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State Of Match Making - Feedback/comments


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#1021 Korak18

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Posted 07 March 2017 - 04:31 PM

As it stands...the Skill Tree revamp is PGI's "TOP" priority. Not fixing any trivial crap like Hit Reg. and Matchmaking. Not to mention CW 4.1.. Players leaving and not coming back and or drastically cutting down their MWO time = less peeps to MM with causing more peeps to bleed off aaannnnd the result is the game circling the drain...too bad really..

Edited by Korak18, 08 March 2017 - 08:15 AM.


#1022 B L O O D W I T C H

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Posted 08 March 2017 - 07:54 AM

View PostKorak18, on 07 March 2017 - 04:31 PM, said:

As it stands...the Skill Tree revamp is PGI's "TOP" priority. Not fixing any trivial cap like Hit Reg. and Matchmaking. Not to mention CW 4.1.. Players leaving and not coming back and or drastically cutting down their MWO time = less peeps to MM with causing more peeps to bleed off aaannnnd the result is the game circling the drain...too bad really..


Sums it up pretty well.
Sad part is that we've all seen it coming from a mile away.

If i had to take a guess i'd say that PGI also knows that MWO is well over its peek and therefor running a minimal viable product strategy (as seen with fp 4.1). Guess they will try to milk a bit more money out of MWO and keep up a nice fasade for the meantime. At least until MW5 comes along (which i assume also will be a minimal viable product as far as i can judge it regarding how PGI handles MWO).

Conclusion: i doubt MWO and especially the matchmaker will get fixed. We gotta wait and see how the matchmaker will keep up with declining player populations (maybe go as far down as t1-t5, which basically means no matchmaker at all).

#1023 SmokedJag

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Posted 09 March 2017 - 06:55 AM

View PostToha Heavy Industries, on 08 March 2017 - 07:54 AM, said:

Conclusion: i doubt MWO and especially the matchmaker will get fixed. We gotta wait and see how the matchmaker will keep up with declining player populations (maybe go as far down as t1-t5, which basically means no matchmaker at all).</p>
It's not already? Seen Top 200 leaderboard people in games with new players several times in the past week.

#1024 RJF Volkodav

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Posted 19 March 2017 - 01:47 PM

GG WP, MM

Posted Image

#1025 sub2000

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Posted 21 March 2017 - 01:18 AM

I am relatively new player with 2 month experience (i started to play after watching rather old Sidestrafe videos btw.), and the most interesting i find invasion mode in faction warfare with it's intensity, possibility to adjust mechs to maps, position recoveries, team actions etc. I had some amazing intensive matches to remember.

But ,I am sure as any typical casual PUG player does, I find the most irritating a common matching against fully packed well experienced unites. I drop regularly against UN2 and 21(something) unites and we end being getting killed in our re-spawn areas.
Beside loosing my time it kills any opportunity to learn maps or whatever: tactics, shoulder feel, etc. Such games kill any desire to continue playing FW.
I do request to stop matching groups against pugs in FW. Making limit 6 or pr. even less member group and fill the rest by call of arms, and put bigger groups in group queues. I am fine with waiting longer if in the end I will get normal equal matches.

At present situation the only acceptable action I see is to disconnect before game even starts or to eject all mechs if the map gives time to do so. I see no fun in being a farm animal.

PLEASE stop matching groups against pugs in FW. You are killing most promising mode of the game doing so.
I know people in normal unites have equally sized frustration getting matched against boring pugs.
P.S. Idiots rambling about "learn to play", "find a good unite" etc. get a life. MWO is the game with very decent gameplay and amazing community (I love playing and learn a lot during "american" hours), but it is just a game. Nothing more.

#1026 sub2000

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Posted 21 March 2017 - 01:26 AM

View PostToha Heavy Industries, on 06 March 2017 - 10:24 AM, said:


I have yet to play with or against a tier 5 player in solo quickplay.

I see regularly from the day 1 tier 1 players in quickplay.

#1027 Vadafallon

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Posted 21 March 2017 - 07:50 AM

4 man groups are much better. Less chance of running into 228 murderball and having a very unfun game.

#1028 QueenBlade

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Posted 21 March 2017 - 11:04 AM

so you can hit 228 groups three times more often?

And whats not to say that with PGI's MM it won't just group them together anyways.

So congrats, instead of hitting 1, 12 man group. You now have the chance to hit a 4, 8, or 12 based on PGI's MM system.

#1029 RjBass3

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Posted 21 March 2017 - 12:55 PM

View PostQueenBlade, on 21 March 2017 - 11:04 AM, said:

so you can hit 228 groups three times more often?

And whats not to say that with PGI's MM it won't just group them together anyways.

So congrats, instead of hitting 1, 12 man group. You now have the chance to hit a 4, 8, or 12 based on PGI's MM system.


This ^^^

#1030 Thumper3

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Posted 21 March 2017 - 04:26 PM

View PostAppogee, on 18 November 2016 - 01:24 PM, said:

Why is this thread from the beginning of last year still being used?

It's not as if anyone from PGI is reading it, or planning to do anything about it.


People like to complain, doesn't matter if no one is listening. It's called the internet; porn, bitching, and cat videos.......that's pretty much it.

View PostQueenBlade, on 21 March 2017 - 11:04 AM, said:

so you can hit 228 groups three times more often?

And whats not to say that with PGI's MM it won't just group them together anyways.

So congrats, instead of hitting 1, 12 man group. You now have the chance to hit a 4, 8, or 12 based on PGI's MM system.



So, seriously....does no one realize it's not the MM?

Seriously, pages and pages of complaining about MM "making" you play against a player more skilled than you and this is the end of the world (personally, I like playing against more skilled opponents, I learn more by paying attention. I'll take a loss to 228 any day over an easy win against some mouth breathing pokemon who just learned how to turn on his reactor.

But the truth is MM isn't broken, it's making matches. Under the hood is the issue, to paraphrase a quotable; it's the player base stupid.

If there aren't enough players in your bucket online and searching there's not much it can do except look outside the bucket or let you look at the spinning wheel for hours until it can. The game doesn't have a huge player base so you have to make a choice. Do you want to play the game and get beaten, learn from your experience and move on? Or do you want to watch youtube and Hulu until you get a match perfectly balanced to your skill level?

Remember the old days when you just played? You didn't complain about needing to have a perfectly chosen opponent that would offer limited challenge so you felt better? :) Damn participation trophy generation....... Posted Image Posted Image

#1031 Barkem Squirrel

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Posted 21 March 2017 - 05:42 PM

There are 3 types of play.

PUG where you can go up 2 tiers or down 2 tiers. So tier 3 can be interesting depending on game to game.

Group,you can have tier 5 to 1 in a match, so sometimes there are ringers in the match. This can be very good training for a new player or terrible It forces them to adjust.

Then faction warfare. Here teamwork tells. You can have a group of 4 highly skilled pilots just take out the entire other team by themselves or a team of 12 that works together but are good pilots and beat better pilots that may not work as well together.



I can remember when Faction Warfare started and we would see certain units on the other side or even in group play before faction warfare and just say, try to kill one, then two then half or even maybe win. Never just hit eject or quit the match, it is a challenge to do better than you expect.

#1032 krimshaw

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Posted 22 March 2017 - 01:33 AM

Remove the random planet feature would speed things u a bit I notice fairly long waits especially in faction play, if the starting point for a player to go to battle was choosing their preferred planet to fight on would seem more streamlined?
I have my favorite battle fields and my least favorite, I'd still play them all just some more then others.

#1033 Cybereus

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Posted 27 March 2017 - 07:45 PM

You really should add a Community Map mode, to vet new maps for Quick Play/Faction War. Have people vote on maps in the Community-Map feature to vote on maps to bring into quick-play. The community will work with you if you work with them. I know you guys are busy, but it allows us to stay interested with new maps and ****, and all you guys would have to do is vet them, and possibly make changes at your discretion.

#1034 Volkodav

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Posted 28 March 2017 - 01:44 AM

View PostQueenBlade, on 21 March 2017 - 11:04 AM, said:

so you can hit 228 groups three times more often?

And whats not to say that with PGI's MM it won't just group them together anyways.

So congrats, instead of hitting 1, 12 man group. You now have the chance to hit a 4, 8, or 12 based on PGI's MM system.

Small units play in FW in small groups. So their chances of win will be much more than if 12 enemy against them.

Yes they can see 228 three times more often, good, but also win too.)

And the matches will be more interesting, probably.

Edited by Volkodav, 28 March 2017 - 06:42 AM.


#1035 surgetank

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Posted 30 March 2017 - 12:13 PM

well i have been playing this game for over 3 years and seen good things happen and a lot of bad things , lets start with the good stuff , 12 man teams , better maps ,lots of new mechs, and a lot of bugs ironed out of the game, now the bad , match making is bad and I mean really bad I am tier 2 and I get matched against pugs who have just started playing this game so easy kills, health and weapon matching with clan and innersphere mechs is not working, I used to play in clan team factions but because so many people have left this game I tend to play solo now, the play modes have not changed much over the last 3 years apart from adding domination mode which no one seems to like, fraction war , scouting missions which again no one plays or cares about. PSI spend more time on bringing out new mechs for you to buy as that's where the money is but little time is spend on the game structure .I could go on about other things which seems to get overlooked but no one will read this on the forum

#1036 DeeHawk

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Posted 09 April 2017 - 10:41 PM

View PostThumper3, on 21 March 2017 - 04:26 PM, said:

Remember the old days when you just played? You didn't complain about needing to have a perfectly chosen opponent that would offer limited challenge so you felt better? Posted Image Damn participation trophy generation....... Posted Image Posted Image

Almost choked on my coffee Posted Image
Brings me back to the good old Commodore and Amiga titles. Only one difficulty: LEAAAARN!

#1037 Black Ivan

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Posted 18 April 2017 - 11:17 AM

Match making in Solo cue is bad. Had some games with longer waiting times today and they ended in one sided stomps.
What I noticed was a definit difference in tonnage one side had over the other.

#1038 krimshaw

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Posted 13 September 2017 - 12:52 PM

"These tighter matchmaking restrictions will help to improve per-match balance, but this improvement comes at a cost; wait times, particularly outside of peak hours, may see an increase by up to a minute or more."
Adding any time to queues is not a good thing period. Have you checked to see alternative types of match making, smaller groups like 8 man matches that aren't dependant on gathering a full group to play.
The changes that are specified will only make smaller groups or single players wait even longer I believe.
Pugs can be fun, 5, 10, 15 minute and longer wait times are not...

#1039 TheFallOfTheReaper

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Posted 14 September 2017 - 08:01 AM

Many haven't sported excessive wait times (just search wheels) in excess of 50 minutes

#1040 MortallyTransparentCupcake

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Posted 16 September 2017 - 06:07 AM

Clans: Heavy large lasers are over performing. They will receive added time for their cooldown, and beam durations. Medium lasers will have there range reduced by 5%. Micro laser(s) will receive a 1dmg increase. ATM's are performing stronger than they are meant and will receive a 10% increase in their cooldown. Light machine guns are over performing and will only do 0.5/s. Mist lynx's will have their torso twist speed reduced by 10%, and the G variant will lose it's quirks. All Clan lasers will receive a 10% increase in their heat

IS: All energy weapons will receive a 10% decrease in their heat. UAC will no longer fire multiple rounds like the clan versions.

Gameplay: 8v8 will replace 12v12 in quickplay for the time being. This will reduce wait times, and encourage players to engage more critically while in-game.





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