State Of Match Making - Feedback/comments
#961
Posted 15 April 2016 - 06:19 PM
"But wait, Koba," you'll say, "you can still have fun even if you lose!" Normally, I'd agree. But it's the nature of these losses that are perhaps most frustrating. Routinely matches end 12-3 or worse. The most common number seems to be 12-2. Of the five wins I was a part of, we won 12-2, 12-1, 12-0, 12-4, and 12-9. I'm not exactly carrying my weight anymore - I used to be quite good at this game; a solid performer - but a look at the match scores of the losing side gives the appearance of a bunch of T-ball players facing the second coming of the 1927 Yankees. Sub-100 damage, no damage, Dire Wolves with 50 damage. These are quite frequently legitimate stomps. It isn't necessarily a stomp when the 11 remaining mechs on the winning side are all in various states of damage, and the losing team mostly contributed. But it is a stomp when the losing team, as a whole, myself included, barely scratched the OPFOR's paint.
In my mind, the matchmaker and PSR are in a state of absolute shambles. Perhaps taken as a whole it is successful (though based on the 50 pages here, I suspect not), but from my view it is atrocious. I am a hairs breadth from tier 2, not that such matters one bit. But I am no longer remotely competitive at this game. Not even a little. I would personally rather see the MM tied far closer to individual performance. If I score 900 damage (which still happens despite my diminished skills), and kill five enemy, I want my PSR to reflect that. But I can also score 98 damage and be on the winning side and my rating goes up... Why? I hate that. I don't' like that my rating is derived in large part from wins or losses. In that way, it's not much different from the previous iteration of the MM formula. Wins and losses are weighed far, far too much for my tastes. If my team wins and I sucked, well, I didn't carry hard enough and over time my PSR should reflect that kind of play. But if I'm carrying hard and still losing, well, I think it should reflect that too.
In terms of the queues, well, it used to be that I played exclusively with my one lance mate. We had a lot of fun together over the years. We didn't always win, but we didn't always lose either. Then they grouped us in with the large groups and we lost constantly. It wasn't fun anymore. Now I drop almost exclusively solo. Guess what? Still not all that fun for the above reasons. Not to mention I don't really get to play with my friend anymore. One would think that dropping together would make us more competitive - we've played long enough together. But all it does is make us less so. We score better and do better when we play by ourselves. That's weird.
I can certainly see the argument against reintroducing two mans to the solo queue. I get it. I just wish upon wish that there was a happy medium somewhere. We can't compete as one part of six two mans dropping against the comp team 12 mans.
Such is life. If I move on, I will still have all the wonderful moments MWO has given me (like when I killed the entire team by myself back when we had 8 man drops), and I will definitely miss it. I just don't derive as much fun as I used to from this game, and the matchmaker environment is part of the reason.
#962
Posted 16 April 2016 - 04:57 AM
It's a little hard to judge your skill rating when your damage is going from 1,200+ pts a round, to 50-80 pts. Same mechs, same pilot.
#963
Posted 16 April 2016 - 07:53 AM
Locke2, on 24 March 2016 - 10:20 AM, said:
- 1 to 6 man group
- 7 to 9 man group
- 10 to 12 man group
Since most players PUG in small groups or solo queue, the "1 to 6" option is most versatile. This lets any number of smaller teams get into queue. No restrictions are placed.
Once a group his 7 to 9 players it will only be matched in queue with other teams of 7-9 man groups. The same happens for 10-12 man groups. This way only teams play other teams.
Uhhh, right.
Ok.
So you've got a 9 man team. You queue in the group queue. You MUST be matched with a team of 3.
You can't take small groups out of the queue that big groups are in, because teams must total 12.
Further, 2x6 players are not disadvantaged vs. 1x9+1x3.
You don't want 6x2 vs. 1x12 of course, but at least 6x2 can bring 1200 tons vs, what, 720?
The Smoking Man, on 16 April 2016 - 04:57 AM, said:
It's a little hard to judge your skill rating when your damage is going from 1,200+ pts a round, to 50-80 pts. Same mechs, same pilot.
Group queue difficulty is random. Small group play in the group queue is MWO hard mode as a result.
This is because making matches, the MM needs to find teams of the right sizes to stick together, and the group queue is much lower pop than the solo queue. So, PSR tends to go out the window to make a match at all, particularly for larger groups.
#964
Posted 17 April 2016 - 12:19 PM
#965
Posted 17 April 2016 - 04:07 PM
What other ways?
Bonuses and penalties!
For example a good bonus for everyone:
Concentrated Fire Bonus (more people shooting a target more cbills/xp)
And a penalty:
Out of position (something that penalizes the people who wander off)
And clean up PSR so it looks at damage dealt, kills, assists, etc and rates the skill of the pilot.
#966
Posted 19 April 2016 - 06:51 AM
I do care about the 1/1/1/1, this is one of the worst ideas I have seen. 2/2/2/2 would work. But not 1/1/1/1. If I am running wing man with someone it is sometimes fun to actually run the same mech or weight class.
#967
Posted 29 April 2016 - 02:02 PM
Its not just that though. When you have a bad day or are derping yourself and within one or two games things are just going **** up you may as well just quit as most games are won / lost by 2-3 players a team.
Basically PSR introduction is the single worst thing that has happened in this game. The previous MM was far more supreme.
Edited by mad kat, 29 April 2016 - 02:12 PM.
#968
Posted 30 April 2016 - 09:14 PM
#969
Posted 01 May 2016 - 12:28 AM
#970
Posted 01 May 2016 - 02:13 AM
invasion games need lot longer to start because many people queue up in scouting
maybe consider making scouting not simultaneous to invasion but instead happen at start of planet attack more often and then only random a scouting game pop up (like 3 invasion 1 scouting) and not allow endless queue up players for scouting and this way have not enough in invasion
i think solo players who didnt find into community warfare should be guided
to create their 4 mech dropdeck and the normal quick play button should also
have a option to opt-in for add them as freelancer into community warefare
not filled and forever needed to launch invasion drops is the biggest issue i see at the moment
Edited by Helios Norlund, 01 May 2016 - 02:16 AM.
#971
Posted 03 May 2016 - 07:41 AM
Please don't cap the group size. I've been there many times where our team is a patchwork of solos, duos, and the other team is a 12 man unit and we get smashed. But one of the biggest draws of this game for my group of friends is that we could actually play together with more than 4 or 5 of us. There's incentive to recruit our other friends to play because they can play with us.
I can see from the comments that a lot of people are solo/duo players and obviously want it reduced to 4 man parties. But it's a team game. If we can't play as a team then what's the point. I'd rather get smashed by a organized group playing MWO, than have to switch over to League or CS:GO because our 5th friend got on and the MWO party cap is now 4. There has got to be a better way.
Edited by Gigashot, 03 May 2016 - 07:41 AM.
#972
Posted 04 May 2016 - 01:08 PM
i would have no problem at all if non comunity warfare suport no group at all and just single player
after all its nothing else that gather some basic practice for move a mech
and skill them up
later everyone should play community warfare
#973
Posted 11 May 2016 - 12:28 PM
Public Queue-solo:
This is currently about as good as it has ever been. I remember the days of 8v8 when one team almost always had a four-person group coordinating on TeamSpeak or the like, and the matches, quite honestly, were very, very bad. It wasn't helped that the only options for those who wanted to duel were to either go often on their own and 'teamkill', or to find fourteen other people and try to synch 8-man teams. (Going to 12-man teams didn't help this, but PGI finally gave us private lobbies)
There were various ways PGI tried to address matchmaking: implementing ELO, then individual ELOs for each weight class, finally PSR. There have been various incremental improvements along the way. Some were actual improvements, others...not so much. For myself I think PSR is still weighted towards win/loss and needs to take into account individual performance (KMD, Scouting, etc.) more.
On the whole my experience in the public games is pretty good. Not outstanding, but pretty good. And many of my 'bad' games are probably the fault of the players: An Atlas peeks around a corner and gets lit up by eight enemy mechs, or two mechs off scouting find the whole enemy team. You know, the kind of thing that puts your team at an early deficit that makes too many just sort of give up and rush in, a sort of 'get it over with' mentality.
Faction Warfare-scouting
This is kind of meh. The weight restrictions make it very interesting (something I haven't seen outside of private lobbies). The nature of the win condition means that any reasonably fast mech (not, say, the Adder or rbie) with good armor can run in and hit the dropzone at the last moment for the scouting team...but that's a feature, or defect, in the game mode rather than the match up of the teams.
Frankly, these tend to be short enough in duration that the really bad match ups aren't as noticeable. Also, because it is faction warfare even most of those without a unit seem to have a headset or at least their speakers set up to hear voip which is a big plus. The same can't be said for quick-play, but the up-coming Command Wheel should help there.
That said, there have been, and continue to be, some horrifically bad match-ups the only upside of which is a 0-4 loss isn't quite so demoralizing as a 0-12 loss. Fortunately these queues seem to be active enough, and the games short enough, that even a very minimalist sorting system would go a long way.
Faction Warfare-Invasion
Playing Faction Warfare honestly reminds me of the bad old days in beta with premade teams from well-practiced units using 'skittles' for target practice all the while. Moving the defensive LZs was a badly needed change, but moving the gens and bunkering them only made the objectives too difficult for most pug-teams to attack (even against pug defenders), and still too difficult for many pugs to have a reasonable chance of holding against an organized team.
Frankly I'm not sure what you can do about this. Russ has said in his townhalls that MW:O doesn't have they player population to accept a repeat of the entirely divorced solo/group queues like there is in the public game. I don't know if anyone's taken a look at limited queues (say, a 'solo' queue that featured one group of no more than four mechs on each team, and a 'group' queue with all pre-mades, and groups of 2-4 would be available for both queues). On the other hand there seemed to be enough surplus population playing FW that an entirely new game-mode could be inserted that very specifically pulls people away from invasion.
From what I've heard from those who played it, the non-unit invasion matches were very good if you could get them. But I wouldn't know personally since I am in a unit, I like being in a unit, and I didn't want to disadvantage my unit by leaving and them needing to pay to bring me back in.
I'm hoping that a lot of the bad games I currently am seeing will go away with the rescale/requirk pass that will be coming in a few months, but I'd be lying if I said that I think this will fix most problems.
So basically, FW is sort of what we were promised at launch, but the matches are what we had in beta and from what I'm seeing they aren't going to get any better.
Edited by Kael Posavatz, 11 May 2016 - 12:32 PM.
#974
Posted 12 May 2016 - 12:02 PM
#976
Posted 16 May 2016 - 12:58 AM
The imbalance of teams is like night and day. One team your with all bunch up behind you and huddle together while the other team gives each other space sends a few mechs to flank while the big hitters push. And the game is decided within about two minutes.
The vast majority of pug matches are now decided in about three to four minutes.
Edited by mad kat, 16 May 2016 - 01:14 AM.
#978
Posted 29 May 2016 - 11:14 AM
Depending on how things work out it could indirectly people who want to play together in QP casually as well by drawing some of the bigger unit groups that mostly populate QP away from that mode.
#979
Posted 29 May 2016 - 11:45 PM
Randy Poffo, on 29 May 2016 - 11:14 AM, said:
Depending on how things work out it could indirectly people who want to play together in QP casually as well by drawing some of the bigger unit groups that mostly populate QP away from that mode.
For an S7 mode, the matchmaking would be accurate simply because you have fewer variables and those you can even reduce further by the right game modes.
And the choice of game mode don't have to be the players choice but the load balancing algo of the server.
Lets say you drop in an Gargoyle:
Options:
- Leaderboard (matching another Gargoyle)
- Assault Championship
- Heavy/Assault Championship
- Free For All Championship
- True Lance Championship
We don't need a sloppy MM - not if you don't have any in FP and a different system in S7.
What we need are game modes that differ:
- QP - test you skills, create and alter Mechs without any consequences (no MM)
- FP - no MechLab - fixed Mechs - assignment based on Faction
- S7 - Mechlab available - bonus for using "sponsored" Mechs (ELO)
- each Mode can "bleed" into another one
#980
Posted 01 June 2016 - 03:57 PM
If you boil it down to 2v1, the solo player would have be SIGNIFICANTLY better than the other 2 to have a hope of winning the fight. In an even skilled contest, chances are the solo player would be destroyed and one of the duos would be moderately damaged.
So if you expand this to a team, if a team gets an early lead or a pick on an out of position enemy it gives them a compounded benefit for the rest of the match. Additionally, matches are often decided by the position of both teams when the full fight starts. One team will be in a superior position and ALL of it's players will have an advantage against the other team.
Sometimes a good head shot, or a light turning a team around is enough to give a team a huge lead, and it just spirals from there.
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