Publictest Matchmaker Update
#1
Posted 24 June 2014 - 07:50 PM
Just a quick update on today’s public test, and the new matchmaker changes we were attempting to trial. Unfortunately PTS population levels were far too low for us to fully test the new system. We saw less than 10% of the turnout that the Clans PTS drew a few weeks ago.
The release valves built into the matchmaker kicked in and performed mostly as expected; and the matchmaker continued producing games despite the highly constrained queue sizes. We were able to monitor the matchmaker using our new analytics dashboard, and we gathered some extremely detailed metrics on the usage and performance of the new systems.
Part way through the test I softened the matchmaking rule set to relieve pressure on the group queue. During this process, I was able to test several of the realtime configurables, and examine their impact on a responsive user base. With 5+ groups, exact weight class matching, and game mode selections in play, groups really need to fit together like puzzle pieces in order to produce a match.
To wrap up, I would like to thank everyone who participated. Despite the population sizes, we did gather some very useful data points, and we were able to verify that the release valves built into the new matchmaker performed as expected.
Thanks!
#2
Posted 24 June 2014 - 07:54 PM
#3
Posted 24 June 2014 - 07:56 PM
#4
Posted 24 June 2014 - 07:58 PM
Next time bribe people with a new map or a free mech bay or something.
I await a post on the fall damage now as it felt like a complete slap in the face to light mechs.
#5
Posted 24 June 2014 - 08:05 PM
MonkeyCheese, on 24 June 2014 - 07:58 PM, said:
Next time bribe people with a new map or a free mech bay or something.
I await a post on the fall damage now as it felt like a complete slap in the face to light mechs.
Come on now, you have had it easy since they nerfed collisions and took knockdowns out of the game. Now you will have to learn how to pilot again.
#6
Posted 24 June 2014 - 08:12 PM
#7
Posted 24 June 2014 - 08:18 PM
Edward Mattlov, on 24 June 2014 - 08:05 PM, said:
Come on now, you have had it easy since they nerfed collisions and took knockdowns out of the game. Now you will have to learn how to pilot again.
I know this is the wrong thread for this but Don't even attempt to troll me on that topic, I remember the days of real knockdowns well and as primarily a light pilot I have been screaming about bringing back knockdowns whenever the topic is dug up. I wish they are back it would remove the trash and make people as a whole more aware of their surroundings.
This fall damage is a completely different topic. I know the numbers will be tweaked but the fall damage changes are in to deter the poptart meta but all they really did was make it worse for light mechs and especially light mechs without jumpjets, AKA light mechs with jumpjets are benefiting more from the change than lights without jumpjets as they can cushion their landings.
#8
Posted 24 June 2014 - 08:24 PM
MonkeyCheese, on 24 June 2014 - 08:18 PM, said:
This fall damage is a completely different topic. I know the numbers will be tweaked but the fall damage changes are in to deter the poptart meta but all they really did was make it worse for light mechs and especially light mechs without jumpjets, AKA light mechs with jumpjets are benefiting more from the change than lights without jumpjets as they can cushion their landings.
I hear you to an extent, but the fall damage is still kind of pidly for Light Mechs, and the Module for reducing fall damage makes it almost non-existent for Lights. If I were a Light Mech without JJ's, then I wouldn't start getting angry about how my legs hurt when I run off cliffs because, face it, I just ran off a cliff. That *should* cause my Mech's legs to shatter.
#9
Posted 24 June 2014 - 09:07 PM
#10
Posted 24 June 2014 - 09:10 PM
I barely want to play against the Clan imba hordes. Even less on a different server where I earn no C-bills. I was only gonna jump on to see how much of an effect the falling damage would be. But I got more concerned with other things.
#11
Posted 24 June 2014 - 09:37 PM
Karl Berg, on 24 June 2014 - 07:50 PM, said:
#12
Posted 24 June 2014 - 09:44 PM
#13
Posted 24 June 2014 - 10:00 PM
ok just kidding, but what is working on other games I play is a little incentive to participate on a test.
Like giving everyone who is on the test for more than 30 minutes a little gift. A coffee cup with MWOTester on it or any of those cockpit items or some hours premium time or or or...
Edited by 627, 24 June 2014 - 10:01 PM.
#14
Posted 24 June 2014 - 10:49 PM
#15
Posted 24 June 2014 - 11:01 PM
#16
Posted 24 June 2014 - 11:05 PM
Jman5, on 24 June 2014 - 07:54 PM, said:
Yes, I will definitely be bringing up incentives the next time we consider running a PTS that requires a large population turnout.
edit: And to everyone else with similar feedback, thanks for your suggestions as well! I will certainly be passing them on.
#17
Posted 24 June 2014 - 11:08 PM
See forward to the release of the new MM
#18
Posted 24 June 2014 - 11:33 PM
So try some viable times! :-)
1 am to 5 am european time ... realy?
Can you clear up the mwo playerbase quota for the time zones PST, EST, CET (other major?) please? ^^
#19
Posted 24 June 2014 - 11:40 PM
BladeXXL, on 24 June 2014 - 11:33 PM, said:
So try some viable times! :-)
1 am to 5 am european time ... realy?
Can you clear up the mwo playerbase quota for the time zones PST, EST, CET (other major?) please? ^^
The window was chosen to coincide with the production servers north american peak time, as per http://mwomercs.com/...test-24jun2014/
Unfortunately, even though we had very high population levels on production at the time, the turnout for public test was quite low. I'm sure there will be a lot of analysis as to the distributions of players who logged in, and how we might improve for the next time we run a population sensitive test. I will also pass your feedback on as well.
Thanks!
#20
Posted 24 June 2014 - 11:43 PM
Oh, and GIVE US SOME FREAKING WARNING!
Edited by OneEyed Jack, 24 June 2014 - 11:44 PM.
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