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Fix The Matchmaker


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#1 STR4NG3R

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Posted 06 October 2014 - 04:35 PM

3 years in and you use the same broken formula ..enough already ....
why should good players have to be penalized with a team full of novices ..why not take a few more things into account 3 people cant carry a team especially with no in game voice.

#2 VixNix

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Posted 06 October 2014 - 05:11 PM

View PostSTR4NG3R, on 06 October 2014 - 04:35 PM, said:

3 years in and you use the same broken formula ..enough already ....
why should good players have to be penalized with a team full of novices ..why not take a few more things into account 3 people cant carry a team especially with no in game voice.


What are you suggesting be changed for this to work better?

#3 Defender Rococo Rockfowl

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Posted 06 October 2014 - 05:41 PM

There is a way to truly balance public matches without any further modifying either the IS/Clan weapon tech system.

All that really needs to be done is tweak the match maker to allow it to truly make matches even.
An Inner Sphere Company of 3/3/3/3 versus two Clan Stars.

The Two Clan Stars consist of one Assault Star and one Medium Star (taken directly from the Sarna page).
Assault Star never changes regardless of game mode: 2 Assault, 3 Heavies.
Medium Star changes depending on game mode.
Skirmish & Assault: 1 Light, 4 Mediums.
Conquest: 3 Lights, 1 medium.

Though I do think VOIP comms are needed in game, I know it would be abused by immature people ( I think the younger generation calls them "trolls."


#4 Egomane

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Posted 07 October 2014 - 03:08 AM

Not a feature suggestion. Moving to GD!

You might want to have a talk with Karl Berg. I'm sure he will enlighten you in regards to the matchmaker, starting with you missing several changes to the MM.
http://mwomercs.com/...courtesy-phone/

#5 KingDavid

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Posted 07 October 2014 - 04:20 AM

Thanks for the thread Egomane

#6 Joseph Mallan

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Posted 07 October 2014 - 04:21 AM

View PostSTR4NG3R, on 06 October 2014 - 04:35 PM, said:

3 years in and you use the same broken formula ..enough already ....
why should good players have to be penalized with a team full of novices ..why not take a few more things into account 3 people cant carry a team especially with no in game voice.

After Checking your Profile I now understand why you want the Young Punks off your lawn. You're older than I am! B)

#7 Willard Phule

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Posted 07 October 2014 - 04:26 AM

View PostEgomane, on 07 October 2014 - 03:08 AM, said:

Not a feature suggestion. Moving to GD!

You might want to have a talk with Karl Berg. I'm sure he will enlighten you in regards to the matchmaker, starting with you missing several changes to the MM.
http://mwomercs.com/...courtesy-phone/


82 pages of stuff.

Sorry, I don't have the patience to read through it.

What I CAN tell you is how it feels in the solo queue. We DO see lots of people still in their first 25 matches and it feels like you've got to carry 3-4 people that can't move and shoot at the same time every single match in the solo queue.

If that's "working as intended," then fine, but at least come out and be transparent about it. It feels as if we're the "training tutorial" in the solo queue....we're expected to carry new players constantly...but we get no "trainer bonus" or anything for it.

Does PGI plan to simply ignore the solo queue and just let us fend for ourselves or will there be anything to get the teams separate by skill any time soon?

#8 BLOOD WOLF

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Posted 07 October 2014 - 04:32 AM

Solo que seemed fine for me. I still win more than I lose.

#9 Joseph Mallan

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Posted 07 October 2014 - 04:35 AM

View PostWillard Phule, on 07 October 2014 - 04:26 AM, said:


82 pages of stuff.

Sorry, I don't have the patience to read through it.

What I CAN tell you is how it feels in the solo queue. We DO see lots of people still in their first 25 matches and it feels like you've got to carry 3-4 people that can't move and shoot at the same time every single match in the solo queue.

If that's "working as intended," then fine, but at least come out and be transparent about it. It feels as if we're the "training tutorial" in the solo queue....we're expected to carry new players constantly...but we get no "trainer bonus" or anything for it.

Does PGI plan to simply ignore the solo queue and just let us fend for ourselves or will there be anything to get the teams separate by skill any time soon?
Pick
Up
Game

We are dropping in the Ya'll play here Que, you get 11 random team mates and you seem to expect consistent results. Doesn't work that way. Shouldn't work that way, We get what we get for team mates and must make the best of it. It is asking to much for the game to try to find 23 players who play as good as you. It is senseless to expect the game to not get lopsided quickly thanks to battlefield attrition.

Combat is working as intended and to many people have to high of an opinion of their skills to accept they just might not be gods gift to MW:O.

I came to MW:O expecting to suck. Some games I do! Other games I am a god among ants. Most games I carry my weight. That to me is pretty good balance in matchmaking.

#10 BLOOD WOLF

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Posted 07 October 2014 - 04:35 AM

And why no ratio? We dont know how many games were like this for you vs other players. Are all you're games like this or just a few? And what are the variables

#11 Egomane

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Posted 07 October 2014 - 04:48 AM

View PostWillard Phule, on 07 October 2014 - 04:26 AM, said:

82 pages of stuff.

Sorry, I don't have the patience to read through it.

You can simply go through Karls posting history and read his posts alone.
http://mwomercs.com/forums/index.php?app=core&module=search&do=user_activity&search_app=forums&mid=167&sid=7eb3b152a139a8c7dcd445a2b2e9e043&search_app_filters[forums][searchInKey]=&userMode=content


View PostWillard Phule, on 07 October 2014 - 04:26 AM, said:

What I CAN tell you is how it feels in the solo queue. We DO see lots of people still in their first 25 matches and it feels like you've got to carry 3-4 people that can't move and shoot at the same time every single match in the solo queue.

If that's "working as intended," then fine, but at least come out and be transparent about it. It feels as if we're the "training tutorial" in the solo queue....we're expected to carry new players constantly...but we get no "trainer bonus" or anything for it.

Does PGI plan to simply ignore the solo queue and just let us fend for ourselves or will there be anything to get the teams separate by skill any time soon?

I'm currently playing the solo queue exlusivly. My experience is a completly different one. I'm getting a trial or champion mech in the match very rarely. My win/loss rate is a positive one, as is my kill/death ratio. Sometimes I get stomped to the ground, sometimes I'm stomping.

Sometimes it is my error if we get stomped, sometimes the one of another player in my team, sometimes it's that the other side simply played better. The same goes vice versa if my team wins.

That's how PUG matches roll.

Here is an excerpt from one of Karls posts in regards to the elo range:

View PostKarl Berg, on 27 September 2014 - 04:46 PM, said:

View PostShlkt, on 25 September 2014 - 07:16 AM, said:

Canceling your search early will not improve your results. The timed release valves do not apply to individual pilots and how long they've been sitting in the queue; rather, they apply to specific games that the matchmaker is trying to form. You're just as likely to be dumped into a release-valve match at the beginning of your search. The match may have been sitting in the queue for two minutes already before you clicked "Play Now", so there's very little correlation between your personal queue time and the quality of the matchmaking results.


This is correct. The release valves are a function of the oldest request currently assigned to any pending game. The matchmaker is constantly breaking and reforming potential matches around those oldests requests to determine if it can produce an optimal game given it's current resource set and constraints.

That said, if you yourself happen to be the oldest request, Elo doesn't really start loosening until after roughly two minutes of searching. By default, you enter the queue with around a 50 Elo range. That widens to an absolute maximum of around 1400 after 5 minutes searching for solo queue, although I don't think I've ever seen a match much older than about 3.5 minutes in solo queue.


So much for being thrown together with all Elo ranges in the same match (like some are arguing since the implementation of Elo) and only averages used to balance the Elo value.

If you see trial mechs regularly, it might be, because you are in that Elo range and not where you believe you should be.

Edited by Egomane, 07 October 2014 - 04:52 AM.
forum doesn't let me link the posting history correctly


#12 BLOOD WOLF

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Posted 07 October 2014 - 04:55 AM

In other words the op had a bad game and felt the need to post it as an announcement

Edited by BLOOD WOLF, 07 October 2014 - 04:56 AM.


#13 Joseph Mallan

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Posted 07 October 2014 - 05:03 AM

View PostBLOOD WOLF, on 07 October 2014 - 04:55 AM, said:

In other words the op had a bad game and felt the need to post it as an announcement

more likely a string of bad matches or perceived bad matches. If I PUG my best and the team loses, I had a good game and move on happy with how I did. If I did Craptastic and we win, I still feel bad cause I did awful. In one I did my best for the team in the other...not so much. That is how I judge my PUG matches.

#14 Mawai

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Posted 07 October 2014 - 05:16 AM

Solo queue matches tend to fall into 3 categories ... (for assault/skirmish)

1) Stomps ... 3 or less losses
2) Decisive victory ... 4-8 losses ... often this kind of match is strategic in the beginning .. sides move around, one likely gets stuck with the other in a better position ... one side does a bit more damage until the tide turns and then push a weak spot or get beaten back during a push. ... these games can be very close until the tide turns
3) Close matches ... 9-11 losses on both sides

My experience is that I get a few newer players from time to time in the matches I am in ... occasional 'C' mechs though they may or may not be trials ... there are folks out they who like the trial mech enough that they go buy the same 'C' mech from the store. Generally match balance is pretty good these days.

If there is one issue with new players and the matchmaker it is where they are seeded in terms of Elo. I would actually be interested in hearing how this is done these days ... but the fact is that SOME part of the Elo spectrum is going to overlap with new players no matter where they are seeded. Seeding them a little below the average on the Elo spectrum at least means they should get a match reasonably quickly and is somewhat below where they are expected to end up once they have acquired some experience with the game and cbills to buy mechs and equipment.





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