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Solo Queue Match Maker Tightened Up.


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#241 TheFallOfTheReaper

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Posted 11 September 2017 - 11:24 AM

View PostTWIAFU, on 10 September 2017 - 03:39 AM, said:


That is going to be so much 'fun' to experience in 8v8 won't it?!?

View PostTWIAFU, on 10 September 2017 - 12:37 PM, said:



Just wait for 8v8 to "fix" QP.


Exactly what we have been saying 8v8 will just cause a mass exodus once people realize the inherently bad decisions made larger by a smaller size team, more pugstomps, more salt, and more tears.


#242 Eirik Eriksson

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Posted 11 September 2017 - 12:02 PM

I wouldn´t necessarily say that the tier system is flawed. I would say that the matchmaker i flawed and the reason is that it is using the tier system to make matches.

I think everyone that has played this game a while have noted that you rather quickly run out of personal goals, major part of achievements done etc. For that reason I assume that a lot of players uses the tier 1 as a major personal goal and have put in a "heck" of a lot of hours to get there. Changing the tier system now would only trigger a lot of bad feelings.

So I would prefer just leaving the tier system to its own destiny, floating around somewhere in the outer rims, reminding everyone that if you see someone with the 1 tag you are dealing with a rather experienced player.

For matchmaking I think we need a more flexible system. Not too flexible though so people can game it.

#243 Jackal Noble

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Posted 11 September 2017 - 12:03 PM

Only real difference I've noticed is that now I'm seeing a lot more of the 'storied T1 players, more oftenPosted Image

#244 Trissila

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Posted 11 September 2017 - 12:57 PM

View PostBlue Pheonix, on 11 September 2017 - 11:19 AM, said:

For me, I would not say MM is "tightening up". The matches that I have been playing have been incredibly lopsided both with wins and with losses. I am talking 12-4 or 4-12 matches (or worse) are fairly common for me now.

I am not sure what they did but for me things have gotten much worse.

Perhaps a re-do of how player skill is calculated is in order.


The thing is, those kinds of match results are not abnormal. They're not a sign of anything being wrong.

MWO is a game that snowballs. That's the nature of the beast. It's a battle of attrition, largely, and focus fire wins the day. As one team loses 'mechs, they present fewer targets for the enemies to focus upon, and fire gets more and more concentrated. A couple of lucky/opportunistic kills quickly tilts the match in favor of the side with more 'mechs, as they are now able to focus more fire into each remaining target and kill it faster, and faster, and so on.

A 12-10 or so victory is a sign of disorganized teams that failed to coordinate their attacks and failed to focus fire, breaking off into a series of 12 1v1s rather than a 12v12, then a 12v11, then a 12v10, then a 11v9, then a 11v8, then a 11v7, then a 11v6, then a 10v5, and so on.

As much as MWO looks and feels like a pure deathmatch game at times, you cannot look at it that way. You can't play it that way. It's fundamentally different.

#245 Warning incoming Humble Dexterer

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Posted 11 September 2017 - 01:04 PM

The huge difference I noticed is that MWO becomes an unbearable campfest, as both tier1 teams refuse to engage first.

Tier 5 players are what keeps the game dynamic, as they throw the game off balance from leading the charge to getting lost in the middle of nowhere (and getting chased by half the enemy team).

So instead of removing tier 5 players from tier 1 matches, the MM should only aim to balance the amount of tier 5 in each team (specially the useless tier 5 assaults).

Then again the tier 5 matches must be a messy fun (without those tier 1 players cutting through their front torso armor in two shots), and tier 1 players get pushed into faction war (considering how horrible their tier 1 matches are), so maybe it does work out.

Edited by Humble Dexter, 11 September 2017 - 01:54 PM.


#246 UnofficialOperator

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Posted 11 September 2017 - 05:11 PM

Lol I haven't been playing for a few weeks and reading the comments here is just hilarious.

Loosen MM: PGI gets screwed

Tighten MM: PGI gets screwed

#247 Thorqemada

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Posted 11 September 2017 - 05:27 PM

I had some matches that went 12-4 or 12-5 which seems quite a gap but these were open matches for quite a long time until one side had a breakdown and snowballed away...

In one match i was simply running out of ammo having done almost 700 damage and the next one 250 or so...in another match you get a lucky kill on a damaged head of a king crab and the Reds slide downhill...

Edited by Thorqemada, 11 September 2017 - 05:30 PM.


#248 SiR SockMonkeyDonkey

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Posted 11 September 2017 - 05:55 PM

Why can PGI not just use a combination of KDR+Current Tier (in game experience), to make a better tier system?

#249 UnofficialOperator

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Posted 12 September 2017 - 12:39 AM

They really should just use average match score per weight class. Meaning 4 different ELO for each weight class.

BV alone won't work. How would you classify the retardedly good light and med pilots? The ones whom you recognise as having signature mechs.

#250 Dr Cara Carcass

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Posted 12 September 2017 - 02:12 AM

I am still getting matched up with ppl in full lrm assaults that do not move an inch once they found a position.
Still getting ppl who fire srms at 1k+ distance repeatedly.
Still getting ppl in lights that stand in the middle of the group blocing the big guys from pokeing or blocking then on ther way back into cover.
Still getting ppl on mechs with absolute garbage builds.
Nothing has changed. Exept now i wait 3 times as long to get the same matches as before.

The population seem to be to small during the times i play MWO.

Edited by Cara Carcass, 12 September 2017 - 02:13 AM.


#251 AJBennett

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Posted 12 September 2017 - 04:59 AM

Not sure what to say here really...I HAVE noticed longer wait times for matches though.

#252 Brain Cancer

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Posted 12 September 2017 - 11:41 AM

Quote

I am still getting matched up with ppl in full lrm assaults that do not move an inch once they found a position.
Still getting ppl who fire srms at 1k+ distance repeatedly.
Still getting ppl in lights that stand in the middle of the group blocing the big guys from pokeing or blocking then on ther way back into cover.
Still getting ppl on mechs with absolute garbage builds.


Of course you are. Nothing ejected those people from T1-2, and the PSR system has been shoving them into the top two tiers for over a year now. It's an incomplete fence to keep the potatoes from invading the field, and the bad players have long since been given T2 or even T1 status.

PSR must be more demanding regarding advancing players past T3, and actually able to keep lower-skill players out. T2 should require effort to maintain, and T1 extraordinary effort.

#253 The Unstoppable Puggernaut

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Posted 12 September 2017 - 01:54 PM

This aint working. Just played a few matches and kept losing with the 3 ams/ecm cutefox. In this game I asked if any T3's or below and 3 people acknowledged from my side. I still believe it should take some form of value on how good you are in a particular mech. I shouldn't have to be fighting/carrying my team in a damn support cutefox.

Posted Image

Edited by The Unstoppable Puggernaut, 12 September 2017 - 01:56 PM.


#254 Xmith

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Posted 12 September 2017 - 02:46 PM

I would have answered yes to your question.

Maybe you didn't share enough ams and ecm?

I see several positives. Looks like everyone on your team shared armor.

Everyone with multiple assist.

The red team had only 4 pilots left alive.

Non-stomp match.

Overall, not that bad of a loss.

Edited by Xmith, 12 September 2017 - 02:49 PM.


#255 Brain Cancer

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Posted 12 September 2017 - 03:22 PM

That's a 8-12 loss. That you did so well isn't saying your team was bad. Bravo Lance was clearly the weakest, and likely collapsed first.





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