Community Warfare Queue - How It Works
#181
Posted 22 December 2014 - 02:59 PM
With the rest of the 12 "receiving orders" we had to wait up to 10 minutes several times now.
After that it´s 10 more minutes if there is no opposing group.
The second 10 minutes I can respect as necessary - but the first 10 minutes annoy me big time.
MM should just fix groups as soon as 12 ppl have found each other - at least one can plan and chat then.
Further I would really like to see how many ppl are queing while waiting for the MM to put together my team... or at least to be able to look at the faction map, visit the mechbay, skill mechs... do something but watch the clock and bite my time.
#182
Posted 22 December 2014 - 04:38 PM
Talono, on 22 December 2014 - 01:16 PM, said:
Matchmaker fills 1st cue -> start
Matchmaker fillst 2nd cue -> start
and so on.
FIFO ist just and fair.
That is not very easy, because it does not work.
The matchmaker cannot "just fill the queue" with the first people. It has to make a team out of whoever is in there. If that puzzle does not not complete, then they are stuck until it does.
FIFO just does not work as easily as you think it does.
Now, if you have a 12-man team, the puzzle is already complete, and it is a true FIFO system at that point.
If you think you can do better, though, I hear they are hiring.
#183
Posted 23 December 2014 - 12:00 PM
I need a step by step guide or else a youtube video to follow please!
#184
Posted 23 December 2014 - 01:59 PM
Background:
We have a 12 man group defending a planet. We click on launch. Now... from how I understand things, we should....
...either face a 1-min countdown (as an opposing 12-man-team is ready to go)
...or face a 10-min countdown (as there is no opposing team yet) and - in case no enemy shows up - drop into an empty "auto-win" match.
But what actually happens is that once we click launch... we might just see the timer counting UP.... until one of the above countdowns kick in.
Question is: WHY?
#185
Posted 23 December 2014 - 06:49 PM
Teslahed, on 23 December 2014 - 12:00 PM, said:
I need a step by step guide or else a youtube video to follow please!
Click on the Faction tab.
Click on a planet.
You will see a Dropship section with four mechs - click edit
Choose your 4 mechs within the tonnage - click save
Wait for a pop up in the bottom right of the screen that says "This needs this, help!"
Click on that, hit Launch, and blow up some robots.
<o
#186
Posted 24 December 2014 - 09:50 AM
I figure about half your player base is with me, and wants to solo. look at all the lone wolf faction out there.. yall need to work hard at making this work better for single players, ive been waiting for a hour and a half so far this time, and still waiting, has 40 plus in attack and 60 plus in defend
#187
Posted 24 December 2014 - 11:57 AM
playful0, on 24 December 2014 - 09:50 AM, said:
I figure about half your player base is with me, and wants to solo. look at all the lone wolf faction out there.. yall need to work hard at making this work better for single players, ive been waiting for a hour and a half so far this time, and still waiting, has 40 plus in attack and 60 plus in defend
you have that bass ackwards, sorry. Everquest has tons of solo content - meaning you can play it without interacting with any other players - and MWO is 100% player vs player, no matter how you queue. Go play Everquest.
#188
Posted 26 December 2014 - 02:54 PM
#189
Posted 26 December 2014 - 03:35 PM
Lad, on 26 December 2014 - 02:54 PM, said:
If the game is timing out while waiting in queue, you are in the wrong queue. Wait for an alert to pop up requesting players, then click on it and launch - you will have much better success that way.
#190
Posted 26 December 2014 - 05:24 PM
#191
Posted 26 December 2014 - 10:01 PM
clownwarlord, on 26 December 2014 - 05:24 PM, said:
Please refer to this, as you are doing it wrong: http://www.comstarch...xplains-queues/
Edit: On top of that, Karl made a very detailed post about the queue system as well: http://mwomercs.com/...ost__p__4046472
Edited by Cimarb, 26 December 2014 - 10:08 PM.
#192
Posted 27 December 2014 - 08:06 PM
Here is the link to my unaltered match video, that shows I waited 11:27 in queue waiting for a group to form, then the full minute for the opposing team, which gives a total "wait" time of 12:27.
http://www.twitch.tv...arb/b/603951027 - you can skip to 11:20ish to see the time flip over as the group is formed, but the match was quite entertaining as well
#193
Posted 30 December 2014 - 02:20 PM
That way, I don't have to babysit the window during these long queues.
#194
Posted 31 December 2014 - 08:14 AM
JurDill, on 30 December 2014 - 02:20 PM, said:
That way, I don't have to babysit the window during these long queues.
I agree with the "5 minute warning", or anything that changes the actual status of the process, but I honestly do not want to have something sound off every time someone drops in and out of the queue, lol.
It should definitely alert us when it goes from counting up to counting down!
#195
Posted 02 January 2015 - 02:29 AM
I've regularly waited > 30 minutes on worlds with numbers 25+ for both sides.
Yeah, gimme the "I want to attack (or defend) and I don't care where" option.
Also, as for experience requirements, how about we make it "only mechs that are elite or higher can be used"
#196
Posted 03 January 2015 - 04:04 AM
However, getting more and more dis-illusioned with the current queue set up.
30 min wait (shorter than usual but still sucky) for a 1 man pug drop. How many times have I seen the initial queue full with 'PILOT RECEIVING ORDERS' for it to drop pilots out and I have to wait all over again? This is total bull guys, sorry to say. As I write this I get a team and guess what, no opponent... So 30min queue, 10min waiting for an opponent and 6mins attacking an undefended planet. 46mins of my life wasted for no real game and this is a short wait for a change!
If I am held in a queue while those waiting the longest get a drop, why does MY screen populate with 'PILOT RECEIVING ORDER'? I should never see a queue forming UNTIL I'm ready to drop. So again, poor implementation of the queue system and it needs fixed. Hell, even something basic like a 'Pilot Position in the Queue' to show how many are before me to drop would be better than this!
In essence what I'm saying is: GET IT SORTED. I have spent a lot on this so-far and the promised (and long awaited) CW is total hogwash. You are penalizing me because my team mates are in a different timezone and I have little choice but to solo drop a lot.
Yes, CW may be for teams to play but unless you are going to sort it for all sizes of drops, you will kill this and alienate players. And before someone says 'go play the standard modes and forget CW as it's for teams, I started playing MW back in the early 80's, have been an avid fan ever since and a Liao loyalist from the beginning: Don't tell me I have no right to solo drop and fight for my faction...
Kat
Edited by Cmdr Kat, 03 January 2015 - 04:17 AM.
#198
Posted 08 January 2015 - 12:54 PM
Our unit is really keen to make some progress in cw. At this time, unfortunately, it appears to be impossible to find matches. Today (Thursday evening, main playing time for Central Europe), we could not find any match with a 12 man group in 2 hours. After about 5 empty drops, this is kind of a downer.
A simple solution would be to offer a generic CW queue where players and groups can simply decide if they want to attack or defend a planet (concerning territory, not game mode) - the system just stacks them up and drops them on an appropriate planet. Of course, it would be nice to be able to select a priority target or still just select a planet manually.
This would be quite easy to implement and should suffice, supposing most players do not care which planet they fight on.
However, i assume you are already working on a similar system. Hope you'll figure out something good, since CW is a hell lot of fun - if you can find matches.
#199
Posted 09 January 2015 - 05:48 PM
That's some irritating bullshit.
#200
Posted 09 January 2015 - 06:07 PM
Dimento Graven, on 09 January 2015 - 05:48 PM, said:
That's some irritating bullshit.
Yes, there was an explanation.
That's because after it's made your 12 man, it has to build another 12 man for defending players. The 10 minute wait is the time the MM spends trying to find an enemy team, if it doesn't find a complete enemy team. If it goes the whole ten minutes, you end up with an unopposed attack. This could happen with MANY people in the queue if they're all, say, in 5 man groups for example, where making a 12 man is impossible.
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