Quality Of Matchmaking, Describe Your Experience
#1
Posted 14 June 2017 - 10:31 AM
- Search duration is less than 30 seconds for almost always, sometimes only a few seconds so that is excellent. 9/10
- In about 1 in 10 matches (or even less) score board is 12v6+ which i use to determine a somewhat close match. So i rate match quality very low. Stomps are regular occurance, which is not fun gameplay even on the winning side imo. 4/10
So how is your experience, rate in regards to search duration and match quality.
#2
Posted 14 June 2017 - 10:50 AM
It's been slowish lately with sometimes wait times in the minutes range.
Match quality: 3/10
Stomps are common, even matches not.
However, the poor balance of the game has IMO very little to do with the match making and far more to do with the base game mode which is 1-life team death match with a few variations on top. This is the real problem. It's a very unforgiving game experience which inherently makes it difficult to have a good game.
#3
Posted 14 June 2017 - 10:55 AM
Problem is though, is the human mind is far more likely to remember extreme cases(stomps), than close® matches. So unless quantified by recording every match results for the next 100 games I can't know for sure.
#4
Posted 14 June 2017 - 11:38 AM
#5
Posted 14 June 2017 - 11:52 AM
Why?
It means the battle goes throughout its entirety without tipping to one side's favor. Normally, Battles are very likely to tip toward one side's favor, in general, due to positioning and early loss of units. For a battle to go from start to finish without tipping is going to be the rarest outcome.
I don't understand why people seem to think the lest likely result should be the norm.
Edited by Prosperity Park, 14 June 2017 - 11:56 AM.
#7
Posted 14 June 2017 - 11:58 AM
#8
Posted 14 June 2017 - 12:03 PM
What?
PSR failed miserably in the long run?
wow.
Its not like this community predicted the exact thing 1 week after PSR release.... right?.... riiiiiigght!!!
#9
Posted 14 June 2017 - 12:07 PM
Searching - 9/10. I usually never have to wait more than a minute or so no matter what class of mine I play. Also even when it does run long, it is rarely if ever long enough that I start to get impatient.
Quality of Match - 7/10 - Honestly most aren't to bad though I, like everyone, get teams that are just plain clueless however I don't blame the MM on this. I mean you can get 12 Tier 1 players on your team and each and every one of them will think they know best because they are "LEET" and none of them will work together to accomplish anything. That is a team failure, not a MM failure.
Also as several have mentioned, you have to define a close match. For me a close match is one where the battle is very active and lasts for most of the timers duration. Kill counts don't really matter because a 12-5 match can be close if those remaining 7 mechs are being held together by bailing wire, duct tape and spit. At least 70% of the matches I am involved in are like that with maybe 20% kind of wishy-washy were the team isn't gelling on one side or the other. Only about 10% or less come off to me as completely lopsided and broken, if that.
Edited by Viktor Drake, 14 June 2017 - 12:08 PM.
#10
Posted 14 June 2017 - 12:12 PM
#11
Posted 14 June 2017 - 12:16 PM
#12
Posted 14 June 2017 - 12:51 PM
Humpday, on 14 June 2017 - 10:55 AM, said:
Problem is though, is the human mind is far more likely to remember extreme cases(stomps), than close® matches. So unless quantified by recording every match results for the next 100 games I can't know for sure.
That's is exactely the problem. For most issues, actually.
It's called "selective perception".
If the weather forecast is correct, no one bats an eye because tha tis what we expect it to be. If it is not correct, everyone loses their minds about how bad a job those scientists do.
So even if the weather forecast is correct 9/10, we remember it as "being always wrong".
Or stupid people do, that is.
Same with MM.
Also:
MWO matches are WAY to volatile to arrange teams in a way that there will always be close fights.
One wrong turn (plus swarm effect: 2 Mechs go somewhere and 5 follow) and bam, match lost.
Conclusion:
Please, MM whiners: grow up.
Edited by Paigan, 14 June 2017 - 12:52 PM.
#13
Posted 14 June 2017 - 12:53 PM
CARRY
HARDER
#14
Posted 14 June 2017 - 01:13 PM
I would happily wait longer for better matchmaking.
Better matchmaking being defined as not knowing the outcome at the drop screen.
#15
Posted 14 June 2017 - 01:13 PM
Match team quality: 1/10
Forget every thing you might have learned about team work,strategy, positioning, counter mech/weapon strategies, using the r key, using the com wheel, using team chat,focus fire, lance light packing the assaults etc.
I've won a few matches matches using a narc 3s lct with a small laser, I get kills in the lbx only spider, I get kmdd using the most horrible builds and mechs like two srm six lct-1m. The vast majority of matches are rofl stomps with 2-12 or 3-12 and people going gg about it as if gg.
Teams shoot down their own uavs so afraid of da lurms, mechs run from an lbx 2 shot on frozen, go ino really bad positions like the road of alpine not taking cover from the enemy on the ridge then refusing to move. People just shut off their brains and expect cod or battlefront type play without re-spawns it seems.
My steam counter shows near 500 hours in skyrim and mgsv vs the mere 17 hours in mwo since I switch to the steam version for better stability to avoid disconnecting.
#16
Posted 14 June 2017 - 02:19 PM
I would complain if the same thing didn't happen in literally every matchmaking game I've ever played.
#17
Posted 14 June 2017 - 02:36 PM
#18
Posted 14 June 2017 - 02:48 PM
Time may be OK, but the amount of bad play is excessive, depending on time of day (particularly non-US playing times) with a side of meh in competency. That is the potato state.
#19
Posted 14 June 2017 - 03:04 PM
Matches are 3/10 this week (down from about 7/10 last week) - there seem to be four types of teams currently: pushy teams which run into their death, campy teams which won't ever push even if their life depends on it, inexperienced teams which do all the mistakes (like spreading all over, firing through friendlies, not locking targets) and pros which kill the enemies to fast you won't be able to get any damage in the few times they end up on your side. Also seen some predetermined games where one side had all the good tags and the other did not. Noticed a lack of scouting in some matches too.
Overall, the toxicity of players I've encountered this week is much, much higher.
Edited by Exilyth, 14 June 2017 - 03:27 PM.
#20
Posted 14 June 2017 - 03:44 PM
The skill gap between those sorts of players is what the tier system should be avoiding, but clearly tier isn't about your level of competency. #experiencebar
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