

Fix Match Maker
#1
Posted 15 April 2017 - 10:13 PM
#2
Posted 15 April 2017 - 10:19 PM
Edited by Dee Eight, 15 April 2017 - 10:20 PM.
#3
Posted 15 April 2017 - 10:57 PM
Just Some Guy, on 15 April 2017 - 10:13 PM, said:
Just so you know, it is not a match maker. It is an experience bar.
The population isn't big enough at many times during a 24hr period to not put T3 in with T1 for a start.
Plus plenty that are in T1/T2 etc, should not be there. Some T3 players are better than T1 players, they just haven't "levelled" the bar, ie grind, enough.
#4
Posted 16 April 2017 - 12:04 AM
Dee Eight, on 15 April 2017 - 10:19 PM, said:
But if they actually programmed that **** more people would play knowing they were less likely to get **** skill matching than we get now and population might increase (needs to be launched in time with a big game change that brings people back to the game.... i dunno, something like new weapons being added?)
#5
Posted 16 April 2017 - 12:07 AM
Just Some Guy, on 15 April 2017 - 10:13 PM, said:
But not enough players is perfectly valid reason. MWO needs at least 10x more players to have acceptable level of MM.
Edited by El Bandito, 16 April 2017 - 12:18 AM.
#6
Posted 16 April 2017 - 12:11 AM
Quote
I disagree. the problem is they have solos and groups seperated into two queues.
what they need to do is have only one queue for quickplay. and max group size should be 2-3.
if you wanna play in a large group thats what faction play is for. or the new 8v8 ranked ladder gamemode thats coming. quickplay should only be for solo players and small groups of 2-3.
Edited by Khobai, 16 April 2017 - 12:13 AM.
#7
Posted 16 April 2017 - 12:11 AM
The MM can not always find X guy with X tier, with X specific stats to specifically match the MM. Just not probably, but its not impossible. We already know that they "relax" the MM, and given that the MM is matching hundreds of players if not thousands at any given time its more than likely you have an uneven match. the MM in a matter of milliseconds may change the structure if necessary, as long as that what was programmed to do. Only a few people might ever experience optimal match sets. Its not the MM, its just the logic in the Math.
If the MM actually built MMs the way we wanted them. For every guy with a W/L of 3.0 on one team the MM will try to find within the available pool somebody who matches that. Although like I said given that they "relax" it withing a extremely small window. I doubt that ever finding an even match is possible in this game.
it's not so much population as it is finding people within the population to match.
Edited by BLOOD WOLF, 16 April 2017 - 12:17 AM.
#8
Posted 16 April 2017 - 12:18 AM
Quote
it doesnt need to. if you pick 24 random people and put 12 on each team the average skill level is probably pretty close anyway.
where matchmaker fails atrociously is in matching TONNAGE. Itll put like 4 kodiaks and 1 light on one team. And like 1 atlas and 4 lights on the other team.
I personally liked matchmaker better when it was 3/3/3/3 for both teams and max group size was 4. thats when quickplay felt the most balanced to me. although I think max group size should be 2-3 not 4.
the issue with that was the wait time though because no one wanted to play lights/mediums. but I think with the upcoming changes like engine decoupling playing lights/mediums will be more appealing
Edited by Khobai, 16 April 2017 - 12:22 AM.
#9
Posted 16 April 2017 - 12:22 AM
Khobai, on 16 April 2017 - 12:18 AM, said:
it doesnt need to. if you pick 24 random people and put 12 on each team the average skill level is probably pretty close anyway.
where matchmaker fails atrociously is in matching TONNAGE. Itll put like 4 kodiaks and 1 light on one team. And like 1 atlas and 4 lights on the other team.
I personally liked matchmaker better when it was 3/3/3/3 for both teams.
yea, I get you, srry for simplicity sake I was leaving out important factors such as tonnage. Or even weight class. So we now have a MM that has to account for more than 5 variables I believe in a pool of players and match them in seconds or maybe milliseconds. Another problem is that there are an uneven number of weight classed mechs in the pool.
yea you are also right about the 4's, and like you said, the people in the middle are going to find mostly even matches. There will always be people on the ends though, who will then think something is wrong, and get teams full off over skilled and underskilled players.
Edited by BLOOD WOLF, 16 April 2017 - 12:26 AM.
#10
Posted 16 April 2017 - 12:40 AM
#11
Posted 16 April 2017 - 01:04 AM
Sjorpha, on 16 April 2017 - 12:40 AM, said:
Which is why I keep advocating 8v8 in QP. Aside from better MM and hit-reg that results from fewer players per team, a lot of people will be able to play MWO in the first place, without having dirt for fps. TTK will also increase, as a bonus.
Edited by El Bandito, 16 April 2017 - 01:07 AM.
#12
Posted 16 April 2017 - 02:09 AM
El Bandito, on 16 April 2017 - 01:04 AM, said:
Which is why I keep advocating 8v8 in QP. Aside from better MM and hit-reg that results from fewer players per team, a lot of people will be able to play MWO in the first place, without having dirt for fps. TTK will also increase, as a bonus.
I think 8v8 is much better too for quickplay, faction play should be the only 12v12 mode imo.
I don't think 8v8 would enable good skill based mm though, the current averages in population are still far too low. Obviously it would be a little better than now.
#13
Posted 16 April 2017 - 02:15 AM
Just Some Guy, on 15 April 2017 - 10:13 PM, said:
The matchmaker can't help any of us there.
The solution to your issue seems to be; you aren't part of a gaming clan or functional unit/group.
I find it is safest to never go into a quickplay solo queue match expecting any kind of normality or standard, it's a madhouse jim. Get used to it.
You could reduce the numbers to 2v2 but theres a pretty good chance the guy you get paired with is going to have a slightly (to vastly) different idea of what to do, and that will impact your game play. It's just how team based multiplayer games work.
#14
Posted 16 April 2017 - 04:31 AM
#15
Posted 16 April 2017 - 05:42 AM
#16
Posted 16 April 2017 - 05:55 AM
#17
Posted 16 April 2017 - 06:24 AM
Khobai, on 16 April 2017 - 12:11 AM, said:
I disagree. the problem is they have solos and groups seperated into two queues.
what they need to do is have only one queue for quickplay. and max group size should be 2-3.
if you wanna play in a large group thats what faction play is for. or the new 8v8 ranked ladder gamemode thats coming. quickplay should only be for solo players and small groups of 2-3.
For solo QP - I strongly disagree. Mixing solo and 2-3 player teams will only make the situation worse.
Dropping with 23 other players ,who I am not expecting to be better or worse than me, is more fair than dropping solo and not being sure how many wolf packs of veteran players are present.
But since the fact that with a few friends you are more likely not to be on the receiving side, I would really like to go cbill farming in a setup like this...
#19
Posted 16 April 2017 - 07:28 AM
CadoAzazel, on 16 April 2017 - 06:40 AM, said:
Even during the Elo system in the past we did not have the necessary amount of population. The population is low currently, but MM system is not the chief culprit of it.
#20
Posted 16 April 2017 - 09:07 AM
CadoAzazel, on 16 April 2017 - 06:40 AM, said:
Come on, have stats to back that up? There are lots of variables of that affects the population.
- Niche IP
- High learning curve
- Lack of patience and the need for instant satisfaction. Many players are used to respawn games, but when their mech is destroyed in MWO they have to start a new game.
- Players brought in by friends are fed to the wolves (group game) instead of assisting them through the Academy courses, then running through some private matches while occasionally running thru solo queue.
- The above added to playing on a system where FPS is not at a satisfactory level, partially due to Cryengine and lack of optimization (big difference between testing grounds/academy and live games).
- Both PGI and players' piss poor attitudes, especially when lack or extreme delay of features or updates to fix issues.
- Loss of critical mass when losing segments of the population such unit leadership due to many of the about issues.
- Other and newer games that provide that more instant gratification in a GOD mode state that is aimed more at the single player and/or is missing many of the above issues.
- Non-existent advertisement.
- etc etc etc
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