LtWarhound, on 29 January 2015 - 07:21 PM, said:
I don't think those numbers mean what you think they do. I've dropped in a Raven with the Lights % at single digits, and had just as long a wait as I did when dropping with my TBR. And I've dropped with the TBR with the Heavy % pushing 50, only to get a near instant match. And just the reverse, its true.
So, not convinced there is a clear definition of the problem here. People are playing what they want to play? And this is a problem because? If PGI stopped showing those numbers, would your concern go away, since its based on a single set of numbers that don't seem to directly correlate to what you are claiming is a problem?
Oh, and don't forget the impact the events that have been running recently will have on mech choice. Its simply been easier to get the results needed for the events with a heavy, at least for me.
If those numbers are tied to what they are described as, then they are exactly what we think they mean. Your anecdotal evidence is not proof either way that those numbers are legitimate. You can drop in a heavy and get an instant match with 50% of the queue being filled with heavies because your ELO just happens to sync up perfectly with a game that the matchmaker was putting together, while the others did not. It's not a FIFO type of system. There are a lot more variables to drop time, but the percentages are an indicator of how many people are sitting around waiting in what mechs. If you pick the lower percentage queue, your chances of dropping sooner are higher. That is empirically verifiable with a large sample of players of various ELOs, times of day, etc.
Based on how this game is played in regular queue, it is usually advantageous to take a heavier mech. You get paid more, generally last longer, and get to shoot more stuff. Most people would not play MWO if it was just piloting simulator and you ran around with no weapons.
Nobody is complaining about it, but there is truth to the fact that a more balanced queue of mech types would improve wait times, so one way to affect that is to offer c-bill bonuses to whichever mech types are underrepresented in the queue at any given time. This is not a punishment to anyone. It's an incentive to play mechs that are more in demand by the matchmaker. Not sure why anyone would take issue with this idea.
A simple formula for the bonus could be
(Highest percentage mech type queue value - selected mech type percentage queue value) / 2 = % additional reward in c-bills
You can make it divided by 3 or 4, or 1.5 if you think it's too much or too little. It's very easy to scale it depending on what type of balance you are trying to achieve.
Again, this does not reduce anyone's c-bills. It's just a bonus for those in higher demand. As long as 3/3/3/3 stays, this will help people get to play more. No idea why it's not fully supported by players.
Edited by Dino Might, 29 January 2015 - 07:40 PM.