--- Preface:
1)
Thank you PGI/Russ for trying to improve the Group Queue match fairness/quality. I'm glad you understand that it is important. "Play with your friends!" inevitably resulting in "Get curb stomped by large groups of competitive players! [or get pitted against some poor sods who'd rather not see you on the battlefield either]" sucks all the fun out of playing the game.
2) I appreciate you trying to keep the "any group size" feature, but am
pretty sure that the group size limit is going to have to drop to 6, or maybe even 4.
3) I think that player skill has a far larger impact on gameplay and match result than tonnage, at least at the higher end of skill (top third of the player base by rank?). And player skill (at any game) is distributed exponentially. A 12-man group of Tier-5 players in Dire Wolves (or, let's be honest, Atlases) probably isn't scary to anyone in Tier-3 or higher; a 4-man group of top-1% players, by rank in the player base, would probably be scary even in Locusts
---
That said, actually answering your questions about tonnage:
Russ Bullock, on 29 September 2015 - 09:57 AM, said:
- If 6 groups of 2 bumped into a single group of 12, what should the tonnage advantage be?
100% more, keeping in mind that a lot of people won't use that "extra" tonnage because they want to run their [insert not a Dire Wolf here]. 3 out of 4 mechs in a mech package are not assault mechs and people will want to play and master those mechs too. I also would not feel the least bit bad about pitting 12x Dire Wolf in pairs against a 3/3/3/3 12-man premade.
Russ Bullock, on 29 September 2015 - 09:57 AM, said:
- How restrictive should we become on the minimum tonnage while still allowing flexibility for a small group that may want to run light - keeping in mind that we're hoping to give extra tonnage to the side with more groups?
I'd err on the side of giving maximum flexibility to the smallest groups, and the least to the largest. I'd guess that group size is also of exponential performance, so I think that flexibility should be pretty low even at 6-player-size groups and a 12-man might be forced to have an exact tonnage (unless additional group size handicaps/restrictions, such as 3/3/3/3, are in place).
Russ Bullock, on 29 September 2015 - 09:57 AM, said:
- Please provide your feedback on what the min/max tonnage should be for each group size.
- A pair of players should be able to bring anything they want like they can now within the 3/3/3/3 system.
- A trio of players should not all be able to bring Locust, Commando, or Dire Wolf.
- 4 or more players should have to bring a variety of mechs; 3x lights must be accompanied by at least a heavy and 3x 100-tonners cannot be accompanied by more than a light.
- A full or nearly-full team should have to bring a greater variety of mechs.
- Groups of 8-12 should not be able to bring exclusively pairs of 35+55 ton mechs, 35+75 ton mechs, or 55+75 ton mechs (an average of 45 tons per player is too low and 55 and 65 tons per player are too high, unless additional restrictions exist).
- Smaller groups should have a tonnage advantage; a 2-man (+100%) should have twice the advantage of a 4-man (+50%), which should have twice the advantage of an 8-man (+25%) over a 12-man (+0%) group.
.
SpiralFace, on 29 September 2015 - 11:16 AM, said:
I think 3/3/3/3 SHOULD still exist, but put it to the client side IN ADDITION to the weight restrictions for getting into group queue.
...
PLEASE consider that large group players will fully cut out assaults in order to spam more Timber wolves if you give them tonnage restrictions WITHOUT any kind of class restrictions.
Exactly. Consider that a 12-man might bring 6x Arctic Cheetah (6*35t=210t), 6x Hellbringer (6*65t=390t) for a 600 ton team drop weight.
Russ Bullock, on 29 September 2015 - 09:57 AM, said:
The point here is to allow the matchmaker to run with some simpler metrics; therefore the MM will not be adding up tonnage or looking at the composition of the groups. It is the groups responsibility to utilize the tonnage as they see fit. This is important because if the MM finds the perfect set of players to play against each other we do not want to have to reject that match for any reason.
<picking nits>If there is a 99% probability that one team or the other will win a match, then they are not "the perfect set of players". Putting blinders on the MM so that *it* cannot calculate the match result probability doesn't mean the players don't know it once they drop, and players being able to accurately guess the result of a match while the drop timer is still counting down is the problem. Everything is fine even if the MM knows match outcomes with 99% accuracy so long as players are left guessing until the end of the show.</picking nits>
Is matchmaker simplicity a technical requirement of MWO right now? If so, then IMHO that strengthens the argument that handicaps be put into place before groups enter the MM queue, and presumably those checks can be allowed to be relatively complex.
- What if a higher group PSR incurred tonnage penalties (e.g. less tonnage flexibility)?
- What if groups were not allowed to have duplicate mechs (more than 2 of the same chassis)?