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State Of Match Making - Feedback/comments


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#1081 sleet01

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Posted 01 February 2018 - 06:21 PM

Had a really bad faction siege drop where it was 12 PUGs versus 12 Clan Diamond Sharks, all teched for exactly the scenario we were fighting. How does that even happen?

#1082 R0AHN

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Posted 01 February 2018 - 09:04 PM

Who QA'd this matchmaker? Half the group drops I was in tonight wound up being either half the team is assaults or you have none. And that is not hyperbole - out of six, three I saw no assaults on one team or the other and out-tonned by a half to twice.

This is not reasonable. You can try to balance tier and skill on teams and while there is a group weight limit there appears to be no team weight limit.

#1083 SpiffleBandit

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Posted 02 February 2018 - 01:30 AM

DONT CHANGE A THING! I play occasionally with more than 4 ppl on pub drops. They simply are not interested in competitive or faction play. So stop with your good idea fairy bs please. Posted Image

#1084 Black Ivan

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Posted 02 February 2018 - 01:39 AM

What Match Making? In solo que it seems to have broken down entirely and for group it never worked

#1085 Akillius

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Posted 03 February 2018 - 07:50 AM

match making times is fine, was 2 minutes or less but was often 1 minute or less and that's perfectly acceptable. Also last night for solo quick match tier 2 I wrote down wins to losses and the scores and meh it works out just fine even if a few matches are absolutely Manic wins or losses out of nearly 2 dozen. Funny thing about this entire topic is you never read "oh tiering is bad cause My team won 12/0". Instead just keep read the same rage quit stuff "we lost, tiering broke, blah blah blah".

One thing a lot of players should remember, a player's tier has nothing to do with their ability.
It only shows they've played long enough and joined enough winning teams that their tier level got bumped up...

Strongly suggest PGI consider adding more choices to match making.
For example 5 maps instead of 4, and 3 or 4 modes instead of only 2.
And add a button that says "Random Pick" for those too lazy to pick and for those who want real map roulette.

Edited by Max Rickson, 03 February 2018 - 07:53 AM.


#1086 Throe

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Posted 06 February 2018 - 03:28 PM

[deleted by user]

Edited by Throe, 08 November 2018 - 04:29 PM.


#1087 FiveOClock

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Posted 19 February 2018 - 07:18 PM

View PostDont LRM me please, on 13 January 2018 - 08:58 PM, said:

Tier 5 is full of morons, so it's working.


Player A joins your match. He spend the entire match covering the team with AMS and ECM.
Player B joins your match. He spends the entire match calling targets and urging people to team up. He pops up UAVs to give the team critical info
Player C joins your match. He spends the entire match covering your LRM boats and protecting them from close range attacks
Player D joins your match. He uses your entire team as a shield. He lets your team get slaughtered so he can get 2 kills and 600 damage.

Which player did Piranha Devs reward with the most XP and the most credits?

That's why your matches are so frigging bad. The behavior you hate so much is the behavior the Dev staff is rewarding. You might as well move to Idaho because the Devs are growing nothing but potato laser snipers.

This is your second worst problem.

I got a second account to see what the game is like without the matchmaker squad queue. If I play with my squad in the Matchmaker squad queue. My K/D is under 1.0. I constantly get put into garbage matches against people in tier 1.

On my account where I never play squad matchmaker my K/D is over 2.5 I never get garbage 12-1 matches. I never see any tier 1 or tier 2 players. I have a bunch of matches with 5 kills. Same guy same eyesight same mechs no squad matchmaker.

Understand what this means from a business perspective. Anyone who buys this game and wants to play in a squad with friends is repeatedly kicked in the nuts by bad MM code until they cry uncle. You are taking the customers who will play the game the most and kicking them in the nuts to reward a small number of exploiting squads. That's why this game has so many half dead squads and squad people who only solo drop. If anyone dares suggest Piranha fix their pile of dung one of the exploiters will spam the topic to protect the status quo. So you are stuck with this until it collapses some day. To quote Jimmy Hendrix, Castles made of sand fall in the sea eventually.

#1088 Soldryn

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Posted 20 February 2018 - 01:43 PM

Look, I know no one will care one bit about what I have to say, but I wanna say it anyway.

My account ins an elite founder account. I have been playing MWO since closed beta off and on. When I was playing regularly a few years ago, after the last big ELO reset, I got my account to tier 3, almost tier 2. Then I stopped playing for a LONG time.

My account's ELO does not reflect my current level of skill at the game, nor will I ever get to be that good at MWO ever again. I firmly believe that the reason that teams I am MM'd with in solo que lose 9/10 matches is because I am playing out of my league on my 6 year old account. WAY out of my league....

I tried starting a new account a few days ago as a lark, and to test if maybe I'm doing something wrong at every level. The matches are more fun, more balanced, and I feel like I'm making a real team contribution on my little cadet account. Then I log back into my main account so I can get farmed to ignominious death EVERY MATCH. I really am trying my best. I really am trying to learn from better players like Baradul and TheB33f. But it doesn't matter, just go die with less than 100 dmg on the board.

I would pay real money for an ELO reset for my account. It's 6 years old and has a ton of mechs on it. But I can't hang with tier 1 pilots, and I completely believe that's why my team loses EVERY match. Best part is, the MM is deciding that I SHOULD be losing every match, so my ELO doesn't go down...

yeah, I AM trying to "git gud".....at least I'm willing to BE a "bad" and be farmed rather than stop playing entirely.

Edited by Soldryn, 20 February 2018 - 01:44 PM.


#1089 GryHwk

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Posted 26 June 2021 - 01:13 PM

No one will read this and if they do they will pretty much dismiss it and not care...but...while your doing all your map updates and mech updates and getting from the players on how to improve the game, well, the things that would make it sooo much better and then you can build from there are ... hit boxes, matchmaking and stop padding the game for elite players, let you new players learn and play and progress within their close tier groups.... and for the love of all that is holy get rid of groups of 4 able to join quick match together. I don't care what you say, many get on their own chat and play within their group and screw the others.. sooooo tired of being ripped to shreds by players that are well above my skill level and having a hard time to get even into tier 4 because of it...and last but not least your scoring method sucks...I have had many matches where I do rather well, but ohhh my little arrow is red and I go down again... that is very disheartening to many players. Work hard contribute to the fight, have KMDD lots of other things and only to get knocked down. done ranting...i'm sure I will get, "shut up potato and learn how to play." and other, "know your place piss ant" talk...eh...used to being looked down on by holy then thou people.

#1090 xR1pp3Rx

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Posted 03 September 2021 - 05:32 AM

^^ listen piss ant! you raise some food for thought.. Welcome to the game..^^

I have an idea for the game that might make it cooler. Its probably been discussed before but..

since the Faction play suxors for solo players now, maybe you could do something to force a new style of game play.. a hybrid of what's available now.

What if you make quick play so that you do everything the same with one exception.. after you die in a match you can bring in one more mech on a drop ship.. with a caveat.. make it so the player can choose a mech from his list the best suits the map that was chosen. that would make mech gaming fun again. in the start of the game your stuck in what you brung but in the second half of the drop would be pretty epic tactically and such.

As it is now... faction takes too long to get a drop.

Edited by xR1pp3Rx, 03 September 2021 - 05:32 AM.


#1091 Eurystheus

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Posted 16 September 2021 - 12:14 AM

View PostGryHwk, on 26 June 2021 - 01:13 PM, said:

No one will read this and if they do they will pretty much dismiss it and not care...but...while your doing all your map updates and mech updates and getting from the players on how to improve the game, well, the things that would make it sooo much better and then you can build from there are ... hit boxes, matchmaking and stop padding the game for elite players, let you new players learn and play and progress within their close tier groups.... and for the love of all that is holy get rid of groups of 4 able to join quick match together. I don't care what you say, many get on their own chat and play within their group and screw the others.. sooooo tired of being ripped to shreds by players that are well above my skill level and having a hard time to get even into tier 4 because of it...and last but not least your scoring method sucks...I have had many matches where I do rather well, but ohhh my little arrow is red and I go down again... that is very disheartening to many players. Work hard contribute to the fight, have KMDD lots of other things and only to get knocked down. done ranting...i'm sure I will get, "shut up potato and learn how to play." and other, "know your place piss ant" talk...eh...used to being looked down on by holy then thou people.


What I have discovered is the scoring system is heavily weighted towards damage dealt. The higher your end of game DMG, the higher your match score and the better your chance of getting a green up arrow. At the end of the match, look at your match score and see how you rank. In my experience, finishing in the top 8 or 9 of match score moves you up.

#1092 Tarl Cabot

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Posted 16 September 2021 - 04:46 PM

View PostEurystheus, on 16 September 2021 - 12:14 AM, said:

What I have discovered is the scoring system is heavily weighted towards damage dealt. The higher your end of game DMG, the higher your match score and the better your chance of getting a green up arrow. At the end of the match, look at your match score and see how you rank. In my experience, finishing in the top 8 or 9 of match score moves you up.


45% of the damage number is applied to the Matchscore. 500 damage with no team damage generates 225 MS by itself. As for the top 8-9 players with the highest MS does not necessarily move up, unless said players are all on the winning side. Winning modifies the final ranking each drop.

Below is an example. A player on the losing side received the down arrow with a 333 MS (lost of 1 PSR point) while the player on the winning side w/222 MS received the up arrow (moved up 1 PSR point). If someone receives an equal/break even sign their MS fill with a 0.4 to -0.4 range.

https://mwomercs.com...ost__p__6397025

Edited by Tarl Cabot, 16 September 2021 - 04:46 PM.


#1093 Aidan Crenshaw

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Posted 16 September 2021 - 09:18 PM

I'll just leave this here, if anyone is interested in the calculation of PSR change:


#1094 MPhoenix

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Posted 19 November 2021 - 06:37 PM

First background. I'm a new player, probably 3-4 months now, solidly tier 5 but with 20+ years of MMOG experience and nearly 30 years of table top and card Battletech gaming.

Matchmaker concerns:

5-10 minutes searching for a game. I know that between the number of players, server resources and other factors this may not be fixable but it still sucks.

Team disparity. Last night was a perfect example. Dropped on HPG in QP with our largest Mech being a Marauder followed by my Warhammer. That's fine they probably are about the same... Nope. Walked around a corner in to first a Hatamoto, then a Fafnir, then a Cyclops and finally an Atlas before being killed by a Blood Asp. We died, horribly and in a loud and grotesque fashion.

Group drops in QP. At this point any time I see a set of four unit tags on the loading screen I already know it's going to be a stomp no matter whose side the unit is on. I know it's fun playing with friends but the problem is this is tier 5 level QP. I've played far too many MMOGs for far too many years not to recognize someone's guild tagged alt, especially when they are talking on comms or chat in game about being on their unit's Discord server at the time. It's a great way to chase off new players.

I could say more, like how this damned program always seems to know when I have LRMs and drops me in Solaris City or I have SRMS and get dropped in to Tourmaline or Polar Highlands but that's probably coincidence...

#1095 MPhoenix

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Posted 19 November 2021 - 06:44 PM

This is not my comment but one I read on Youtube in response to Sean Lang's video about the Matchmaker.
I couldn't agree more.

"Imagine if instead of locking in a mech, you instead lock in a weight class then pick your mech after the map is selected.
Players could strategize then pick their mechs accordingly instead of randomly doing their own thing.
It would also be easier on the matchmaker’s end since you’re balancing 4 weight classes instead of 17 different weights."

#1096 tenchugecko

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Posted 25 November 2021 - 03:15 PM

The chance of Landing on Solaris City in an LRM Boat is so ASTRONOMICAL HIGH, that there must be an intelligence behind it.
LRM's, Matchmaker and SolarisCity together are a big design failure. Ignoring User Stories in developing completely. You have to think through the possibilities of what happens when you hit quickplay. Beeing dropped into a map as dead weight is the worst, and needed to be killed years ago.

Edited by tenchugecko, 25 November 2021 - 03:17 PM.


#1097 Aidan Crenshaw

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Posted 26 November 2021 - 01:33 AM

Running a specialist in Quickplay can and will put you at a disadvantage on certain maps. Adjust accordingly. Either use builds that can work on any map, work around your disadvantage (I know for sure you can contribute in a Lurmboat on Solaris City) or take it as a given and move on to the next match, hoping for better luck on the map selection.

The only one making a mech dead weight is the user.

#1098 Meatroid

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Posted 12 December 2021 - 10:52 AM

View PostWeaselball, on 03 September 2015 - 01:48 PM, said:

I'm all for the group queue being 4 man max. This will make the game much more enjoyable for smaller units and small pairs/trios of friends playing the game. The larger groups can continue to dominate CW just like they currently are.


This change is actually hurting the community much more than helping it. Same as players not all groups are equal, just because you get stomped by an A list team doesn't mean we shouldn't have larger group sizes. Since going down to four man groups I haven't met any new players or stayed up all night playing. Usually we end up switching games all together due to larger group sizes in other games. If MWO stays four she's going to wither on the vine bud.

Just use tonnage, you know the thing the whole game is based on, to balance/handicap larger group sizes

Edited by Meatroid, 12 December 2021 - 02:43 PM.


#1099 System Belmont the Mech Slayer

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Posted 12 December 2021 - 03:00 PM

Time to bring 8 man groups back, quit making excuses

#1100 axe64

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Posted 12 December 2021 - 03:36 PM

I don't see why people with more than 4 buds should be punished. Maybe the mech dads should work on making buds instead of whining about being bad at the game. I feel like having smaller groups makes people just hangout with themselves never expanding out to meet new people.

I didn't think it was that bad to begin with. teams still get stomped now anyway. I believe smaller groups lead to overall decline in team work causing almost every game to just be a chaotic mess.

Edited by axe64, 14 December 2021 - 04:51 AM.






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