BearFlag, on 27 February 2017 - 08:58 PM, said:
As for designing one? Actually it really isn't that hard. This has been done literally thousands of times on games, gaming systems and simulations far, far more complex than MWO. But I would reluctantly agree, based on the QP MM, that PGI doesn't know how to do it.
In the (temporary, we hope) absence of a player pool, other methods must be made available to a matchmaker. There a loads of things you could do. On-map changes, flexible victory conditions, mode/objective change, start force change. Many could be used in combination. In terms of programming, flexible victory would be easiest, but I suspect players might not like a moving target for victory determination. Start force change can be done different ways. One I suggested in another thread was to effectively create a player mech pool (say, a "Reserve" deck), from which some weight bumping could be done.
In any event, it can be done. And would surely be improvement over no matchmaker.
In practice (FW):
Step 1: On queue entry, calculate pilot rating, sum teams
Step 2: Search pilot queue to balance. If fail,
Step 3: Employ secondary methods
Problem is in peak times, you'll potentially end up with 100 people in a queue and a system "waiting" to find decent conditions for secondary. Given that is where it will end up, most of the time due to population imbalance and then player disparity (which right now is huge). You cannot have a moving target for match victory, that will again push people away.
So ye, it is hard to devise because it needs to take into account solo AND team stats. The problem there is, how those stats are then calculated/formed upon. Match score needs to be used but as it stands, match score is a horrible way to do it. So that system needs a total rethink before anything else (good luck with that, it's a 3-4 month job as PGI pace).
If you've seen the past 12 months in MWO - If they don't nail it first time, it ends up driving people away or making people hate parts of the game,
always.
The last 12 months issues in no particular order that have had massive impacts to population, match balance etc;
FP 3
FP 4.1
IS Light / Hvy re-scale, total debarcle
Skill tree release, touted for months - release pushed almost immediately after PTS showed incredible holes
Heat system (whatever it was called), totally shelved after a shocking PTS reception (just lol)
Rework of short range maps into long range snipe fests (Frozen City)
Escort Mode
Whole MWO Online C/Ship - possibly the worst online tournament organisation/communication wise that I've ever been a part of in 20 years of gaming.
Some major balance blunders - AKA UAC's (They are seriously WTF).
That is just the last 12 months... I have zero faith a MM can be properly employed right now, and certainly not before Sept at the earliest. So where does that leave things until then? Dire straights.
4.1 should have had it delivered it, it should've been started in Jan 2016. But
Russ's grand plan of "bucket" was meant to "fix all" but was just another 3 month band-aid delivered 6 months too late.
And if you played 2,000 scouting matches, good for you. Go look @ the leaderboard, the vast majority of people, over 95% - have not played it. People are clearly not interested in the mode. So less than 5% of a already small % population, plays is regularly... That is niche on niche. Only reason the majority of FP population scouts, is events that depend on it. So disagree, that is fine, but the fact is it's a dead mode.
Edited by justcallme A S H, 27 February 2017 - 09:47 PM.