EgoSlayer, on 20 March 2015 - 12:25 PM, said:
Sadly it's you that is mistaken on all counts.
Well, we'll have to disagree then.
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First - you proposed a hard lock on the map selection:
Game mode selection is a hard lock. If you deselect 'Conquest' you will never drop into a conquest game. Map selection 'Exactly how game mode selection works now' means that if you deselect a map you will *never* drop on that map.
Exactly how it should be, unless you, or your group leader, selects a particular map, it should never come up in the rotation.
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But then you change your proposal and affirm that a soft lock as I stated in my post is the correct option.
You're horribly confused. I never affirmed that soft locks based on maps should EVER be implemented.
A user choice is a user choice, and it should be inviolate.
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There are no soft locks on game mode, but this soft lock you propose is a release valve. Release valves are sequential, not parallel. Which means that it excludes people from the match maker until a time limit is reached, then it re-evaluates the pool looking for new matches. By it's very definition it extends the time to make a match because it has a time limit before it ignores that criteria that excluded people. This is still a bad idea.
A map weighting factor, like how they implemented the soft lock on game mode that lasted a few days, doesn't add any time to the match creation because it doesn't exclude people based on their map selection. It only takes the microseconds to compute the vote tallies and adjust the RNG weighting on the map selection.
For something you keep saying is simple and logical, you seem to be missing a lot.
I never proposed a soft lock, that's where you are confused.
And you compound that by an extremely bizarre and f'd up explanation of what you think is going on now I guess, and by your explanation seem to indicate you've never followed Karl Berg's posts on the subject.
There is a hard limit to how long the MM will attempt to put you in a match. My understanding is that it's 4 or 5 minutes.
AT NO POINT will a non-CW match EVER exceed the 4 to 5 minute hard limit on placing you in a match. If there are absolutely no matches to put you in, at the end of that 4 to 5 minute time period, you'll get the "Failed to Find Match" message, and can restart searching.
DURING that 4 to 5 minute time period, the soft limits of weight class and elo distribution are lessened, somewhere near the end of that 4 to 5 minute period, as I understood from what Karl Berg, the programmer who worked for PGI and did quite a bit of the work on the MM told us, that it drops those soft limits, hence you can end up with matches where the limitation of 3/3/3/3 isn't true, and why you can sometimes end up in a match where you 11 new guys with little skill on your team and the other side ends up with 12 people of extreme skill.
Your concern is that some how adding hard limits of what maps the users can be placed in will cause MM to increase the 4 to 5 minute search limitation.
No, that's not going to happen, at worst, you won't find a match once you hit that 4 to 5 minute threshold and you'll have to either drop again, or change your criteria and drop again.
Now, obviously with the advent of in game VOIP, we really don't need to separate out the "solo" and "pre-mades" into their own queue. The only reason we separated them in the first place was that it was difficult for pugs to coordinate due to the potential disperate VOIP servers that 12 different people could be on. As it is now, with in game VOIP, we can all communicate and facilitate team work.
So, let us dispense with the two separate queues, create one large queue, reduce the number of active MM's to only ONE, and in so doing reduce overhead, and effectively combine MM player base, AND, allow for everyone to select maps.
It will work.