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Reddit Notes From Karl Berg On Gamemode Voting


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#1 Rebas Kradd

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Posted 08 October 2014 - 01:54 PM

http://4x.reddit.com...m_today/cl437op

For those of you too good for Reddit:

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The change had the desired and anticipated effect. We had run several simulation runs using production telemetry against a local test environment both with and without these changes, and had gathered metrics on the expected outcome. Production group queue actually ended up exceeding the simulations by a bit. Solo queue not as much, surprisingly.

Your suggestion is noted. Russ simply felt like this particular issue wasn't worth increasing customer dissatisfaction over. He's asked me to revert the change for now. We can revisit this issue once emotional levels have calmed down, and everyone's had a chance to fully consider the change.


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Player opinion is the majority of the decision in this particular case. We want to improve skill matching, because the matchmaker is currently producing games that it knows are imbalanced. We also have lots of nifty new game-mode stuff that we're working on for CW, and it would be very nice to bring at least some of that back into public queue at some point soon in the form of additional game modes. Hard-constraints are simply not a scalable solution, as every new game mode we add splits the queues further and further. Voting scales without harming match quality as a result.

Regardless, the Elo averages currently are not too bad in solo queue at least; but those outliers are really brutal. We have a fairly decent skill metric that is accurately tracking player ability as well as predicted match outcome, and weknow that those outlier matches are of unacceptably poor quality. The voting change was one relatively low impact way to reduce the number of outlier matches the matchmaker was producing.




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The game mode restriction code is currently shared, due to the roots of solo and group queues initially sharing small groups (small groups initially could end up in either queue) at new matchmaker feature launch.

It would be possible to separate group and solo queues such that only group queue used a vote system, and solo queue used hard constraints; but this change is a bit more involved, and design would want time to clean up the UI so that these behavioral differences are clear to the user.

It's possible that we'll revisit adding this change back into the group queue only at a later date; but that decision will be driven by Russ and Paul, and will certainly involve additional community feedback.


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We're already discussing some potential compromise solutions, just in case the majority of the playerbase is never willing to lose all guarantees over game mode preference. I'm sure some clever ideas will also be brought up by the playerbase themselves, that might be valid compromise solutions that everyone can get behind.

As to the speed of reverting this change; I agree it is unfortunate, but this is really down to a customer satisfaction issue at this point. Russ really wanted a very high majority of support before executing this change. He thought support was there after the results of the first poll; but after throwing up the second poll, it is now very clear that this is a highly contentious issue.


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This is true that the magnitude improvement was greater for group queue than solo, even in simulation.

However, the fundamental nature of this change allows the matchmaker to consider many more potential match combinations than before; solo and group. This resulted in approximately a 5 point average Elo delta improvement for solo queue in simulation, which never really materialized on production. That's why I say it was surprising. :)


When asked about the possibility of "hard veto" instead of "hard select":


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Yes, that is a very valid suggestion, and is one of the compromise solutions we are discussing. This solution would also allow us to add additional public queue game modes without further harming match quality beyond where it's already at.

Edited by Rebas Kradd, 08 October 2014 - 02:41 PM.


#2 Deathlike

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Posted 08 October 2014 - 02:00 PM

Small groups in the solo queue... you know what's going to happen soon™.

#3 FupDup

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Posted 08 October 2014 - 02:02 PM

BroTip: Use "paste as plain text" to avoid all the of [color][/color] and other annoying tags.

#4 Screech

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Posted 08 October 2014 - 02:03 PM

View PostDeathlike, on 08 October 2014 - 02:00 PM, said:

Small groups in the solo queue... you know what's going to happen soon™.



Might be right but would be sad. Pretty sure they have stated that the solo MM is really working out well. Oh well, misery loves company.

#5 KraftySOT

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Posted 08 October 2014 - 02:04 PM

Im just impressed they listened twice in a row.

It was a few hours of your life. It was worth it....FOR SCIENCE.

#6 Bilbo

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Posted 08 October 2014 - 02:04 PM

View PostDeathlike, on 08 October 2014 - 02:00 PM, said:

Small groups in the solo queue... you know what's going to happen soon™.

No. What?

#7 Mystere

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Posted 08 October 2014 - 02:04 PM

View PostDeathlike, on 08 October 2014 - 02:00 PM, said:

Small groups in the solo queue... you know what's going to happen soon™.


Bonfires and marshmallows? ;)

Edited by Mystere, 08 October 2014 - 02:04 PM.


#8 UrsusMorologus

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Posted 08 October 2014 - 02:05 PM

the big PLAY NOW button needs to be hard filter. You get people who want to run a quick skirmish match before dinner, or teams who want to practice assault tactics, or whatever, and for those people the PLAY NOW button needs to be a filter.

But the vote-weighting mechanic should be used the Community Warfare stuff (and most people probably thought it was going to be for CW only). The players get multiple mechs and respawns, and they are committing to a slog when they join, so there's no reasonable expectation that they're preference for a specific match type should override everybody elses. Match can be anything, might take an hour to run, dont join if you cant deal with that.

edited for clarity

Edited by UrsusMorologus, 08 October 2014 - 02:28 PM.


#9 Deathlike

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Posted 08 October 2014 - 02:08 PM

View PostBilbo, on 08 October 2014 - 02:04 PM, said:

No. What?


You'll be summoning mudhut.

But seriously, it's mostly the solo players that want NOTHING to do with any sort of premade in the solo queue.

#10 Bilbo

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Posted 08 October 2014 - 02:13 PM

View PostDeathlike, on 08 October 2014 - 02:08 PM, said:



You'll be summoning mudhut.

But seriously, it's mostly the solo players that want NOTHING to do with any sort of premade in the solo queue.

While I'm sure mudhut is thrilled they no longer exist in the queue, the small groups were limited to the group queue to help the group queue wait times. So I doubt there will be a return to the solo queue at any rate.

#11 Rizzelbizzeg

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Posted 08 October 2014 - 02:14 PM

View PostDeathlike, on 08 October 2014 - 02:08 PM, said:


You'll be summoning mudhut.

But seriously, it's mostly the solo players that want NOTHING to do with any sort of premade in the solo queue.


That's just how it was built initially, on top of both queues. I didn't read anything that sounded like they were suggesting moving groups back into the solo queue. In fact I've read multiple times they're quite content with only solos in solo queue sooo I'm not really sure what you're trying to stir up here...?

#12 Rebas Kradd

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Posted 08 October 2014 - 02:15 PM

I'll be continuing to update the OP.

#13 Mystere

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Posted 08 October 2014 - 02:16 PM

View PostDeathlike, on 08 October 2014 - 02:08 PM, said:

You'll be summoning mudhut.


LOL! When a "like" just isn't enough.

#14 Prezimonto

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Posted 08 October 2014 - 02:19 PM

The biggest issue for me is that I tend to play a lot more solo than group... and I want into the new game modes coming out in that queue.

Then again, I'm also one of those who's pretty happy in any game mode as long as the teams are reasonably balanced and fairly tight in overall ELO (variance not average).

Edited by Prezimonto, 08 October 2014 - 02:20 PM.


#15 Deathlike

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Posted 08 October 2014 - 02:21 PM

View PostRizzelbizzeg, on 08 October 2014 - 02:14 PM, said:


That's just how it was built initially, on top of both queues. I didn't read anything that sounded like they were suggesting moving groups back into the solo queue. In fact I've read multiple times they're quite content with only solos in solo queue sooo I'm not really sure what you're trying to stir up here...?


I read it wrong, at least interpreted incorrectly.

Karl was talking about shared code between solo+group queues with respect to the restrictions. It's logical, given that it is easier to code both if written purposefully that way (it wasn't a consideration at the time to apply different rules outside of team construct in solo vs group, thus applying it globally through the MM is easier to handle).

I thought we were going to revert to some form of small groups in the solo queue (mostly like what was described a while ago when PGI was doing to do their original set of changes with the MM - with the launch module).

My bad there. I do have to reread some stuff at times.

Edited by Deathlike, 08 October 2014 - 02:23 PM.






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