before another queue hits the time limit and release valves kick in again.
In any case, I am looking forward to see how this works in practice. The community may be self-balancing or it might not ... my opinion is that the community will not be able to self-balance for any length of time ... maybe the first hour when everything is new ... but in the long run people will revert to playing what they like to play ... or not play at all if the queue times in that case are too long. The key is what value to set as the queue time limit ...