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How Do I Interpret Cw Queue Information


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#1 conquistadorst

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Posted 09 February 2015 - 10:22 AM

With the latest patch notes you get more information but I'm not sure I'm interpreting it correctly. The only thing I know for sure is it's best to join a group that is closest to a multiple of 12. Beyond that I'm not sure if this information is either inaccurate/misinterpreted.
  • Queues, what do the little yellow bars mean? I assumed it was the number of players in your faction but the count doesn't always match the group you're waiting in. And they certainly don't match the numbers shown when viewing planets either. When I see 60+ players waiting I'd expect to see those bars filled to the brim but I don't.
  • When waiting in lobby what does the attack queue and defend queue mean? Seems like the opposing side never has any groups in waiting status. Regardless of the number of players visible on the world screen (e.g. 60+/60+). It seems impossible to figure out if the opposing side has a group ready to go.
  • When waiting in the lobby, what do the partially filled blue and red boxes mean? How about the multiple formation arrows pointing to those boxes?
  • What does everything under the planet history mean? Are those the latest matches played? Why does it only show a single unit in them?
  • One last thing I never understood is why do the group queue numbers get so high in the first place? Like 60+/60+. Does that mean MWO has 5+ fragmented groups, all waiting for someone to join and patch those holes? Wouldn't a perfectly efficient queue always show <12 players on each side?


#2 GargoyleKDR

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Posted 09 February 2015 - 10:39 AM

Paul explains the new queue information:

http://mwomercs.com/...ost__p__4168361

#3 Ghogiel

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Posted 09 February 2015 - 10:44 AM

View Postconquistadorst, on 09 February 2015 - 10:22 AM, said:

With the latest patch notes you get more information but I'm not sure I'm interpreting it correctly. The only thing I know for sure is it's best to join a group that is closest to a multiple of 12. Beyond that I'm not sure if this information is either inaccurate/misinterpreted.
  • Queues, what do the little yellow bars mean? I assumed it was the number of players in your faction but the count doesn't always match the group you're waiting in. And they certainly don't match the numbers shown when viewing planets either. When I see 60+ players waiting I'd expect to see those bars filled to the brim but I don't.
  • When waiting in lobby what does the attack queue and defend queue mean? Seems like the opposing side never has any groups in waiting status. Regardless of the number of players visible on the world screen (e.g. 60+/60+). It seems impossible to figure out if the opposing side has a group ready to go.
  • When waiting in the lobby, what do the partially filled blue and red boxes mean? How about the multiple formation arrows pointing to those boxes?
  • What does everything under the planet history mean? Are those the latest matches played? Why does it only show a single unit in them?
  • One last thing I never understood is why do the group queue numbers get so high in the first place? Like 60+/60+. Does that mean MWO has 5+ fragmented groups, all waiting for someone to join and patch those holes? Wouldn't a perfectly efficient queue always show <12 players on each side?



1: they are the number of players in the queue waiting to form a complete lobby, not the total number of players currently fighting. It's really only used to see how many solo players, the yellow pips above the 1 are solo, and any pip above one of the other numbers is a premade.

2: The queues just tell you if there are 12 people already waiting for a drop. With the CW pop as is you should only ever see a queue forming on attack or defend, but not both. But I suppose if 500 people were waiting on either side, and with only 16 simultaneous matches possible both queues could fill while waiting for on going matches to finish. It only really useful becuase it let's you know whether you are going to get a counter attack or regular attack/def modes.

3: those are on going matches on those boxes.

4: that just shows the history of which units have had their tags on and what factions have owned it in the past.

5: Not sure what you mean. But the numbers will go up to 99 now instead of 60.

Edited by Ghogiel, 09 February 2015 - 10:45 AM.


#4 conquistadorst

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Posted 09 February 2015 - 11:02 AM

View PostGargoyleKDR, on 09 February 2015 - 10:39 AM, said:

Paul explains the new queue information:

http://mwomercs.com/...ost__p__4168361

Extremely helpful, not sure how I missed this post. Thank you!

#5 Screech

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Posted 09 February 2015 - 11:07 AM

View Postconquistadorst, on 09 February 2015 - 11:02 AM, said:

Extremely helpful, not sure how I missed this post. Thank you!


Missed it because they didn't sticky it like they should have. It is a very useful post that has been lost in the mire.

#6 conquistadorst

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Posted 09 February 2015 - 11:11 AM

View PostGhogiel, on 09 February 2015 - 10:44 AM, said:

5: Not sure what you mean. But the numbers will go up to 99 now instead of 60.


Thanks for the reply, very helpful info. I think #5 answered itself when you guys explained the planet "match limit". On paper I think it makes sense why there is a limit, to avoid mad spam frenzy attacks on a planet. In practice, it seems rather wonky since it encourages super long queue times on a planet. Ignorant people like me select planets that show 99+/99+ thinking "yeah, this should find a match quickly tons of players here". When clearly that's a derp idea since it's likely longer than shorter because the match limit on the planet is already supersaturated. What I meant by "efficient" is the queue would rarely exceed 12/12 since they'd be immediately thrown into a match. If there was no limit the only time you'd see more than 12 is if there's a much larger force with no counter force.

I still think this queuing system is far, far, far too complicated. CW really needs its own "play now" button with checkboxes for attack/defense. I could care less which planet I'm attacking/defending. One of those really clever ideas that doesn't work as well as you hoped.

Edited by conquistadorst, 09 February 2015 - 11:13 AM.






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