Matchmaking Is Horrible
#21
Posted 21 May 2018 - 10:37 PM
#23
Posted 22 May 2018 - 02:10 AM
Cara Carcass, on 22 May 2018 - 01:04 AM, said:
I am in the top 3 of adamage delers in 95% of my matches. no matter what mech i pilot. driving mediums, i have the highest chance to be top damage dealer in any soloQ game.
What is true for you might not be true for others. If you look at Jarl's list, players who play a lot of Lights, and Mediums tend to score lower in that season compared to when they were chiefly driving Heavies, or Assaults, in general. Which is why Heavy queue is the most populous.
#24
Posted 22 May 2018 - 02:20 AM
#25
Posted 22 May 2018 - 09:37 AM
#26
Posted 22 May 2018 - 10:36 AM
Cara Carcass, on 22 May 2018 - 01:04 AM, said:
NO!
I am in the top 3 of adamage delers in 95% of my matches. no matter what mech i pilot. driving mediums, i have the highest chance to be top damage dealer in any soloQ game.
You know your team is special (as is the opponent's) when you do top damage and kills (KMDD as well) in a Cicada.
Spectating is an amazing experience. The number of players that simply can't aim and shoot is pretty amazing. Especially when both mechs are standing still. If the opposing pilot doesn't hit, chances are good that the pilot you're spectating will have a hard time hitting his target as well. I can almost feel the jubilation when he hits...something.
Edited by Zibmo, 22 May 2018 - 10:36 AM.
#28
Posted 22 May 2018 - 01:05 PM
Duncan Aravain, on 22 May 2018 - 09:37 AM, said:
That's questionable. I'm pretty sure I've played with some colonies of anaerobic bacteria, since I'm fairly sure any animal and most plants could do better than 20 damage in a MCII-B just by lying on the keyboard. Not to mention the usual 1-5 discos & AFKs every match.
#29
Posted 22 May 2018 - 01:19 PM
The best we can do now is to have an MM that puts a roughly-comparable mix of new/experienced/meta mechs and pilots on each team.
PGI needs to man up and program an actual decent matchmaker that can work across Solaris, QP and FP.
Since this is BattleTech/MechWarrior, that means... Battle Value! (YAY!). Except Battle Value was always broken anyway. (BOO!) So instead we make a new and improved 'Match Value' metric.
Match Value is based on the 'Mech and modified by pilot stats (PSR or performance). A simplified version would be:
Base Mech value: the average Match Score of that mech for that pilot, defaults to players average Match Score if < 10 matches
Mechlab modifier: the alpha strike potential of the mech build + top mech speed
Pilot modifier: Tier 5 - 0.7 Tier 4 - 0.9 Tier 3 - 1.1 Tier 2 - 1.3 Tier 1 - 1.5
Match Value = (Base Mech Value + Mechlab Modifier) * Pilot Modifier
This involves very minimal calculation. The 'Mechlab' value is saved with the mech when you 'save' in the Mechlab. The average match score is also calculated and saved on the mech when any match ends.
Now you can eliminate Solaris divisions completely (or break it down to 2-3), use any weight class, base a Match Value on saved Drop Decks, toss in the Pilot Modifier on the fly (which could include more than current tier but probably doesn't need to). Pull any number of people from the waiting queue and simply sort them so the Match Value on both sides is roughly equal. It doesn't have to be too fussy - up to a 56/44 unequal weighting would still give better matches than we currently get, and would solve a pile of FP and Solaris issues at the same time.
FP should also add a modifier for group sizes. The Match Value of the drop group would be added together and multiplied by 1.1 (3-5 man ), 1.25 (6-8 man) or 1.4 (9-12 man).
Of course, PGI won't do anything of the sort. Because player ideas obviously suck, and they weren't already planning to do it anyway.
Edited by MadBadger, 22 May 2018 - 01:28 PM.
#30
Posted 22 May 2018 - 02:24 PM
Poor guy was still stock green, and he had an LBX20, ATM12, and a ERML.
I was impressed that he managed like 200 damage.
There is no matchmaking in MWO.
#31
Posted 22 May 2018 - 02:53 PM
Nowadays the amount of such players is much higher (and the new breed seems more prone to shooting teammates in the back), sometimes more than half the team - which makes it near impossible to carry them.
Quote
There's a huge difference between
a match going back and forth until one side starts to get eaten ending in 4-12 or something
and
one side just killing mech after mech the moment contact is made, resulting in 0-12 within less than 1 minute of initial contact.
Map voting, map loading, ready phase, moving out for multiple minutes just to get folded within seconds without seeing any red dorito show up does not make for a good gaming experience.
#32
Posted 22 May 2018 - 06:56 PM
#33
Posted 22 May 2018 - 08:55 PM
No one I know cares a crap about S7 and we're all in other games full-time now. You reap what you sow PGI and the chickens have all left the roost ! Wow....what a mess.
#34
Posted 22 May 2018 - 10:54 PM
Edited by draiocht, 29 May 2018 - 04:51 AM.
unconstructive, replies removed
#35
Posted 24 May 2018 - 06:09 AM
#36
Posted 24 May 2018 - 05:13 PM
After all these time, I doubt it ever will.
The miracle has been that this game and its community refuses to disappear though plenty of matches are a disastrous experience for anyone playing this.
You just come back sometimes hoping to get those ones which were rarely a good time.
#37
Posted 24 May 2018 - 05:49 PM
#38
Posted 24 May 2018 - 05:49 PM
like if you can't have a half-decent rig or internet maybe you shouldn't play mwo
#40
Posted 24 May 2018 - 05:56 PM
Quote
its specifically because there is no matchmaker in group queue
you can stack one team with all good players and guarantee that you win most of the time
whereas a functioning matchmaker would put enough good players on the other team that your team should only win about 50% of the time.
but no theres nothing particularly special about players who abuse group queue to pad their stats. which is why solo stats and group stats should be separated out.
Edited by Khobai, 24 May 2018 - 06:01 PM.
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